Forum Settings
       
This Forum is Read Only

Skillups & What Parts Of FFXI Should Stay/Go?Follow

#1 Jun 02 2009 at 4:55 PM Rating: Decent
*
177 posts
Do you think you should have to level parry/shield/weapon/magic/etc skills, or should SE get rid of that mechanic? What mechanics do you think need to go or be changed, and what parts of FFXI do you think are successful and should stay?

Edited, Jun 2nd 2009 8:57pm by ihatetaru
____________________________
People don't accept the truth if it's typed in a tone unsympathetic to them. It doesn't make something any less true if someone you don't like is the one to enlighten you.
#2 Jun 02 2009 at 4:56 PM Rating: Excellent
I think the skillup mechanics for weapons were just an annoying grind personally. My vote is off with their head.
____________________________
Die! Die die die. die die die die, die die. - Scarlet Briar
#3 Jun 02 2009 at 5:04 PM Rating: Default
Scholar
**
312 posts
Was never a fan of it in FFXI. All it really amounted to was that a freshly dinged person with an uncapped skill was slightly weaker than someone later on in that level that had a capped skill. (Unless of course people let their skills fall behind. Which really only happened with things like Enhancing, Summoning, and Healing.)

I could see its purpose if using different weapon types was viable but aside from a few jobs like RNG or DRK you never really utilized those other weapon classes unless you were messing around so it was just useless.
#4 Jun 02 2009 at 5:07 PM Rating: Decent
***
1,353 posts
I think it's a nice aspect that presented an amount of realism. I think it's silly if you're a DRK that plays the entire game with a Great Axe, and you get to endgame, switch to a Great Sword and can use it just as well. It doesn't really make sense.

I never really had to deal with it, though. I just picked weapons I knew I could use all the way.
____________________________
I will wake up at six a.m. again.
and I will find my way to the front door
like a soldier crawling through the smoking carnage.
smoldering bodies at my feet,
I'd love to stick around, but I've got someone to meet.
and I will put my best foot forward.
and I'll thank god I made it out of there
on the day when my new friends come.
#5darkrainkujata, Posted: Jun 02 2009 at 5:10 PM, Rating: Sub-Default, (Expand Post) i think skill ups should be harder so you cant just get them while levelling.
#6 Jun 02 2009 at 5:14 PM Rating: Good
Maybe instead they could go with some point system where each level you get some points you can put into weapon skills at a trainer. So instead of having to go out and grind the skill, the trainer trains you to specialize in a specific weapon skill.

You can untrain for a fee, and it would be set up something like it takes 10 points for novice, 20 points for skilled, 30 points for expert, 40 points for master, 50 for legendary. (and I mean legendary would cost 10+20+30+40+50 = 150 points)

You get enough points to have one weapon at legendary and the rest at novice, or any combination of skill levels. Might be kind of realistic that people can specialize or generalize.
____________________________
Die! Die die die. die die die die, die die. - Scarlet Briar
#7 Jun 02 2009 at 5:17 PM Rating: Decent
Scholar
**
312 posts
As much as I'd love that kind of system it would have to be executed in a way that being a generalist had some form of sufficient advantage over specialist in situations (and vice versa) else everyone would go specialized.
#8 Jun 02 2009 at 5:20 PM Rating: Good
Sage
***
1,252 posts
IF they decide to keep them at least let us see the stats decimals to see exactly how close we are to getting next full level....that and let us see ALL our stats...


And while I'm going...don't have 3 effing stats contribute to the same thing (here's looking at you AGI/eva/eva skill >.>)
____________________________
DNC: 90 THF: 90 RNG: Semi retired @90 RDM: Retired@75

lolblog: http://mithrasmemoirs.blogspot.com/
Elemental Magian Dagger Guide
Gearsets/etc
#9 Jun 02 2009 at 5:26 PM Rating: Excellent
I really don't want to see anything stay, I'd love for a complete revamp.
____________________________
Retired.
#10 Jun 02 2009 at 5:27 PM Rating: Decent
Scholar
22 posts
I don't like how FFXI has placed so much emphasis on people's skill ratings (example: Dancer's dagger or Puppetmaster's H2H ratings). Instead, how about making weapons only equippable by one job? None of these swords that WAR/DRK/SAM/etc. can equip. If every weapon and armor piece was specialized for the specific jobs, and there was no skill ratings, then that might bring a great new dynamic to the way things work...

If they did that, we'd need some serious improvements in inventory space, since carrying gear for all of your jobs would suck.

I suppose it's somewhat like WoW, but imo it might be fun.
#11 Jun 02 2009 at 5:28 PM Rating: Good
Eh personally I like variety, I'd actually rather have no skill levels at all but let people use a wider range of weapons. Customization = good! :P
____________________________
Die! Die die die. die die die die, die die. - Scarlet Briar
#12 Jun 02 2009 at 5:34 PM Rating: Decent
5 posts
I still want FFXIV to be community based like FFXI was. Make solo play a feasible option but emphasize teaming up. Also, give players decent alternatives to grinding for Exp. I loved the FFXI grind as much as any fan of the game but I wouldn't mind taking on some epic adventure for Exp instead every now and then :)
#13 Jun 02 2009 at 5:43 PM Rating: Decent
Scholar
22 posts
Quote:
Eh personally I like variety, I'd actually rather have no skill levels at all but let people use a wider range of weapons. Customization = good! :P


Now that you mention it, I wouldn't want to lose the customization that FFXI brings to the table. Good point! ^^

Would still be nice if they managed to do away with skillups and skill ratings in some way. Maybe if they solely based your effectiveness with weapons/magic on stats, rather than stats and skill combined.
#14 Jun 02 2009 at 8:51 PM Rating: Decent
I can honestly say that I like the skill system in FFXI. Now, there are many times it doesn't like me *coughDNCsword* *coughPLDgreatsword* but I like the option of leveling every skill to a set level for my job. I do however agree with the decimal points option. And that should go for crafting too. Having to keep track of where you are in a level when skilling up is annoying >.< But overall the whole having to skill up to be good at a certain weapon/etc. has always filled me with a sense of accomplishment once I've finished. Maybe I'm just weird about my skills. I already know I'm weird in general.
____________________________
Shurtugal -- Remora
Hume
PLD74/NIN37
Windurst Rank 7

Samwise -- Remora
Tarutaru
DNC57/NIN28
Windurst Rank 5
#15 Jun 02 2009 at 9:06 PM Rating: Decent
Scholar
Avatar
**
633 posts
I think they are essential in the sense that you need some time sinks in the game or else it seems empty and bland. However, they could be executed differently. Such as story driven quests to raise the caps and learn new "WS"s.

Rather than just grinding on certain mobs in your level range there could be more thought put into just how you learn to use Combat skills.

One thing I do NOT want to see is having to spend Gil in order to learn something. That is something that a lot of other MMOs have that misses the entire point, spending 200K Gil to learn something is just lazy character development.

Make it interesting and make it less tedious and boring.
____________________________
"BSTito, ergo erat..." (I BST, therefore I was.) -Rennne Decarrtee, Mithran Philosopher
#16 Jun 02 2009 at 9:22 PM Rating: Decent
*
229 posts
The job system should be the first thing to receive the axe.
Hear me out on this one, because it sounds crazy. Rather than have you pick a job and build up from there; you start out as nothing. You would start with 20 (or some such number) points to assign to various spells, stats, passive abilities and weapon proficiencies. When you level up, the skills you specialize in gain level as well as giving you more points to put in catagories. Eventually, you may be awarded the ability to equip a Clerical Tunic or a Vermilion Tabard that looks like job defining armor because your skills define you rather than your job.

Sometimes you would have to spend points to unlock advanced categories of magic, or have preexisting spells already. For example, to receive Red Magic: I, you would have to have 2 points in White and Black Magic: I and 1 point in either White magic: II or Black Magic: II. Once you start down Red Magic: I, you would start to lose higher levels of Black/White magic spell groups, but your Red Magic Category would open up ever further.

You should be categorized on what you specialize in, not what "job" you are. Eventually, if you max out a certain skill line or abilities, you could earn say, an honorary title of "Ninja" or "Fighter" (Fighter needs to come back, lol) and access to an ingame guild or something. Really, something more nebulous would be a lot better.


Edited, Jun 3rd 2009 12:27am by Malinne
____________________________
My Red Mage can solo your Honor's Student.
My Samurai can make him a paraplegic.
-= Levels =-
RDM75 SAM75 WAR75 BLM65 WHM37 RNG37 THF37 DRK37 NIN37 BLU 39.
-=Rank=- 10 Windurst/ 10 Bastok / 10 Colbert
Merits: +8 to Patriotism and Bear Killer effect.
#17 Jun 03 2009 at 1:23 AM Rating: Default
Quote:
The job system should be the first thing to receive the axe.
Hear me out on this one, because it sounds crazy. Rather than have you pick a job and build up from there; you start out as nothing. You would start with 20 (or some such number) points to assign to various spells, stats, passive abilities and weapon proficiencies. When you level up, the skills you specialize in gain level as well as giving you more points to put in catagories. Eventually, you may be awarded the ability to equip a Clerical Tunic or a Vermilion Tabard that looks like job defining armor because your skills define you rather than your job.

Sometimes you would have to spend points to unlock advanced categories of magic, or have preexisting spells already. For example, to receive Red Magic: I, you would have to have 2 points in White and Black Magic: I and 1 point in either White magic: II or Black Magic: II. Once you start down Red Magic: I, you would start to lose higher levels of Black/White magic spell groups, but your Red Magic Category would open up ever further.

You should be categorized on what you specialize in, not what "job" you are. Eventually, if you max out a certain skill line or abilities, you could earn say, an honorary title of "Ninja" or "Fighter" (Fighter needs to come back, lol) and access to an ingame guild or something. Really, something more nebulous would be a lot better.


In other words, you want FFXIV to lose one of FFXI's best features - the ability to play more then one class on a single character. The customization options are nice, but I like the ability to have my 5 75's on 1 character, thanks.
#18 Jun 03 2009 at 2:35 AM Rating: Decent
Silent But Deadly
*****
19,999 posts
TanthalassPhoenix wrote:
In other words, you want FFXIV to lose one of FFXI's best features - the ability to play more then one class on a single character. The customization options are nice, but I like the ability to have my 5 75's on 1 character, thanks.
You just don't want to hear "Refresh plz" while you're out tanking and parsing for half the alliance's damage.
____________________________
SUPER BANNED FOR FAILING TO POST 20K IN A TIMELY MANNER
#19 Jun 03 2009 at 3:29 AM Rating: Default
Quote:
You just don't want to hear "Refresh plz" while you're out tanking and parsing for half the alliance's damage.


No, I don't want to either:
a. Level multiple classes on multiple characters only to restrict myself to primarily using only 1 character for fear of losing gear. EX: You have RDM, PLD, and BRD at 75, but they're all on different characters. You get asked to come to KB on your BRD character. DRing drops. You would have been able to lot on it if you were on your PLD character, but because you're not, one of the rarest items in the game just passed by you.

OR

b. Force someone else in my linkshell into the same situation listed above. Not all jobs are useful for all events, etc. Also - imagine trying to get Ares gear for a PLD on a 1 job for char system. Or Morrigan's for BLU, or anything along those lines. If you can't DBox, you have to leech and hope.
#20 Jun 03 2009 at 3:32 AM Rating: Decent
***
3,416 posts
Quote:
The job system should be the first thing to receive the axe.
Hear me out on this one, because it sounds crazy. Rather than have you pick a job and build up from there; you start out as nothing. You would start with 20 (or some such number) points to assign to various spells, stats, passive abilities and weapon proficiencies. When you level up, the skills you specialize in gain level as well as giving you more points to put in catagories. Eventually, you may be awarded the ability to equip a Clerical Tunic or a Vermilion Tabard that looks like job defining armor because your skills define you rather than your job.

Sometimes you would have to spend points to unlock advanced categories of magic, or have preexisting spells already. For example, to receive Red Magic: I, you would have to have 2 points in White and Black Magic: I and 1 point in either White magic: II or Black Magic: II. Once you start down Red Magic: I, you would start to lose higher levels of Black/White magic spell groups, but your Red Magic Category would open up ever further.

You should be categorized on what you specialize in, not what "job" you are. Eventually, if you max out a certain skill line or abilities, you could earn say, an honorary title of "Ninja" or "Fighter" (Fighter needs to come back, lol) and access to an ingame guild or something. Really, something more nebulous would be a lot better.


One of the things FFXI does the best, and you want to do something like this to it?

No, just no.

____________________________
SE:
Quote:
We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#21 Jun 03 2009 at 6:17 AM Rating: Good
*
147 posts
Above all else, keep the ability to change jobs like in FFXI.
The reason: How much do you really care about your character if it can only be one job and if the game has quests like COP, how big is the chance you would even bother doing that all over on a second character?

Also I would like them to keep the assault system where you're rewarded points instead of the pray-to-god-it-drops most everything else has
____________________________
Kisshu of Remora
#22 Jun 03 2009 at 6:19 AM Rating: Decent
Repressed Memories
******
20,808 posts
There are far, FAR too many threads on this forum trying to compare FFIV to FFXI. It's a different game, it will be different, and it should be different. Expect it to be Final Fantasy, but stop expecting it to be FFXI.
This forum is read only
This Forum is Read Only!
Recent Visitors: 15 All times are in CST
Anonymous Guests (15)