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Grid/Sphere AdvancementFollow

#1 Jul 06 2009 at 5:37 AM Rating: Good
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I dunno if this has been proposed already but I was thinking last night how interesting it would be if SE used one of their grid-based advancement systems in FFXIV instead of a linear job system, such as was used most recently in FFXII. If you don't know what I mean, your characters growth would basically be charted on a giant graph and as you level up you could move your character in any direction by unlocking new spots on the grid. Every spell and ability and so forth would occupy a certain place on the grid. You could pick a general "archetype" to start (healer, tank, ranged DD, melee DD, support etc.) which would give you a few points set in a certain part of the grid but after that they could leave it up to you. Imagine the customization that could potentially happen. You could in theory have a DD who could heal or buff himself a bit, or a mage with berserk and heavy armor or a tank with reraise and so on. They could even have various spots on the grid where you could unlock "AF" type armors, but you could skip them completely if you wanted.

I know there are potential hurdles to overcome but I think it could work. I'm sure that no matter what SE does for character development this time around, it will be something original for a MMORPG.
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#2 Jul 06 2009 at 5:47 AM Rating: Decent
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It would be quite a refreshing experience, although I don't think it'll make it that much more customizable than before.. players would just go for the best setups and if you don't you'd be a gimp, and so on.

I'd still rather have this kind of system than the old kind though ;).
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#3 Jul 06 2009 at 6:18 AM Rating: Decent
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I think there should be an archtype and job portions to the grid. You can lean towards going down the path of either support, damage or defensive nature depending on where you travel. But you couldnt have certain jobs with spells that is outside of their nature. A thief or warrior with healing abilities, if they had support it would be active abilities that supported others in different means, or debuffed the enemies in a physical manner, etc.
#4 Jul 06 2009 at 6:24 AM Rating: Good
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I agree with zero, that sounds fun. I'm thinking in terms of whitemage. I loved how in past final fantasy games they would have the group separate, and the group has to fight their way out of a dungeon. You see the whitemage hold it's own but struggle. (i always hated when it came to that part lol, but loved it all the same) In regards to the comment that everyone will go a cookie cutter path this is true in any sense, but there are always people who will not infact go the cookie cutter paths if that were the case there would be no more beastmasters, puppet masters, corsairs wouldn't have been given a chance, dancers would not dance in ffxi, and dragoon would never have been fixed after the pentathrust nerf,all in part because there are cookiecutter paths and there are the roads less traveled. I for one, am a Summoner, Beastmaster, Dancer, and Puppetmaster...boy i sure know how to pick em. Give me a job grid sphere and I will make an awesome combination even if it doesn't get me as many invites, but they will say wow that combo can really handle it's own.
#5 Jul 06 2009 at 8:46 AM Rating: Decent
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Quote:
I agree with zero, that sounds fun. I'm thinking in terms of whitemage. I loved how in past final fantasy games they would have the group separate, and the group has to fight their way out of a dungeon. You see the whitemage hold it's own but struggle. (i always hated when it came to that part lol, but loved it all the same) In regards to the comment that everyone will go a cookie cutter path this is true in any sense, but there are always people who will not infact go the cookie cutter paths if that were the case there would be no more beastmasters, puppet masters, corsairs wouldn't have been given a chance, dancers would not dance in ffxi, and dragoon would never have been fixed after the pentathrust nerf,all in part because there are cookiecutter paths and there are the roads less traveled. I for one, am a Summoner, Beastmaster, Dancer, and Puppetmaster...boy i sure know how to pick em. Give me a job grid sphere and I will make an awesome combination even if it doesn't get me as many invites, but they will say wow that combo can really handle it's own.


There would be way less dragoons, puppermasters, dnc, and jobs like that if FF was like other games and made it 1 job per character. But, sense you can play all jobs on a single character, most people already have leveled their cookie cutter jobs (or desired jobs), and now can play around whenever they want too with other jobs they like. This is why FF job system (All jobs per character) was so great, and assuming this continues, then you will see people do the samething. They will get their desired jobs (or cookie cutter or whatever), to max then come up with some other combos for other jobs they might like. Knowing me I would just go the most productive route for every job, but other people could have cookie cutter jobs and other kind of combo jobs on a single character and we all would be happy in a sense. They would have to make sure combo jobs wouldn't be overpowered but i'm sure they can somewhat balance jobs for the most part.


Edited, Jul 6th 2009 12:48pm by HocusP
#6 Jul 06 2009 at 1:03 PM Rating: Good
I had not considered this when thinking of what they meant by not having to level your character. In fact this is exactly like they described it, through completing battles you'd unlock abilities or skills to make your character unique. But another thing concerns me, in the info provided SE stated it would not be so much what job you were using but what weapon you were using that would determine your skill. This points to a system similar to the one used in FF9, where equipping gear or weapons allowed you to gradually unlock job abilities or spells based on battle experience. However unlike that game an MMO allows for character appearance customization so you wouldn't always be wearing the same thing.

Equipping a Mage masher sword allowed Zidane to learn Flee in time, equipping a leather hat allowed you to learn bird killer and so forth. The gear was still limited to job class but there was a limiting effect in place to prevent you from overlapping your skills too much with another job.

Leather wrist teaches Vivi Fire spell, or Garnet Esuna, or Zidane flee gil

These stats are not accurate but give an example of the limiting on gear worn by multiple job classes that limits jobs from overlapping skills.

Imagine finding an Excaliber sword, you earn the AP to unlock Knights of the Round permanently, later you find a better sword, equip it and guess what. You still have Knights of the round!!! crazy It would be like the ws point items in FFXI after a certain amount of points is earned you can use new abilities and weaker abilities take fewer points than complex abilites similar to job spheres in FFx2.

Edited, Jul 6th 2009 9:07pm by Soulrunner

Edited, Jul 6th 2009 9:12pm by Soulrunner
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