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How Final Fantasy XIV works (1 UP)Follow

#1 Aug 05 2009 at 7:06 AM Rating: Excellent
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Found this article:

http://www.1up.com/do/newsStory?cId=3175435

Quote:
- FFXIV's "armory system" is what defines your character's growth. The game has four broadly defined "job skills" -- Fighter, Sorcerer, Gatherer and Crafter -- each of which has a variety of more specific classes (Swordsman, Blacksmith, Caster, etc) attached to it. You can change your class instantly simply by changing your weapon and armor, and as you fight and complete quests with that equipment, your character will advance in that class. You're free to concentrate entirely on one class, or try to balance yourself out among all the job skills.


Edited, Aug 5th 2009 11:08am by kyansaroo
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#2 Aug 05 2009 at 8:55 AM Rating: Excellent
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Great read, thanks for this!

It seems like any single character can be extremely powerful and have a wide variety of skills. I wonder if there are any limits to learning every skill?
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#3 Aug 05 2009 at 9:47 AM Rating: Good
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Quote:
It seems like any single character can be extremely powerful and have a wide variety of skills. I wonder if there are any limits to learning every skill?


I think the info that Elmer posted said that they are making a decision now if you can "max" all skills or if it will be a see-saw effect where if you want to max one skill you do so at the loss of another.

http://ffxiv.zam.com/story.html?story=19138
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Windurst Rank 10
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BLM 75 / WHM 75 / BST 75 / RDM 75 / BRD 75
Next to 75: COR 47 / SCH 58
RotZ: Complete
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ToAU: In-Progress
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#4 Aug 05 2009 at 11:06 AM Rating: Decent
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Very reminiscent of FF2........but yet very different.

I like it.
#5 Aug 05 2009 at 11:14 AM Rating: Decent
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Sounds like the system from Ultima Online. Not good.

The devil is in the details, I guess.

Edited, Aug 5th 2009 3:17pm by KarlHungis
#6 Aug 05 2009 at 11:21 AM Rating: Decent
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Interesting.
I like the sound of changing jobs instantly, no more trekking back to the mog house.
#7 Aug 05 2009 at 2:17 PM Rating: Good
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I'm pretty excited about the switching of jobs on the fly. It opens up the game to a lot of strategic play.
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Windurst Rank 10
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BLM 75 / WHM 75 / BST 75 / RDM 75 / BRD 75
Next to 75: COR 47 / SCH 58
RotZ: Complete
CoP: Complete
ToAU: In-Progress
WoTG: In-Progress
#8 Aug 05 2009 at 3:58 PM Rating: Decent
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I would prefer if the jobs were just more fluid. This seems very much like the jobs will still be rigid but you'll be able to shift more fluidly between them. I hope that at least they don't decide to go with the seesaw approach.

I think it makes for a better game if you can switch from melee, to casting, to crafting, to harvesting... without necessarily having to change weapons and clothes. Frankly, I'm a bit disappointed by this move. It seems like a concept of novelty that adds little to gameplay, but I guess we'll have to wait and see how it pans out.

What I'm reading is that it's probably going to play like dress spheres in FFX-2 along with the learning skills through weapons/armor in FFXII. These strike me as two of the lesser popular elements from two of the lesser favored Final Fantasy titles, so I'm a bit curious as to how they think this is going to work out favorably.
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#9 Aug 05 2009 at 4:14 PM Rating: Good
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Quote:
I would prefer if the jobs were just more fluid. This seems very much like the jobs will still be rigid but you'll be able to shift more fluidly between them. I hope that at least they don't decide to go with the seesaw approach.


I wouldn't mind having to pre-set my skills prior to leaving my Mog House in a see-saw way before setting out on an adventure but I definitely don't want something like merits where I have to permanently choose a "build" that requires a lot of grinding in order to change.
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Windurst Rank 10
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BLM 75 / WHM 75 / BST 75 / RDM 75 / BRD 75
Next to 75: COR 47 / SCH 58
RotZ: Complete
CoP: Complete
ToAU: In-Progress
WoTG: In-Progress
#10 Aug 05 2009 at 4:26 PM Rating: Good
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I am actually very intrigued.


I'm glad we've finally got some solid info on game mechanics.
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#11 Aug 05 2009 at 4:56 PM Rating: Decent
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Quote:

I wouldn't mind having to pre-set my skills prior to leaving my Mog House in a see-saw way before setting out on an adventure but I definitely don't want something like merits where I have to permanently choose a "build" that requires a lot of grinding in order to change.


I actually want an Ability Point system like that and am both baffled and a bit miffed by their decision to go in this direction, but I suppose it's still possible to use an AP system within this. It just seems like an AP system would make this kind of framework unnecessary, which spooks me into thinking that they'll go with something silly.

From what's been said so far I fully expect the game to play like a combination of FFX-2 and FFXII. I'm really hopeful that we learn otherwise very soon.
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Hyrist wrote:
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
#12 Aug 05 2009 at 8:25 PM Rating: Good
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Kachi wrote:
[quote]From what's been said so far I fully expect the game to play like a combination of FFX-2 and FFXII. I'm really hopeful that we learn otherwise very soon.


Actually, that sounds great to me. I thought those both had really fun battle systems.
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#13 Aug 05 2009 at 9:20 PM Rating: Decent
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I thought FFX-2's battle system was actually pretty fun, but I know a -lot- of people disliked/hated it. Personally, despite having liked it, I don't think I liked it enough to play it again, let alone as an MMO. FFXII was pretty poorly received as well. The battle system was boring (and entirely too much like XI's), and the need to unlock the ability to wear armor was incomprehensibly cumbersome, and to repeat myself, silly.
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Hyrist wrote:
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
#14 Aug 05 2009 at 10:10 PM Rating: Decent
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KarlHungis wrote:
Sounds like the system from Ultima Online. Not good.
Edited, Aug 5th 2009 3:17pm by KarlHungis


To provide an interesting and detailed counter-point:

Sounds like the system from Ultima Online. Very good.

I guess its all just a matter of opinion :)
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#15 Aug 06 2009 at 4:27 AM Rating: Good
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To be honest I liked the dress sphere system (not the name or background story for it though) and I think it would work pretty well in an MMO. If you take the way they do BLU now and think of it in larger terms across assigning points to jobs you lay out on your "sphere" then it could make for some interesting combination. Perhaps we'll all start with a 2 slot sphere and can move between two jobs that are pre-set in a town/Mog House with specific skills already chosen for those jobs and maybe later we can get bigger spheres and more skills to add. I think that would be neat.
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Kyansaroo - Kujata
Windurst Rank 10
Tarutaru
BLM 75 / WHM 75 / BST 75 / RDM 75 / BRD 75
Next to 75: COR 47 / SCH 58
RotZ: Complete
CoP: Complete
ToAU: In-Progress
WoTG: In-Progress
#16 Aug 06 2009 at 8:48 AM Rating: Decent
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1,017 posts
Kordain wrote:
KarlHungis wrote:
Sounds like the system from Ultima Online. Not good.
Edited, Aug 5th 2009 3:17pm by KarlHungis


To provide an interesting and detailed counter-point:

Sounds like the system from Ultima Online. Very good.

I guess its all just a matter of opinion :)


I remember reading somewhere earlier, that its similar to BLU that you set the spells/JA/WS based on the skill level you set.

Thus its I'd need to set some skill points to Gatherer to unlock Wide-scan type ability and some skill points set to Conjureror to unlock Carbuncle and all skill points to Fighter unlock say the Steel cyclone type (i.e. big numbers) weaponskill.

Definately an improvement over Ultima Online's system. Skill points are wasted when one decides to "change jobs" and unlock a previously capped skill and then time is further spent (wasted) to (re)learn the skill to a higher level. This results in lots of characters with different caps to the same set of skills. Translation: Grinding game.

FFXIV's system looks very interesting, capping skills on the fly. I wonder how long the delay will be. Probably no weapon/armor change mid-battles. The exact opposite of FFXI.
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#17 Aug 06 2009 at 10:42 AM Rating: Decent
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I'm all about Ability Points allowing you to customize your character. What concerns me is the apparent bifurcation between mages and melee, crafter and gatherer. This makes me worry about the customization options. If you can be a Swordsman, and then in the next instant a White Mage, that seems to suggest that you won't be able to make a Swordsman with some healing magic, instead leaving you to switch switch switch clothes and jobs.

As I've said elsewhere, I hope that this means that you will -learn- the abilities as these jobs, and then you'll be able to set them freely after you master them. If that's the case, awesome. And there's some indication that this could be the direction they're taking.

But if not, I'll be pretty disappointed.
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Hyrist wrote:
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
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