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Armory System - speculations [Warning: long read]Follow

#1 Aug 09 2009 at 2:47 AM Rating: Decent
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After reading several other posts about the concerns with the armory system, id thought id offer my 2 gil about it. I'm going to reference FFXI as it seem the closest comparision we have although i do believe that FFXIV might be similar to FFXII and FFTactics.

Firstly, i think many people are concerned about the implications if we were allowed to switch to ANY job as long as we have the equipment for it. Firstly, we're not even sure if they would allow us to switch "Disciplines" in combat. Even Leeroy's adventures describe him switching them as he was moving from one situation to the next.

Secondly, if were are allowed to switch disciplines/jobs/equipment to effectively alter our skill sets (ie from a high dps to a healer to pop that heal and switch back, effectively makine one invulnerable) i do think the limiting factor here would be our inventory space. Considering even ffxi, gear switching was a must and with the 80-100 slots we had, we had barely enough to support a single job. So i do believe that it would be similar in FFXIV where you can only take so much equipment and have access to it in battle, effectively limiting your skill set - so the people playing 24/7 will not be able to be a 75 WAR 75WHM 75BRD all at the same time. Although i do think that they might be able to mixture of all that to varying customisable degrees.

One scenario that I would wanna speculate is that every single piece of equipment is attributed to a particular skill. {here i will use ranger as an example]

weapon:
Bow

A) Basically getting archery levels will allow you to unlock skills (since there will not be any more character levels), much like the weapon skills of FFXI. However, in this case, maybe skills like barrage, shadowbind, could be tagged to your proficiency with a particular weapon.

Archery skill
................................................
10 Accuracy Bonus
15 Rapicshot
30 Barrage
35 Shadowbind
40 Snaring Shot
45 Keen Arrows (15% more crit damage)


B) Another case would be to need to unlock skills that can be added to your repertoire by training with specific weapons. (IE: getting points with the Loxely bow might increase your level of SNAP SHOT. Capping Eurytos Bow might give you sidewinder etc )Which you costs a specific number of points avaliable to your character.

C) Also, maybe EACH weapon would have it's own specific levels.
Using a Power Bow might have it's own specific skill progression and capping at for example 100 the Power Bow allows you to use BARRAGE.
However, the Great Bow might have SHADOWBIND at level 40 and BARRAGE at level 180. Thus you might choose to level the Great Bow to 40 and swop it in whenever you need to use SHADOWBIND (if they allow weapon swopping) and the Power Bow to 100 for BARRAGE.

* this is considering there are no level requirements, this there would be no level difference in using a Power Bow or Great Bow in the FFXI sense as the Great Bow does have more attack rating.

At the same time, i feel this would create an awesome time sink.

Equipment
Gear could be tied to specific skills, ie a low level glove might give you Barrage II ( two arrows ) once you unlock it, and a higher level glove might give you Barrage VI ( six arrows ) and so on. As such, as each piece of equipment is tagged to a skill that you may require for a certain job/playstyle, you are bound to be carrying the required equipment around.

As such, you are once again limited by inventory space - you might as a full fledge RNG, be able to cast a Cure on yourself, however you might not be afford to be carrying around a full assortment of WHM gear to augment that Cure with Divine Seal due to equipment limitations.

To me it would seem an incredibly flexible system where you could basically customise the abilities of your character/s however you what time to play, effectively allowing for an incredibly diversity of jobs.


Due to the announcement of FFXIV in E3, I have been playing FF Tactics because it's job system is reminiscence of what is hinted for FFXIV. Where in FFTactics, the roles that jobs fulfil maybe transferred to that of Weapons in FFXIV where the weapons you use define your class.

Training in a specific weapon would grant u points which you can spend to acquire skills. Of which, you have a limited amount or slots to juggle. Of course a more commited player would probably have several weapons capped out, however he would be limited to the ones he has allocated into these slots. (these slots which could effectively be his equipment slots)


Anyhow, hope that I have provided an interesting enough ramble to read. I apologise if it isnt especially detailed - but welcome to my ffxiv neurosis.

happy waiting for more info everyone!
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Elezen Archer
#2 Aug 09 2009 at 3:04 AM Rating: Decent
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i'd go with A, but with a tree growth, beacuse a tree makes the lv. system useless(you'd be archery lv.15 for exemple, while with a tree you'd be "elemental arrow" lv.5, triple shoot lv.8, rapid shoot lv.3)
#3 Aug 09 2009 at 6:52 AM Rating: Decent
I hope they do not tie equipment to certain skills, that sounds teh lame. I'm ok with the idea that what your main weapon is changes your class, but it would feel way too fake if changing your equipment changed what skills you had. equipment basically being stat boosters instead of armor in ffxi and WoW is bad enough.
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#4 Aug 09 2009 at 6:57 AM Rating: Default
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digitalcraft, Goblin in Disguise wrote:
I hope they do not tie equipment to certain skills, that sounds teh lame. I'm ok with the idea that what your main weapon is changes your class, but it would feel way too fake if changing your equipment changed what skills you had. equipment basically being stat boosters instead of armor in ffxi and WoW is bad enough.


You'd utterly despise FFIX then. It could be you'll have a set 'Exp/Ap/what have you' to learn skills before you want to change equipment (like FFIX/XII/Tactics etc) so it's not TOO bad of a system.
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#5 Aug 09 2009 at 9:40 AM Rating: Default
Mistress Theonehio wrote:
digitalcraft, Goblin in Disguise wrote:
I hope they do not tie equipment to certain skills, that sounds teh lame. I'm ok with the idea that what your main weapon is changes your class, but it would feel way too fake if changing your equipment changed what skills you had. equipment basically being stat boosters instead of armor in ffxi and WoW is bad enough.


You'd utterly despise FFIX then. It could be you'll have a set 'Exp/Ap/what have you' to learn skills before you want to change equipment (like FFIX/XII/Tactics etc) so it's not TOO bad of a system.



I didn't like FFIX that much. I've played them all.
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#6 Aug 09 2009 at 9:56 AM Rating: Decent
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Never played IX but i do love XI.
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Elezen Archer
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