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Armor related skills?Follow

#1 Aug 26 2009 at 1:49 PM Rating: Excellent
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Do you expect to see, or want to see, skills that are tied to specific armor types in addition to weapon skills?

We already know that we'll learn skills by using weapons, but what about wearing armor?

I'm thinking of a FFIX style system where using armor long enough allows you to learn skills associated with it.

Would you expect to see this in FFXIV? Heavy armor types give defense skills? Shields give blocking or bashing skills? Arcane (magic) armor gives magic resistance skills or buffing skills?

Or do you expect learned skills to be tied only to weapons?

I would like to see armor skills. The way most armor has been is that it automatically comes with high defense or resistance to certain magic types.

The more you use it, the better you get at using it, and the more protection it offers. (I apologize if FFXI had something like this...I don't remember).

Maybe a magic robe can offer resistance to either fire or ice, where the resistance skill increases every time you are hit by a fire or ice spell until the skill is learned.

Do you expect something like this? Something different?
Would you even like to see it?
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#2 Aug 26 2009 at 3:19 PM Rating: Excellent
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I wouldn't like it, for two reasons; one is a matter of game mechanics and one is entirely selfish.

As a matter of game mechanics, I'm rather fond of the industry's push toward decentralizing the incentives to play away from armor and into the metagame. I'm worried making armor too powerful might undermine that. Although I'm definitely in the "I hope they're including more customization than it seems they are" camp, I think we can work it some other way.

The selfish reason is that I want to play dress up. I just know having skills tied to armor will invariably lead to being forced to look like a sin against the fashion gods. Armor dyes can help and Armor model swapping can remove this worry completely. But, given just about the only MMO company that has bothered to really get in touch with their feminine side is NCSoft, I do not have high hopes.
#3 Aug 26 2009 at 3:25 PM Rating: Decent
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I'm leaning towards the idea that it will be weapons only. Why? cause you can only equip two (possibly three with ranged, if included in the ability learning equation) at any given time. Armor is a bit more slots (10+) Also due to the fact that SE has stated that weapons will give the abilities.

Also I think you're looking at this a bit more round-about than it actually will be. I think that you'll need to use a weapon effectively skilling on it or breaking a latent on it, but once you learn the ability, you had the ability any time you have a weapon of that weapon's class equipped. So having abilities on armor would either make this a cheesy-easy (WoW-esque) game or make it so you have far more abilities than you will ever need or use (again, another WoW-esque trait)

Armor is going to be the way you boost your stats (IMO). As you progress further through the game and get harder to obtain armor you will get better stat boosts. They've eliminated leveling, so I can only see armor as being the way you increase stats like HP/MP/STR/INT/etc.

Edited, Aug 26th 2009 7:27pm by GhikQue
#4 Aug 26 2009 at 3:44 PM Rating: Good
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You both raise very good points that I didn't even consider.

I can wholeheartedly agree with the aspect of wearing armor that you think looks good rather than being forced to wear ugly armor because of it's skills.
One of the things I liked about Perfect World was that they had fashion items in addition to armor that, while not giving any stat boosts at all, you could wear over your armor and they looked great.

Also having so many slots for armor would also really complicate things; that's definitely true.

What about a general skill such as "heavy armor skill", "light armor skill", "magical armor skill", that increases over time?
After so many hits you may get "Heavy armor skill +.1", and the higher the general skill the better you become at wearing heavy armor?

Did FFXI do something like this? I can't remember for the life of me.
Or maybe once that skill reaches rank 10 you get a defense bonus while wearing heavy armor.

Oblivion did this and I really liked it. The more you wore it and got hit while wearing it, the better it protected you. When your heavy armor skill would reach milestone levels you got perks while wearing heavy armor like "Heavy armor no longer degrades as quickly", and "you gain 10% more protection when wearing all heavy armor."

And different perks came with different armor types.
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#5 Aug 26 2009 at 3:48 PM Rating: Decent
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hmmm I sort of dig the armor "class" skill up idea. Adds another definition of player development, however there is a bit of a flaw with it.

What if you're not the tank? Take MNK for example. Leveling Guard on MNK was an exercise in futility unless you had a LOAD of time, or a RDM friend with a LOAD of time. So I can see light armored (mages, etc) getting boned in that aspect.
#6 Aug 26 2009 at 4:20 PM Rating: Excellent
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semi-related side note: worthwhile set bonus's please!! I'm tired of looking like a patchwork quilt ;-;
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#7 Aug 26 2009 at 5:10 PM Rating: Decent
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Maybe they could do persistent stats that you could keep after wearing the armor for so long. Like for example strength +3, you get from wearing such and such armor for a period of time (ala FFT learning skills from gear), but of course limit how many persistent stats you could keep at a time, but always have the ability to choose the ones you've "learned" if you want to try another weapon and change how you want to play. I try to avoid saying the word job/class anymore since in general they are pretty much gone.

Edited, Aug 26th 2009 8:11pm by Ipwnrice
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#8 Aug 26 2009 at 5:37 PM Rating: Decent
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You won't have to worry about looking like sin if changing your weapon really does change your outward appearance =(
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#9 Aug 26 2009 at 5:44 PM Rating: Excellent
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...to what, though?

Predetermined class appearances universal for everyone with that weapon? The armor you've set-up in your 'appearance' slots? The patchwork collection of armor you've assigned to that particular weapon?

#10 Aug 26 2009 at 7:07 PM Rating: Decent
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I honestly hope its not a universal appearance for anyone wielding that weapon/weapon type. I would cringe hard. In a game like FFT etc, its not bad not changing appearance because you have multiple characters of varying classes. In a game like this though, higher standards will hopefully be met regarding armor :)
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#11 Aug 26 2009 at 7:12 PM Rating: Good
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I'm pretty sure that (given all the work they've put into faces so that there is lots of variety in player appearance) they're not going to have universal armor appearance per weapon type. That would just be silly.
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#12 Aug 28 2009 at 2:38 AM Rating: Decent
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I'm hoping that the armoury system is a socket system with skills learned from wearing the gear.

just an idea:

You have a piece of hand gear that clearly built for a "Tank" it's a high def piece with learnable skills of "HP + 100" and "parry" these skill can be used while the gear is equipped and can be learned once enough "item exp" is gained.
the gloves also have an empty socket which a previously learned skill can be equiped it.
so the gear looks like this:

DEF:40
HP +100 (learnable)
parry (learnable)
( ) empty socket

you have a more healer piece of gear lets say a hat. You've used this hat before and learned it's skills. the hat looks like this:

def: 10
MP +100 (learned)
cure II (learned)
( ) empty socket
( ) empty socket

Now you can take that cure II spell and socket it in your high def gloves. Now you have the makings of a "Paladin" type job.
Heres the rub and the balance:
you have limited sockets so what do you use em for? more HP, MP? More skills.
You won't have to worry about looking like a fool by mixing and matching gear to get the desired abilities. But you do have to put thought into how you fit yourself

I can hardly wait til SE reveals thier "job" system
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#13 Sep 03 2009 at 4:36 AM Rating: Good
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"We have heard a lot about the battle system, and Famitsu reviewed it as well. Above is a picture they provided of the layout with the labels translated. The player selects which action or ability they wish to use and it registers to their right-hand or left-hand gauge, depending on which hand holds the associated equipment. For example, a sword may use the right-hand gauge, but a shield held in the left-hand would use the left-hand gauge." -Famitsu article Guild Leve Progression

There's shields at least.
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#14 Sep 03 2009 at 4:52 AM Rating: Default
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Of course there are shields...you were able to use "Shield Block" with the Gladiator on GamesCom xD
And of course the Gladiator was wearing a shield...I don't think that was just for the looks ;)

As of armor and skills. I can see that happen. It's not like there have to be a different skill on each and every armor piece. But some armor providing a certain ability, which can be learned after accumulating enough "skill points" would be a nice addition IMO.

For example, it would be really nice IMO to have like a "stronger" version of Provoke on a body piece like Koenig Body for example. That way it wouldn't just mean the Body will make you stronger statwise, but will also let you perform better in your class. On the other hand they could just imply things on the body piece w/o learning it. Like "Enhances Provoke Effect" xD

Hmmm...I can see lots of different ways of handling it^^

I for myself would appreciate if you could only reach Skill Lvl 99(if 100 should be max) with a weapon and the last skill point can only be accumulated with either doing some certain tasks, or fighting with a certain weapon(Relic Weapons for example...though not THAT hard to obtain, but still challenging) And that last skill point will provide with something like an 2h Ability^^
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