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Weapon Ability Idea!Follow

#1 Nov 17 2009 at 2:55 AM Rating: Excellent
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I apologize if this is a topic elsewhere.

With the latest news about the equipment the Gladiator and Pugilist can use, we discovered that weapons may differ in stats/uses/durability/etc based on the type of weapon it is. This had me thinking...

What if the abilities you get are based on the type of weapon you're using, not strictly the class of weapon itself.

For example(Keep in mind for these examples, I have little knowledge of how such weapons would be used in what situation, this is just an example):

A warrior would gain specific abilities based on the type of sword he uses.

A gladius might fall under a "defensive weapon" and would give you Provoke/Taunt and another threat based ability right off the bat.

A hawktail sword might be an "offensive weapon" and give you more offensive abilities. I'm thinking along the lines of what FFXI's weapon skills are.

A ******* sword would be the "all-around weapon", giving Provoke/Taunt and an offensive ability.

What sparked this idea, was how, in the descriptions, they actually bothered to point out the differences. It could be something as simple as "this sword type has 2 more attack than this sword type," but I'd find that on the lame side.

If they went this route, the sheer amount of customization possible is kind of overwhelming(at least if they allowed a way to permanently learn skills, such as having Provoke while using a hawktail).

Any thoughts?
#2 Nov 17 2009 at 12:34 PM Rating: Decent
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Sounds good to me, but this isn't a new idea. I'm not sure if you've ever played Final Fantasy Tactics Advance 1 or 2, but they both pretty much have this exact system.

Realistically, however, I have a feeling that the developers will shy away from this, just as they did anything else Ivalice related when designing the game. x_X



Edited, Nov 17th 2009 12:38pm by Onionthiefx
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#3 Nov 17 2009 at 12:57 PM Rating: Good
I'm guessing, judging on SE being the one releasing this, that they mean that hawktail swords will have stats like +parry +defense, and gladiuses will have +attack +STR. Pugilist leather gloves will have +defense, claws +STR, maybe +AGI.

I'm guessing that's how the weapons will be different types.
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#4 Nov 18 2009 at 1:18 AM Rating: Good
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Quote:
Sounds good to me, but this isn't a new idea. I'm not sure if you've ever played Final Fantasy Tactics Advance 1 or 2, but they both pretty much have this exact system.


Yeah, I've played them both. Pretty much where the idea jumped into my head. Putting a similar system to that into this new MMO would be really cool.

Quote:
I'm guessing, judging on SE being the one releasing this, that they mean that hawktail swords will have stats like +parry +defense, and gladiuses will have +attack +STR. Pugilist leather gloves will have +defense, claws +STR, maybe +AGI.

I'm guessing that's how the weapons will be different types.


In all honesty, that's probably what they're going to end up doing. I just figured, that with all the emphasis on the Armory System, that they'd add a little more than stat differences between weapon types.
#5 Dec 01 2009 at 8:07 PM Rating: Decent
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Ok, honestly I don't like the whole durability idea unless I can actually fix my own armor. It makes the game too focused on money, I friggen hate it in WOW especially endgame were repair costs reach upwards of 50+ gold....

Second of all as long as they still have Paladin and Dark Knight, I'll be happy. I wouldn't mind Blue Mage still bein' in the game either, though I dunno how it would be implemented with this system..... It would be kinda complicated it seems.
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#6 Dec 01 2009 at 8:33 PM Rating: Good
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Jubs wrote:
Quote:
Sounds good to me, but this isn't a new idea. I'm not sure if you've ever played Final Fantasy Tactics Advance 1 or 2, but they both pretty much have this exact system.


Yeah, I've played them both. Pretty much where the idea jumped into my head. Putting a similar system to that into this new MMO would be really cool.
Agreed
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#7 Dec 01 2009 at 10:25 PM Rating: Good
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Quote:
Ok, honestly I don't like the whole durability idea unless I can actually fix my own armor. It makes the game too focused on money, I friggen hate it in WOW especially endgame were repair costs reach upwards of 50+ gold....


I think the way its set up, is you can repair your own gear if you level a crafting job. Like, let's say you're a gladiator. Oh no! My sword is damaged! Better switch to my blacksmith to repair this real quick! This is, of course, if you even bothered to level the crafting job. I think it would be...interesting...to say the least, if you HAD to find a crafter to repair your gear, and not some NPC.


Quote:
Second of all as long as they still have Paladin and Dark Knight, I'll be happy. I wouldn't mind Blue Mage still bein' in the game either, though I dunno how it would be implemented with this system..... It would be kinda complicated it seems.


I think we'll have to make our own "Paladin/Dark Knight" in some way.
#8 Dec 02 2009 at 1:47 AM Rating: Decent
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This idea reminds me of FFIX's equipment system! Weapons/armor granted abilities when equipped, but as you won battles with the gear equipped, you would gain ability points and eventually memorize the abilities. You could then equip the learned abilities (some being activated abilities, others being passive traits) similarly to how blue magic is equipped.

Assuming each class has at least some loose restrictions on what abilities you can equip, you could equip a defensive weapon, but equip offensive traits learned from another weapon so you'd be an effective defender and attacker.

Or perhaps as a thaumaturge, you'd equip a staff to grant you use of certain spells, but equip a defense boost trait learned from one of your gladiator weapons to make your mage more durable in combat.

Isn't theorycrafting fun?
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#9 Dec 02 2009 at 1:59 AM Rating: Good
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Quote:
This idea reminds me of FFIX's equipment system! Weapons/armor granted abilities when equipped, but as you won battles with the gear equipped, you would gain ability points and eventually memorize the abilities. You could then equip the learned abilities (some being activated abilities, others being passive traits) similarly to how blue magic is equipped.

Assuming each class has at least some loose restrictions on what abilities you can equip, you could equip a defensive weapon, but equip offensive traits learned from another weapon so you'd be an effective defender and attacker.

Or perhaps as a thaumaturge, you'd equip a staff to grant you use of certain spells, but equip a defense boost trait learned from one of your gladiator weapons to make your mage more durable in combat.

Isn't theorycrafting fun?


It is fun!

That's what I had in mind when I made the topic. Something along the lines of FFIX/FFTA.

Only thing is, they'd have to mark some abilities as "unlearnable" or something. You could easily have the best of both worlds at the same time, otherwise. Obviously there would be a limit to what you could have equipped from your pool of abilities, but I just don't think SE would want a black mage who could heal just as well as a white mage.
#10 Dec 02 2009 at 6:22 AM Rating: Decent
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It is fun!

That's what I had in mind when I made the topic. Something along the lines of FFIX/FFTA.

Only thing is, they'd have to mark some abilities as "unlearnable" or something. You could easily have the best of both worlds at the same time, otherwise. Obviously there would be a limit to what you could have equipped from your pool of abilities, but I just don't think SE would want a black mage who could heal just as well as a white mage.


Yeah, I'm really hoping they weren't exaggerating in the interview when they said they had a focus on customization :)

Along with a limit to how many abilities you can equip, I'm sure abilities will be based on stats so that a black mage's cures wont heal as much as a white mage's will.
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#11 Dec 02 2009 at 1:28 PM Rating: Good
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Yeah, I'm really hoping they weren't exaggerating in the interview when they said they had a focus on customization :)

Along with a limit to how many abilities you can equip, I'm sure abilities will be based on stats so that a black mage's cures wont heal as much as a white mage's will.


Yeah, there's always that. I was thinking more along the lines of a black mage having all the end game white mage spells. Depending on the stats they decide to use, that may end up being the defining factor. Although, I don't see any reason not to have a simliar stat system to FFXI.
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