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Interviews! Beta Info! New Classes! (Famitsu&Dengeki)Follow

#1 Mar 10 2010 at 9:26 PM Rating: Excellent
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Lots of information this time around! Famitsu has a giant spread for Final Fantasy XIV this week that featured a number of job classes, complete with Abilities and Weapon Skills! They also found the time to grab three developers for an interview: Atsushi Okada 岡田厚志, FFXIV Battle Planner; Sei Sato 佐藤制, FFXIV Planner; and Kenichi Iwao 岩尾賢一, FFXIV Planner.

Famitsu article and interview

Dengeki magazine also put together an interview with the developers from Final Fantasy XIV, and got their comments on each class as well! The editors over there love to publish their comments whenever possible, so you can see them interspersed throughout the interview. They are centered and marked with a 電 for Dengeki. Keep in mind, their comments are pure speculation.

Dengeki article and interview

Dengeki Games is now out with just an tiny bit more:

Dengeki Games Mini Q&A

Edited, Mar 19th 2010 6:04am by Elmer
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#2 Mar 10 2010 at 9:29 PM Rating: Excellent
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There will also be classes that serve as "MP controllers" that can help manage the MP of the party.


REFRESH PLZ
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#3 Mar 10 2010 at 9:45 PM Rating: Good
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I absolutely love this:

Quote:
Sato: Yes. In FFXIV, one's position, as well as the position and orientation of the enemy, has a large effect on battles. Following that line of reasoning, there will be appropriate distances for classes that maximize their effectiveness.

Iwao: We plan to have enemy classes follow these rules as well, and also include some techniques they can use in conjunction with each other. The idea is a battle where you are constantly moving, trying to attain the best position. So when it's party vs. party, this can get really exciting. It's not about sitting in one spot and striking away at an enemy; the player needs to consider the enemy's position and act accordingly.


This will definitely add intrigue to melee jobs as opposed to the standard 'click attack and walk away' while leaving the tank to keep the mob in the same position. The fact the mobs also have to follow this idea is very interesting and a great implementation.

And this is amazing as well:

Quote:
Sato: No, this aspect of the player will improve along with other stats, like HP, as they grow. Depending on how you raise your character, you could be a specialist against a certain type of element.


This addresses the fear that no job would be special. It seems that the specialties of jobs are actually much more in-depth in this game than I realized. The fact that you can specialize within the 6 elements of magic makes me think I'm going to have a tough time making choices.

Thank you so much for this information, Elmer, it definitely cheered me up after two days from **** here in Chile. I know everyone else will be as excited as I was while reading the interview.

#4 Mar 10 2010 at 9:46 PM Rating: Excellent
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Iwao: Two Conjuerers also could specialize in separate elements. One could excel at Ice magic and the other at Fire, thus serving two separate roles.


Party leader: /w 'Conjuerer' Hey are you a Water Mage?
Conjuerer: /w 'Party Leader' No sorry. I'm a Fire Mage.
Party leader: /w 'Conjuerer' Oh sorry we looking for a Water Mage only.

Or something like that, but still be interesting to see how it all works out.
#5 Mar 10 2010 at 10:06 PM Rating: Good
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Enfeebling looks a lot more interesting in this game.
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#6 Mar 10 2010 at 10:37 PM Rating: Decent
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Maybe the elemental specialties also means that the relative strength of each elemental direct damage spell is the same, so instead of getting to the point were we only cast blizzard and thunder spells, it's far more about weakness and personal affinity than magic mod based on level of the spell.

I wonder though, are elemental affinities mutually exclusive across the board, or would folks be allowed to become specialists in fire thunder wind at the expense of ice water earth (rather than, strong to fire, weak to ice, neutral to others or strong to fire, less than neutral to all others).

Interesting chances to diversify, but I do hope it's not too hard to change your affinity so it's more about "thunder spells r kool" and less "the highest percentage of endgame mobs have weaknesses to thunder so it helps in my guild application". I can see this as a really nice way to add depth, but it could be horribly constricting at the same time.
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#7 Mar 10 2010 at 10:43 PM Rating: Good
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http://www.4gamer.net/games/092/G009287/20100310072/screenshot.html?num=030 <--- move to Pic 11

Guys check out the TP bar below.

My guess is, you build TP to us Abilities much like WS. Thats why even casting gives TP.

Edited, Mar 10th 2010 11:44pm by Humster
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#8 Mar 10 2010 at 10:57 PM Rating: Good
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I kind of like the idea that you'll be micromanaging your mana as you travel through a given area to your 'final goal'.
I'm much more in favor of each class having a personal means to obtain mana that's interesting and inventive (ala sucking it from the mangled corpses of your foes), as opposed to just a ho-hum class with refresh.

I wonder if that means that Resting is essentially nonexistent?
Actually I think it would be brilliant if it was the case. It's a mechanic that's completely at odds with mobility, and it opens up so much challenge for casting classes in MP management.

The growth part make me worry, though. Sounds an awful lot like use-based leveling. Which is one of those things that always sounds so great in theory, but 2 years into the game's lifespan it has devolved into this godawful miserable slog as people are socially forced to overcome the weaknesses that evolve naturally from their chosen class. Bonus points if your the healer who "has to work up" their HP by throwing yourself on the spear for a couple hundred hours. Fun times. Fun times.

As far as the elemental attributes go, supposedly one of the interpretations floating around has the last ability of one of the mages as able to equalize the elemental attributes of mobs and player alike. So theoretically, elemental affinity never really has to be a gamebreaking problem, especially in an endgame situation where you can expect that particular class to be around.


Edited, Mar 11th 2010 12:21am by Zemzelette
#9 Mar 10 2010 at 10:58 PM Rating: Good
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Quote:
Party leader: /w 'Conjuerer' Hey are you a Water Mage?
Conjuerer: /w 'Party Leader' No sorry. I'm a Fire Mage.
Party leader: /w 'Conjuerer' Oh sorry we looking for a Water Mage only.


This will **** off a lot of people I think.


Conjuerer: /w 'Party Leader' Hey can I join up? I'm a water mage.
Party leader: /w 'Conjuerer' Everybody knows only lightning mages are helpful levels 25-32. We fight water mobs all through those levels.You'd probably end up being more harm than good to our pt.
Conjuerer: /w 'Party Leader' GYYAHAHHHHHHHHH!!!!! nobody will let me join!!!

Edited, Mar 11th 2010 12:08am by mithrandrk
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#10 Mar 10 2010 at 11:01 PM Rating: Good
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I'd like to know what the f*ck is going on in the cover page.
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#11 Mar 10 2010 at 11:15 PM Rating: Good
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That one conjurer looks like the guys from assassin's creed XD
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#12 Mar 10 2010 at 11:21 PM Rating: Decent
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I love that they're all gang banging a crab in the picture... the more things change etc.
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#13 Mar 10 2010 at 11:23 PM Rating: Excellent
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I'd like to know what the f*ck is going on in the cover page.


It looks like caricatures of the four main characters for Yakuza 4. In front of them, the Famitsu mascot is dressed like a drunken businessman coming home from a bar.
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#14 Mar 10 2010 at 11:25 PM Rating: Decent
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Quote:
Party leader: /w 'Conjuerer' Hey are you a Water Mage?
Conjuerer: /w 'Party Leader' No sorry. I'm a Fire Mage.
Party leader: /w 'Conjuerer' Oh sorry we looking for a Water Mage only.


I think we could expect the same for tanks aswell. Paladins specializing in taking Ice and Fire damage versus a Paladin specializing in Water and Lightning damage... As a future Gladiator (Tanking ftw) in FFXIV I'm a little worried.
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#15 Mar 10 2010 at 11:30 PM Rating: Good
mithrandrk wrote:
Quote:
Party leader: /w 'Conjuerer' Hey are you a Water Mage?
Conjuerer: /w 'Party Leader' No sorry. I'm a Fire Mage.
Party leader: /w 'Conjuerer' Oh sorry we looking for a Water Mage only.


This will **** off a lot of people I think.


Conjuerer: /w 'Party Leader' Hey can I join up? I'm a water mage.
Party leader: /w 'Conjuerer' Everybody knows only lightning mages are helpful levels 25-32. We fight water mobs all through those levels.You'd probably end up being more harm than good to our pt.
Conjuerer: /w 'Party Leader' GYYAHAHHHHHHHHH!!!!! nobody will let me join!!!

Edited, Mar 11th 2010 12:08am by mithrandrk



You know though, this is pretty much present in almost any MMO. I'm sure SE is keeping this in mind, given FFXI's track record with this.
#16 Mar 10 2010 at 11:31 PM Rating: Decent
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So my big question is this:

How will your chosen element(s) affect your your crafting?

Just something to ponder..
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#17 Mar 10 2010 at 11:36 PM Rating: Decent
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Thanks for the translation Elmer! All this news is exciting!

I'm getting the impression that for mages, Thaumaturge is more of a support/buffer/de-buffer class (brd, rdm, cor), while Conjurer is more of a damage dealing or healing class (blm, whm).

For FFXIV I want to go play a mage class, but I also want to pick one that is the best at soloing, and I just can't figure out what type of mage will be the best solo-er.

#18 Mar 10 2010 at 11:41 PM Rating: Good
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I'm loving the Lalafell pics. I wasn't planning on being a little guy again in FFXIV but the cuteness is drawing me in! Will I ever grow up? Must I navigate through a sea of legs in crowded areas again and only be able to talk face to face with people when they sit down? Can I at least have the ability to climb onto desks, AH counters, boulders and Roegadyn? Please!?!?!?!?!?!?
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#19 Mar 11 2010 at 12:03 AM Rating: Decent
mithrandrk wrote:
Quote:
Party leader: /w 'Conjuerer' Hey are you a Water Mage?
Conjuerer: /w 'Party Leader' No sorry. I'm a Fire Mage.
Party leader: /w 'Conjuerer' Oh sorry we looking for a Water Mage only.


This will **** off a lot of people I think.


Conjuerer: /w 'Party Leader' Hey can I join up? I'm a water mage.
Party leader: /w 'Conjuerer' Everybody knows only lightning mages are helpful levels 25-32. We fight water mobs all through those levels.You'd probably end up being more harm than good to our pt.
Conjuerer: /w 'Party Leader' GYYAHAHHHHHHHHH!!!!! nobody will let me join!!!


Only in this case it stands to reason that skilling up to be more effective with the "flavorelement of the month" job would likely more closely resembling skilling up a different weapon as opposed to leveling an entirely different job.

I'm waiting for all the people who whined about action bars to come along and rave about how much they love the FFXIV UI.

I'm also chuckling to myself at the prospect of all the people expounding on the varying complexities and challenges of the FFXI combat system soaking in all the information and sputtering in their soda. Oh, the glee...

Seriously, though...some good information and lots of tools for the developers to create diverse encounters.
#20 Mar 11 2010 at 12:05 AM Rating: Good
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I have nothing to add, except that I am excited. :D
#21 Mar 11 2010 at 12:06 AM Rating: Excellent
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bsphil wrote:
I'd like to know what the f*ck is going on in the cover page.


Mickey's bachelor party.
#22 Mar 11 2010 at 12:08 AM Rating: Excellent
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TauuOfSiren wrote:
I'm loving the Lalafell pics. I wasn't planning on being a little guy again in FFXIV but the cuteness is drawing me in! Will I ever grow up? Must I navigate through a sea of legs in crowded areas again and only be able to talk face to face with people when they sit down? Can I at least have the ability to climb onto desks, AH counters, boulders and Roegadyn? Please!?!?!?!?!?!?


I have to admit, they do look better than in past pictures. The ones released before have just been meh, but these actually look pretty cool!
#23 Mar 11 2010 at 12:27 AM Rating: Good
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Quote:
Only in this case it stands to reason that skilling up to be more effective with the "flavorelement of the month" job would likely more closely resembling skilling up a different weapon as opposed to leveling an entirely different job.


But even if you are just leveling a subskill and not having to start your whole job from scratch, that's just not a very fun thing. Like that salvage mission, where your sitting around waiting for those damned lizards to breathe fire on you so it can open the door. But for hours, maybe days. I either hope I'm wrong on how they hope to pull off the growth mechanic, or right on the function of Purge. Because that sounds so bloody miserable ;_;




Edited, Mar 11th 2010 1:32am by Zemzelette
#24 Mar 11 2010 at 12:39 AM Rating: Decent
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Interesting information, I do wish we would have heard about some more disciplines by now though, I also wish we knew more about the crafting/HELM jobs as well. Any info is great though, really interesting read. I wonder how many jobs there will be to start off with? I doubt the only starting melee jobs are going to be Gladiator/Pugilist/Lancer/Archer and that there will only be two mage jobs to start out, but I could be wrong?

Edited, Mar 10th 2010 10:49pm by EndlessJourney
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#25 Mar 11 2010 at 12:58 AM Rating: Good
Zemzelette wrote:
Quote:
Only in this case it stands to reason that skilling up to be more effective with the "flavorelement of the month" job would likely more closely resembling skilling up a different weapon as opposed to leveling an entirely different job.


But even if you are just leveling a subskill and not having to start your whole job from scratch, that's just not a very fun thing. Like that salvage mission, where your sitting around waiting for those damned lizards to breathe fire on you so it can open the door. But for hours, maybe days. I either hope I'm wrong on how they hope to pull off the growth mechanic, or right on the function of Purge. Because that sounds so bloody miserable ;_;


For skilling up straight resistances for non-magic using classes I could see that as a pain. I wouldn't be surprised if elemental affinity for casters was also increased by casting spells of a particular element, in which case it would be a matter of favoring a particular type of spell while skilling up.
#26 Mar 11 2010 at 1:00 AM Rating: Good
EndlessJourney wrote:
Interesting information, I do wish we would have heard about some more disciplines by now though, I also wish we knew more about the crafting/HELM jobs as well. Any info is great though, really interesting read. I wonder how many jobs there will be to start off with? I doubt the only starting melee jobs are going to be Gladiator/Pugilist/Lancer/Archer and that there will only be two mage jobs to start out, but I could be wrong?


FFXI only had 6 jobs at launch. By the time it reached North America,several had been added with RoTZ (I think SMN was added between JP launch and RoTZ, but I could be mistaken). If you compare the current class list as we've seen it to what FFXI had for jobs at launch, they aren't all that far apart.
#27 Mar 11 2010 at 1:27 AM Rating: Decent
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AureliusSir the Irrelevant wrote:
EndlessJourney wrote:
Interesting information, I do wish we would have heard about some more disciplines by now though, I also wish we knew more about the crafting/HELM jobs as well. Any info is great though, really interesting read. I wonder how many jobs there will be to start off with? I doubt the only starting melee jobs are going to be Gladiator/Pugilist/Lancer/Archer and that there will only be two mage jobs to start out, but I could be wrong?


FFXI only had 6 jobs at launch. By the time it reached North America,several had been added with RoTZ (I think SMN was added between JP launch and RoTZ, but I could be mistaken). If you compare the current class list as we've seen it to what FFXI had for jobs at launch, they aren't all that far apart.


Well, we already know we're going to have:

Pugilist
Gladiator
Archer
Marauder
Thamaturge
Conjurer

As your "Battle Ready" type jobs. The Crafting and HELM disciplines add more element to it but I guess one could say FFXI started with crafting as well, although I think it will take on a much more "interesting" form in FFXIV. I suspect we might hear of some more jobs before official launch but again, we very well might not. It's a 50/50 thing at the moment, however I think in time, one way or another they will add more in as they did with FFXI. I suppose it will leave more room for growth. I would just personally like to see at least one more mage class and one more melee class to that list for launch, but that's just me.

As of now, I'm not sure what I will personally play anymore... Pugilist sounds like it will be very interesting, and there will be so many Gladiators that I just don't even want to touch that job.
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#28 Mar 11 2010 at 1:35 AM Rating: Excellent
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Actually, as of now, 15 classes have been announced or mentioned: http://ffxiv.zam.com/wiki/Armoury_System_%28FFXIV%29 It just sounds like they haven't given all of them a lot of press coverage.

The Thaumaturge sounds interesting, almost like the Enchanter in EQ.
#29 Mar 11 2010 at 1:38 AM Rating: Decent
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Any one else notice the new pics that Humpster posted the link to? Awesome ^^
#30 Mar 11 2010 at 2:18 AM Rating: Decent
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Hmmm the high class armor in those pictures might very well be AF1 already.



I don't think Conjurer is going to specialize into just certain element(s). Seems more like Scholar where you just pick the appropriate element at the start of the fight.



Quote:
Actually, as of now, 15 classes have been announced or mentioned: http://ffxiv.zam.com/wiki/Armoury_System_%28FFXIV%29 It just sounds like they haven't given all of them a lot of press coverage.


Somehow it just doesn't feel right for me to consider crafters/gatherers in the same league as the fighting classes. I don't think they're inferior but they're just something different.

Edited, Mar 11th 2010 9:28am by RedGalka
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#31 Mar 11 2010 at 2:48 AM Rating: Decent
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It's very interesting and I'm definitely looked forward to this game very much; but the lack of thief-esque job info is making me sad. :(
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#32 Mar 11 2010 at 4:00 AM Rating: Decent
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check out pugilist again. it looks like its part monk part thief.


Quote:
the Pugilist is a class that can really turn the tide of a battle with their tricky techniques.


idk that sounded thiefy
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#33 Mar 11 2010 at 4:12 AM Rating: Decent
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Llester wrote:
check out pugilist again. it looks like its part monk part thief.


Quote:
the Pugilist is a class that can really turn the tide of a battle with their tricky techniques.


idk that sounded thiefy


Hoping that it doesn't turn out like that. I don't like the idea of mnk and thf being combined. A person who uses their fists with brute strength isn't supposed to also have sleight of hands. Furthermore, who would use daggers!?

Edited, Mar 11th 2010 5:13am by Deadgye
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#34 Mar 11 2010 at 5:29 AM Rating: Decent
Looks like the disciples of magic are pretty powerful. They took WHM and BLM and made Conjurer, RDM and BLU and made Thaumaturge. I really like the descriptions of both classes so far. I wouldn't get too attatched to Thaumaturge yet though.

Quote:
""This is one particular area where we are waiting to hear feedback from the players."


Edited, Mar 11th 2010 6:29am by Tenfooterten
#35 Mar 11 2010 at 5:52 AM Rating: Good
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Jp site update with new Battle Music, yup. :D

http://jp.finalfantasyxiv.com/
#36 Mar 11 2010 at 5:54 AM Rating: Decent
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I'm glad that there are less combat classes, though I am sad that there's currently no pet classes, more precisely no DRG.

Having 15, 18, and 20 was a bit much, and for a perfectionist horribly overwhelming.

I'm really hoping that this game doesn't have all of the secrecy that XI has. I want to see what my ACC is instead of having to add everything up myself. Hidden effects on items and gear were also incredibly stupid.

Quote:
Hoping that it doesn't turn out like that. I don't like the idea of mnk and thf being combined. A person who uses their fists with brute strength isn't supposed to also have sleight of hands. Furthermore, who would use daggers!?


Somewhere in the Famitsu interview it says that either blacksmith or miner(I think) have or might have access to something like treasure hunter. It seems that they split thf up among multiple classes.

I'm glad they're doing something different than in FFXI.

I wonder how good the classes will be at duoing, and if they're going to have a level sync system. If they do have the latter, I really hope it treats gear more fairly.
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#37 Mar 11 2010 at 6:15 AM Rating: Decent
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Some nice info about the magic classes there, seems I'm guna end up a caster after all :)
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#38 Mar 11 2010 at 6:47 AM Rating: Decent
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I wonder if there's going to be healing magic of different elements, and if they'll be affected by the elemental affinity of the caster and Target(s).
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#39 Mar 11 2010 at 7:54 AM Rating: Decent
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Pikko wrote:
TauuOfSiren wrote:
I'm loving the Lalafell pics. I wasn't planning on being a little guy again in FFXIV but the cuteness is drawing me in! Will I ever grow up? Must I navigate through a sea of legs in crowded areas again and only be able to talk face to face with people when they sit down? Can I at least have the ability to climb onto desks, AH counters, boulders and Roegadyn? Please!?!?!?!?!?!?


I have to admit, they do look better than in past pictures. The ones released before have just been meh, but these actually look pretty cool!


Ya I'm probably going Lalafell (again), they look better than in the early pics. Or else I'm going Roegadyn.
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#40 Mar 11 2010 at 8:14 AM Rating: Good
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I was wondering about the Healing element myself.

They stated Conjurer will have powerful magic, Healing included and the chance of an AoE effect as well - but I really hope we see a class that specializes in protection.

I really want to Heal this time around I think ... Unless there's something Spoony to play.
#41 Mar 11 2010 at 8:23 AM Rating: Decent
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Quote:
There will also be classes that serve as "MP controllers" that can help manage the MP of the party.


This worries me. After what happened in FFXI with the abusing of Refresh and those similar, I have a feeling they're going to create the same **** issue all over again.
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#42 Mar 11 2010 at 8:49 AM Rating: Decent
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http://translate.google.com/translate?js=y&prev=_t&hl=en&ie=UTF-8&layout=1&eotf=1&u=http%3A%2F%2Fwww.4gamer.net%2Fgames%2F092%2FG009287%2F20100310072%2F&sl=ja&tl=en

Looks to contain a lot more info. But this is using Google to translate though, so I'm sure we're losing some context here. Anyone wants to give it a shot and translate it directly from Japanese (Elmer?)?
#43 Mar 11 2010 at 9:14 AM Rating: Good
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Quote:
This worries me. After what happened in FFXI with the abusing of Refresh and those similar, I have a feeling they're going to create the same **** issue all over again.


agreed. I hated refresh being the center of every single party.

It was a flaw with the whole game system though. Active regen didn't exist, pots sucked, food was... not great. It was either refresh or rest.

Hopefully they fix this but by the looks of it right off it will be elitist groups saying "oh well we can't invite this guy cause we need a mana buffer for faster leveling.

Granted things won't be as bad because mobs are not going to be quite as difficlt the problem will exist of not handled properly.
#44 Mar 11 2010 at 1:28 PM Rating: Decent
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mithrandrk wrote:
Quote:
Party leader: /w 'Conjuerer' Hey are you a Water Mage?
Conjuerer: /w 'Party Leader' No sorry. I'm a Fire Mage.
Party leader: /w 'Conjuerer' Oh sorry we looking for a Water Mage only.


This will **** off a lot of people I think.


Conjuerer: /w 'Party Leader' Hey can I join up? I'm a water mage.
Party leader: /w 'Conjuerer' Everybody knows only lightning mages are helpful levels 25-32. We fight water mobs all through those levels.You'd probably end up being more harm than good to our pt.
Conjuerer: /w 'Party Leader' GYYAHAHHHHHHHHH!!!!! nobody will let me join!!!

Edited, Mar 11th 2010 12:08am by mithrandrk
Notice though, how they said that the conjurers would have several lines of spells. Maybe water buffs would be good at protecting the party from water monsters, while lightning nukes would be good at taking down water monsters. It could work out to be VERY interesting if SE does it right.
#45 Mar 11 2010 at 1:51 PM Rating: Decent
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Jp site update with new Battle Music, yup. :D

http://jp.finalfantasyxiv.com/


Yeah, it sounds great. I'm going to be streaming this for the last half-hour of my work day lol.

EDIT: Also, it looks like they have additional information up. I haven't seen anything about Thaumaturge on the US site, but it looks like there's info on the Japanese site.

Edited, Mar 11th 2010 2:52pm by PLDXavier
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#46 Mar 11 2010 at 2:06 PM Rating: Good
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Quote:
http://www.4gamer.net/games/092/G009287/20100310072/screenshot.html?num=030 <--- move to Pic 11

Guys check out the TP bar below.

My guess is, you build TP to us Abilities much like WS. Thats why even casting gives TP.

Edited, Mar 10th 2010 11:44pm by Humster


anyone realize that they are fighting crabs in the picture ><
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#47 Mar 11 2010 at 2:11 PM Rating: Decent
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PLDXavier wrote:
Munba wrote:
Jp site update with new Battle Music, yup. :D

http://jp.finalfantasyxiv.com/


Yeah, it sounds great. I'm going to be streaming this for the last half-hour of my work day lol.

EDIT: Also, it looks like they have additional information up. I haven't seen anything about Thaumaturge on the US site, but it looks like there's info on the Japanese site.

Edited, Mar 11th 2010 2:52pm by PLDXavier


The music paces you to work faster.
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#48 Mar 11 2010 at 3:20 PM Rating: Decent
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Deadgye wrote:
It's very interesting and I'm definitely looked forward to this game very much; but the lack of thief-esque job info is making me sad. :(


This.

After reading all of the abilities it seems like they diced up what would have been a Thief and gave pieces to all of the current classes. :(

Edited, Mar 11th 2010 4:29pm by TheOneAnonymous
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#49 Mar 11 2010 at 3:40 PM Rating: Default
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84 posts
The classes they discuss in here are pretty much the starting classes. I imagine that there will be advanced classes like what we had with advanced jobs in FFXI. I am SO betting that there will be at least something akin to summoning in FFXIV. If there isn't, that's gonna suck. If there is, then great - it just depends on how well done it is, and how creative it is.

Personally I am hoping for a more "personal" relationship with the avatars that will give them backstories that are fun and engrossing to be involved in. That's definitely something I would love to play with.
#50 Mar 11 2010 at 4:59 PM Rating: Good
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Ha, good read, thanks for all that work.
Exciting info, lookin forward to it. :P I love archery in RPGs, lookin forward to playing an archer from the get-go again.

Only thing I could think of that I wanted to see asked was about a natural indication of range in that game. With so many things being dependent upon distance and position, some sort of measuring system would be handy. There are "certain programs" you can use in FFXI to get the distance from enemies, and that's all well and good, but eyeballing it can be really rough sometimes.
If distance is even MORE important, I hope they give us the natural ability to gauge it somehow without having to guess.
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#51 Mar 11 2010 at 6:04 PM Rating: Decent
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Quote:
If distance is even MORE important, I hope they give us the natural ability to gauge it somehow without having to guess.

As soon as I saw the reference to distance for melee, I thought of the messages they implemented on XI for RNG (e.g. - X hits Y squarely, pummeling, etc.).
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