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I sincerely hopeFollow

#1 Mar 11 2010 at 9:55 AM Rating: Decent
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That classes aren't limited to what we've been shown so far. I know there is potential to have added classes in expansions and such, but I don't think the classes we've been shown is even enough for the launch of the game.

The only craft we've been shown is blacksmith.

The only gatherer we've seen is miner.

No katana using class?

No pet class?

I love what they've shown me so far, but it doesn't seem like enough unless they're hiding a bunch of information.

I mean, so far all we can tell is classes have like 5 abilities and 5 weapon skills, that just doesn't really seem like enough depth, no matter how much you're focusing on positioning.

Just sayin.
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#2 Mar 11 2010 at 10:00 AM Rating: Good
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On the jp site, they also have weaver, tanner, culinarian, and alchemist listed as well. And considering those classes, their will likely be some type of class that will harvest as well.

Edited, Mar 11th 2010 11:02am by mastamindmd
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#3 Mar 11 2010 at 10:01 AM Rating: Good
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Give it time.. things will be different when the game is released . hold your judgment untill then ^^


Oh and the NA site has other DOH professions as well.

Edited, Mar 11th 2010 8:04am by Ruam
#5 Mar 11 2010 at 10:04 AM Rating: Good
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The full list of classes are

Disciples of War

* Archer
* Marauder
* Pugilist
* Gladiator
* Lancer

Disciples of Magic

* Thaumaturge
* Conjurer

Disciples of the Land

* Botanist
* Miner

Disciples of the Hand

* Alchemist
* Culinarian
* Tanner
* Blacksmith
* Weaver

Lets not forget that FF11 only started with 6 jobs, another 9 came in RotZ, 3 in ToAU and 2 in WotG.

Edited, Mar 11th 2010 11:05am by Diakar
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#6 Mar 11 2010 at 10:13 AM Rating: Default
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If we are indeed limited to the 7 classes given, which i'm assuming we are. Then I hope they have more abilities than what they've revealed so far. Because not only are there not very many classes, they don't seem to be very deep at all either.

Considering they said party size will be 6-8, you'd think they would at least include 8 different war classes to choose from.

No i'm not counting crafting/gathering classes because it's already been stated they would have very limited combat use.

Edited, Mar 11th 2010 11:21am by FeanaroOnPhoenix
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There once was a tiger striped cat. This cat died a million deaths and was reborn a million times and was owned by various people who he didn't care for. The cat wasn't afraid to die... One day, the cat was a free cat, a stray cat. He met a white female cat, and the two cats spent their days happily together. Years passed, and the white cat died of old age. The tiger striped cat cried a million times, and then died. It never
came back to life.
#7 Mar 11 2010 at 10:22 AM Rating: Decent
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I do sort of think to myself "Sure, FFXI started with only a handful of jobs.. but the addition of subjobs and the combination of job/subjob gave added depth to the class system."

So while you won't hear me complain about the number of jobs available, I do however expect to experience some type of depth to the playing of the limited classes. And my first impressions are shaky in that regard... but I'm not willing to judge outright based on limited information for a game basically no one has played yet.

We do have to give it time.

Edited, Mar 11th 2010 8:23am by happybyday
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#8 Mar 11 2010 at 10:25 AM Rating: Decent
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Diakar wrote:


Lets not forget that FF11 only started with 6 jobs, another 9 came in RotZ, 3 in ToAU and 2 in WotG.

Edited, Mar 11th 2010 11:05am by Diakar


3 jobs were introduced in Rise of Zilart.
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There once was a tiger striped cat. This cat died a million deaths and was reborn a million times and was owned by various people who he didn't care for. The cat wasn't afraid to die... One day, the cat was a free cat, a stray cat. He met a white female cat, and the two cats spent their days happily together. Years passed, and the white cat died of old age. The tiger striped cat cried a million times, and then died. It never
came back to life.
#9 Mar 11 2010 at 10:32 AM Rating: Excellent
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When FFXI came out you had a grand total of 6 jobs to choose. No katana no Gkatana no scythe no polearm etc etc. Im sure if new jobs are needed they will be included in upcoming expansions.
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#10 Mar 11 2010 at 10:38 AM Rating: Good
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It's not really about *needing* new jobs. You could make an MMO with 1 class that just does everything (pretty sure they even exist), and technically wouldn't need any other jobs because of that.

It's about adding variety to the gameplay experience. It took me 2 years to get a job to 75, not because I didn't have the time to play, but because I spent all my time leveling up other jobs, because it was fun to have that variety of play styles.

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There once was a tiger striped cat. This cat died a million deaths and was reborn a million times and was owned by various people who he didn't care for. The cat wasn't afraid to die... One day, the cat was a free cat, a stray cat. He met a white female cat, and the two cats spent their days happily together. Years passed, and the white cat died of old age. The tiger striped cat cried a million times, and then died. It never
came back to life.
#11 Mar 11 2010 at 10:51 AM Rating: Decent
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Quote:
3 jobs were introduced in Rise of Zilart.


Really? I though all the advanced jobs came with Zilarts, my bad.
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#12 Mar 11 2010 at 11:24 AM Rating: Decent
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Okay, first things first. FFXI launched with 6 standard jobs (WAR, THF, MNK, WHM, BLM, RDM) and 6 advanced jobs (PLD, DRK, BST, BRD, RNG, SMN).

As for the deep we only see a very shallow view of what the jobs are. We have no idea exactly how the system work or if that is all the abilities they'll have intially. Bare in mind however FFXI jobs don't have alot of abilities either, even less at launch since the intial level cap was 50.

FFXI intial depth came from subjobs and skillchaining/mb. We are going to have to wait to see what FFXIV has in store.
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#13 Mar 11 2010 at 11:39 AM Rating: Decent
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FeanaroOnPhoenix wrote:
If we are indeed limited to the 7 classes given, which i'm assuming we are. Then I hope they have more abilities than what they've revealed so far. Because not only are there not very many classes, they don't seem to be very deep at all either.

Considering they said party size will be 6-8, you'd think they would at least include 8 different war classes to choose from.


I'm surprised at this post. The point of the way these classes are built is to add depth. If you read the interview posted by Elmer (not sure if you have or not), the Devs discuss the many different ways people can take each class based on their own personal choices and wants starting from the type of attacks you use and extending to specializing in particular elements. I think they are purposefully trying to be vague because this game is still in very early stages of player testing and they will most definitely be making changes based on feedback. I do not think, however, that one can give much feedback without playing the game oneself.

That being said, I would not be surprised if they are holding back information because they are even only letting the testers see a mere %10 of the game, whatever that translates to. I don't expect them to hand over every single type of job that currently exists in MMO's because this game isn't even finished in and of itself. It seems to me that by making DoH and DoL more engaging they are encouraging people to not only level up melee/magic classes, but also experiment with other forms of gameplay that may not have interested them in FFXI. I would not for a second think that just because a "typical" party can range from 6-8 would mean that I would have at least 8 war classes to choose from. The extra two spots seem to me to be reserved for people who do wish to include a larger variety of classes by utilizing all four of the disciplines. We will also be fighting parties of mobs (aka multiple enemies at once) and therefore it is more likely we'd need multiple people of the same class to even out the tactics, etc. There are many aspects of the game not being considered in comments like these that I think it is important to take a look at.

The reason I'm not complaining that there are only two categories listed under magic is because I know from the information given that there will be different paths these classes can take to develop into very particular characters geared toward my personal likes.
#14 Mar 11 2010 at 11:45 AM Rating: Decent
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Bluefirefly wrote:
FeanaroOnPhoenix wrote:
If we are indeed limited to the 7 classes given, which i'm assuming we are. Then I hope they have more abilities than what they've revealed so far. Because not only are there not very many classes, they don't seem to be very deep at all either.

Considering they said party size will be 6-8, you'd think they would at least include 8 different war classes to choose from.


I'm surprised at this post. The point of the way these classes are built is to add depth. If you read the interview posted by Elmer (not sure if you have or not), the Devs discuss the many different ways people can take each class based on their own personal choices and wants starting from the type of attacks you use and extending to specializing in particular elements. I think they are purposefully trying to be vague because this game is still in very early stages of player testing and they will most definitely be making changes based on feedback. I do not think, however, that one can give much feedback without playing the game oneself.

That being said, I would not be surprised if they are holding back information because they are even only letting the testers see a mere %10 of the game, whatever that translates to. I don't expect them to hand over every single type of job that currently exists in MMO's because this game isn't even finished in and of itself. It seems to me that by making DoH and DoL more engaging they are encouraging people to not only level up melee/magic classes, but also experiment with other forms of gameplay that may not have interested them in FFXI. I would not for a second think that just because a "typical" party can range from 6-8 would mean that I would have at least 8 war classes to choose from. The extra two spots seem to me to be reserved for people who do wish to include a larger variety of classes by utilizing all four of the disciplines. We will also be fighting parties of mobs (aka multiple enemies at once) and therefore it is more likely we'd need multiple people of the same class to even out the tactics, etc. There are many aspects of the game not being considered in comments like these that I think it is important to take a look at.

The reason I'm not complaining that there are only two categories listed under magic is because I know from the information given that there will be different paths these classes can take to develop into very particular characters geared toward my personal likes.


I hope that is the case :)

Again, i'm not saying that it is what the game will be, it's just something i'm worried about.

Similar situations have happened in other games, where a sequel came out, and I figured it would just include all the features of the original, plus all the additional content they were revealing, and then the game comes out, and it turns out they cut out all the good stuff from the original.

I don't think that will be the case with FFXIV, just something that i've been thinking about.

Edited, Mar 11th 2010 12:46pm by FeanaroOnPhoenix
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There once was a tiger striped cat. This cat died a million deaths and was reborn a million times and was owned by various people who he didn't care for. The cat wasn't afraid to die... One day, the cat was a free cat, a stray cat. He met a white female cat, and the two cats spent their days happily together. Years passed, and the white cat died of old age. The tiger striped cat cried a million times, and then died. It never
came back to life.
#15 Mar 11 2010 at 11:59 AM Rating: Decent
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I was worried when I saw that Marauders can only use great axes. I think that's just silly. No greatswords. No Two handed maces. Just great axes..
#16 Mar 11 2010 at 12:14 PM Rating: Good
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They seem to be putting a big focus on the weapons themselves (as previously stated).

So maybe your main job is the type of weapon you're using, and then your sub job, would be the specific weapon of that sort.

If that were the case, then I would be okay with it, because that provides a lot of possibility.

Though I would still like to see more jobs, like Bard ;)

I love trying out all different styles of play. So far it seems like they have quasi support roles in the mage jobs, but no true support.
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There once was a tiger striped cat. This cat died a million deaths and was reborn a million times and was owned by various people who he didn't care for. The cat wasn't afraid to die... One day, the cat was a free cat, a stray cat. He met a white female cat, and the two cats spent their days happily together. Years passed, and the white cat died of old age. The tiger striped cat cried a million times, and then died. It never
came back to life.
#17 Mar 11 2010 at 12:19 PM Rating: Decent
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If my guy can equip it as my current job i want to use it.

For example if i am playing my whitemage and want to level up a different weapon then the "standard" i want to be able to do so.

I know i'm being retarded but i hope the system is not as limiting as it sounds.
#18 Mar 11 2010 at 12:20 PM Rating: Good
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Weapon = Job. If they have all the weapons out now then no new jobs for expansions.

Edited, Mar 11th 2010 11:21am by dyvidd
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#19 Mar 11 2010 at 12:23 PM Rating: Decent
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I want my great katanas and greatswords.
#20 Mar 11 2010 at 1:38 PM Rating: Good
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I hope there isn't any katanas. Such weak weapons would never survive through what real adventurers go through. None of that BS weeabo "KATANA CAN CUT THROUGH BROADSWORD LOL" either.

Edited, Mar 11th 2010 2:38pm by lolgaxe
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#21 Mar 11 2010 at 1:43 PM Rating: Decent
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lolgaxe wrote:
I hope there isn't any katanas. Such weak weapons would never survive through what real adventurers go through. None of that BS weeabo "KATANA CAN CUT THROUGH BROADSWORD LOL" either.

Edited, Mar 11th 2010 2:38pm by lolgaxe


They do fine with Bullets. =)
http://www.youtube.com/watch?v=mIDWG9Zn8j8
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#22 Mar 11 2010 at 1:57 PM Rating: Decent
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What's the problem with the abilities they listed? FFXI didn't exactly have a whole lot of them. They just had the same spells appear with higher ranks. But almost every job I used I spammed the same 4-5 abilities over and over again.
#23 Mar 11 2010 at 2:28 PM Rating: Decent
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Quote:
They do fine with Bullets. =)
http://www.youtube.com/watch?v=mIDWG9Zn8j8


*cough*
http://www.youtube.com/watch#!v=-sHTJAKN-5k
*/cough*
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#24 Mar 11 2010 at 2:48 PM Rating: Decent
Why does it seem like everyone is pushing the panic button on this game with only early, piecemail information available? YES, obviously if they released it now it would be a disaster. But they aren't releasing it now. The game is months away from release. I don't know about the people in these forums, but I have yet to play a Square Enix game that lacks depth. There may only be a handful of fighting disciplines at first. There may not be any subjobs. But you best believe there will be something there to make the gameplay deep. And knowing S.E. there will be a rather sizeable update to finalfantasyxiv.com coming up soon since there hasn't been any updates in a while. That's just my guess. I know its hard but just keep playin' FFXI and be patient.^^
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#25 Mar 11 2010 at 2:57 PM Rating: Decent
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happybyday wrote:
I do sort of think to myself "Sure, FFXI started with only a handful of jobs.. but the addition of subjobs and the combination of job/subjob gave added depth to the class system."

So while you won't hear me complain about the number of jobs available, I do however expect to experience some type of depth to the playing of the limited classes. And my first impressions are shaky in that regard... but I'm not willing to judge outright based on limited information for a game basically no one has played yet.

We do have to give it time.

Edited, Mar 11th 2010 8:23am by happybyday


Don't worry.

No game has ever been good solely on the virtue of having a lot of classes. No game has ever failed on the virtue of having too few classes. Historically, there have been successful games with 3-6 classes (Diablo, Diablo II, FFXI, for example) and there have been bad games with 20+ classes (EQ2, Vanguard, Age of Conan).

There are also plenty of games that attempted to create depth by creating a LOT of abilities, and failed.

SE seems to know what they're doing ... I'm rather confident that they'll create depth in their own way.
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#26 Mar 11 2010 at 3:12 PM Rating: Decent
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I think some people are concerned by the limited selection of weapons available. If for example they kept the present classes, and allowed users to be a Marauder and use a G.Katana or G.Sword with the same abilities, I think people would relax a bit. Simply comparing this to FFXI, there is a much more limited range of weapon choices you can select from.
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#27 Mar 11 2010 at 3:43 PM Rating: Decent
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Pluelf wrote:
I think some people are concerned by the limited selection of weapons available. If for example they kept the present classes, and allowed users to be a Marauder and use a G.Katana or G.Sword with the same abilities, I think people would relax a bit. Simply comparing this to FFXI, there is a much more limited range of weapon choices you can select from.


Weapon choice in FFXI was an illusion. You basically always had to use the weapon you had the highest rating for ...
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#28 Mar 11 2010 at 3:48 PM Rating: Decent
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There is nothing to say you can't provide a similar weapon with a different class, Wand and Septer for example.

They have said nothing about Maces, daggers, knives, G/katanas, crossbows, and of course there is still the possibility of musical instruments and fictional weapons.


Edited, Mar 11th 2010 4:51pm by Diakar
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