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#1 Mar 17 2010 at 9:39 AM Rating: Good
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In a previous thread : No THF? What's the deal...

People where discussing how jobs might come about, but quickly turned into the thoughts of rigid job systems. Defining classes a single output types. Mellee = fighter Mage=caster.

While still speculation, I suspect that we will start as a basic class type which are those found on the FFXIV main sight now. You then skill up that class unlocking new skills and abilities which then in turn can be used in conjunction with a different class. Basicly mix and match your skills to create your own character.

Lets say you wanted to play a FFXI style SATA thf: level lancer and get Collusion (Trick Attack) then level Pugilist for Blindside (Sneak Attack) to make a sneak/trick attack type build.

Level Conjurer for certin spells then apply them to your Gladiator and become a Drk.

There is an interview i'll sight later that leads me to believe that once you learn a skill you can continue to level that skill even if it's not native to the current class you're playing. This is the sandbox type gameplay people need to think in terms of.

From a Dev interview:
Quote:
'm curious about how advancing in your jobs works. Like will it be a FF Tactics style? Once you've mastered certain skills in a certain job, you unlock another?

It will be slightly different from Final Fantasy Tactics system. You will be gaining abilities by leveling up your skills, but, its not the same as Final Fantasy Tactics. So if you're having a high skill in something it doesn't mean the other one is going to be lower. if you grow in one skill and it gets high, you can still level up your other skills high.


In FF tactics you would level jobs to an extent where you would learn a skill, you could then carry those skills over to another class and make a hybrid. This interview makes it sound like once we learn a spell or skill, we will still be able to level it further even while not under the native job.

Again another interview:
Quote:
Will there be Samurai's in the game, what about the free roaming? What about the freedom in the world, exploration?

We won't have the samurai as a job, because we don't have a job system. And we don't have a class like the Samurai. But it depends on how you're going to select your skills and developing your character. So when you reach a certain skill and/or gain certain skills, you will have a title for yourself. It may be Samurai or may not be - we cannot tell you that yet. So please look for an announcement in the future.

Possibly as we mix and match skills from our basic jobs we'll be rewarded job titles Play a conjurer and skill up enough and bring those skills over to a melee class and you're playing a pseudo dark knight.

Again all speculation. But I believe we'll be playing a more sandbox job structure then many people think.

So we don't have to worry about there being on one healer type. People will mix and match skills, think thaumaturge skills while under a conjurers casting range you can bomb heals from a mile away and then nuke (effectively you've become calculator from FF tactics)


Anyway whats your take and opinion on a Sandbox job structure over a rigid structure for FFXIV?

*Edited for clarity and more concise thought* (posted at end of long work shift)

Edited, Mar 17th 2010 12:27pm by SevenLittleChipmunks
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#2 Mar 17 2010 at 9:58 AM Rating: Decent
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I'm hoping that they'll release some new magic classes. The ones that they have right now aren't cutting it. Probably closer to launch date we will see some new improvements and what not.

Remember in ffxi when they had the 5 basic classes: Thief, White Mage, Red Mage, Black Mage, and Warrior?

That's probably what they are doing in Final fantasy xiv, I don't know, but i think they'll have more classes to come.
#3 Mar 17 2010 at 10:08 AM Rating: Good
As with all things, the concepts have to pass through the game mechanics and, having done so, will be accepted or rejected by the community based on cookie cutter expectations.

As an example, I think there are going to be a lot of Gladiators spending time with a 2h axe equipped for the purpose of getting Defender. And if (heavy hypothetical) Steadfast Stance is a trait/ability that can be "equipped" on another class, that too will likely be considered a tanking mainstay. Gladiators wanting to more closely mimic the FFXI PLD concept would likely find themselves spending time as a healer in groups, but then let's say (again, hypothetical only) that the game mechanics make it nearly impossible to cast while getting thumped around by a handful of mobs. That becomes a case where the concept meets game mechanics and is ultimately rejected because it doesn't work. No point trying to heal yourself for threat if a 3 second cast takes 12 seconds to complete and/or is completely interrupted before the cast is finished.

Being a solo friendly game means players will get a considerable amount of leeway in choosing their own builds within the scope the game allows. In the end, it's still going to come down to community expectations. In games where picking and choosing your build from a wide array of options is the norm, you get a lot of really wonky builds from players who aren't interested in conforming to "best practice" standards. It's a non-issue while they're bombing around doing their own thing. It becomes a significant issue when they decide to join a group.
#4 Mar 17 2010 at 1:21 PM Rating: Decent
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The one thing that I especially like about this (I like mostly everything about it) is that just by adding one class, you possibly get a whole slew of new builds.

I'm Still crossing my fingers for a "Magic Knight" so that the Katana has a class and we also get a magic based melee, and maybe also an Assassin type so that Ninja Swords have a class.

I'm still not too sure that we need another mage for any other reasons than being outnumber by melee. We just don't know enough about the game in general yet, let alone know enough about the mages.
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#5 Mar 17 2010 at 2:32 PM Rating: Decent
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Quote:
I'm hoping that they'll release some new magic classes. The ones that they have right now aren't cutting it. Probably closer to launch date we will see some new improvements and what not.

Remember in ffxi when they had the 5 basic classes: Thief, White Mage, Red Mage, Black Mage, and Warrior?

That's probably what they are doing in Final fantasy xiv, I don't know, but i think they'll have more classes to come.


They probably will have more magic classes to come, but honestly? If they're using the ability to tack on skills that you like, they don't need many magic classes. You can just make your own with what's already there. It seems like this is what they are going for. Custom classes that will allow a certain combination of skills to give you a custom title. If you want to be a White Mage, it may be possible to just apply the proper skills and spells to your character, and the game then sees you as a White Mage.

If they do add more magic classes, I don't see any reason for them to add very many. maybe one or two more.
#6 Mar 17 2010 at 2:54 PM Rating: Good
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It's still too early to guess how everything is going to work out. On one hand, I too am hoping for a lot of freedom with job/ability combinations (I still want my healing lancer, damnit!). On the other hand, it can lead to a huge spread in terms of ability optimization, producing setups that stand out from the rest of the crowd, and ultimately become cookie-cutter. If SE did heavy regulating on the job possibilities, they'd have a better chance of being balanced, but there would be less room for customization. It's a tough balance to strike.

But I guess that my hope is that SE will err on the side of player freedom. With the increased viability of solo-play that FFXIV is supposed to have, if my healing lancer isn't useful to general groups, then at least I can mess around with it by my self, or with a small group of friends.

Edited, Mar 17th 2010 4:56pm by Eske
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#7 Mar 17 2010 at 4:31 PM Rating: Decent
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Great post! I believe they are setting up the game for more diversity between players. I loved FFXI but one of the things I wished was different was more uniqueness between characters. Building you skill set as opposed to waiting for a level to attain abilities adds so much content. Also, they mentioned that parties can be diverse (5-8 members) which leads me to believe that without an experience grind that party building will be a bit easier and it will lend to lots of differernt party dynamics aside for tank-healer-refresher-3x damagers. Looking forward to a system like this.
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#8 Mar 17 2010 at 4:36 PM Rating: Decent
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Ideally there are plenty of opportunities for customization, and certain builds DON'T stick out as clearly better than others. Reducing penalties for defeat and otherwise suboptimization will help, but as long as they're proactive about balance issues cookie cutters aren't that difficult to avoid. I don't know how manageable it will be with the system they plan on using, but I guess we'll see.
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#9 Mar 17 2010 at 4:38 PM Rating: Decent
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I remember playing a game called Fung Wan Online a very long time ago.
They had a very fun system when it came to skills.

You basicly could level let's say staff to level 20 which give you lets say a healing spell and then you could learn hand to hand skill to level 10 to gain 10% extra hp.

It really makes each person different as they could choose different options.
#10 Mar 17 2010 at 4:59 PM Rating: Decent
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I've been speculating for awhile that there will be an Ability Point(AP) system where once you gain an ability you equip it with AP that you gain from completing missions in the game.
I hope this is how it will be done, it would give great customization.
#11 Mar 17 2010 at 5:58 PM Rating: Good
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I don't think you can get access to any skill. Because, in a recent interview, they said:

Quote:
Only Disciples of the Hand will be able to make arrows. However, in the future, by putting abilities from a Disciple of the Hand on an Archer, they could attain some limited crafting ability.


This suggests that it is far different from:

Step 1- Reach arrow crafting with your DotH.
Step 2- Equip a Bow.
Step 3- Make Arrows in between shooting things.

I'm guessing it's more like:

Step 1- Reach arrow crafting with your DotH (or maybe higher/much higher).
Step 2- Equip a Bow.
Step 3- Progress as an archer for a while/quite a while.
Step 4- Get the ability to make arrows, possibly in some limited capacity (maybe a reduced yield).

Also, remember that we can progress our toons in various ways, like a Conjurer being able to increase their ability with elements. You may have to sacrifice an increase like this in order to get the ability to craft juice, or something. [EDIT] An example. Say you earn "progression points" from doing activities that can be spent towards job upgrades. Instead of selecting Accuracy+, maybe you could upgrade your Archer with "Minor Arrow Crafting." But the "limited" capacity seems to me like this will be a security blanket for if you are worried you won't have enough for your Guildleve, you could maybe craft a few every so often, as the cooldown comes up. [/EDIT]

They don't want the game to end up with one person having every skill and perfect performance. Otherwise, you just end up with melee classes being vastly superior--only limited in magic by the fact that they wear melee gear rather than magic. But, since the magic weapons will likely have lower damage, they won't be able to be competitive in melee in any capacity.

XIV is about designing your character. I don't think it's about designing your job. In the end, there will be more than weapon differences between jobs. When you are "done" progressing, playing your Marauder is still going to be very different from your Puglist, and not just because you have different effective ranges.

Edited, Mar 17th 2010 8:01pm by idiggory
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#12 Mar 17 2010 at 7:23 PM Rating: Decent
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People where discussing how jobs might come about, but quickly turned into the thoughts of rigid job systems. Defining classes a single output types. Mellee = fighter Mage=caster.

While still speculation, I suspect that we will start as a basic class type which are those found on the FFXIV main sight now. You then skill up that class unlocking new skills and abilities which then in turn can be used in conjunction with a different class. Basicly mix and match your skills to create your own character.

Lets say you wanted to play a FFXI style SATA thf: level lancer and get Collusion (Trick Attack) then level Pugilist for Blindside (Sneak Attack) to make a sneak/trick attack type build.

Level Conjurer for certin spells then apply them to your Gladiator and become a Drk.



No offense OP but I think you and alot of other people who support this mix and match class system are making it way more complex than need to be. I mean...think about what your saying here for a minute:

1. According to your understanding of it, I can just level up all weapon skills/jobs/classes to max and learn EVERY SKILL of EVERY CLASS and use them freely at any time. At which point you can now just call me "god class" because I have every single ability in the game. I mean doesnt this sound a little rediculous to you?...."Hello there sir, we need another for our party, what class/role are you?...Well Im a tank/DD/support/healer/refresh and I can fill every role at the same time."

2. Which brings me to my next point, and this is the ROLE in Massively Multiplayer ROLE playing game. If I can just run around and learn any skill from any class in tangent with any other class or skills than you are completely taking out that FUNDAMENTAL element to an rpg game. If everyone has access to the skills like you think they will then it would become a mess of players doing just that...learning the best skills of every class if not ALL of them. At which point nobody is playing "roles" anymore which btw they said was still going to be a fundamental part of the game. so instead of looking at "roles" (tank/dd/healer etc..) when looking for party members, you would just fill a party of 8 "god classes" that can all FILL EVERY ROLE SIMULTANEOUSLY.

3. Lastly, you are forgetting the backbone of information that we have seen so far and that is "the armoury system" which states that your class/role is defined by the weapon you equip giving your self access to THAT CLASSES ABILITIES. You took this information and turned it into the "shopping cart system" in which, by your understanding, means your simplly using a given weapon to just shop around for some/all of the abilities you want from a class and in the end doesnt matter what weapon you use (**** it could be a spoon)and you will still have access to every skill at any time. Again, by your understanding, I can learn steal from pugilist equip a staff(now becoming a conjurur) and still use steal which completely contradicts the whole point of "the armoury system". Something tells me that when they explained the armoury system they werent lying when they said your class is defined by your weapon.


All in all, I think you are just making a simple design much more complex than needs to be. I mean how would you possibly balance a game in which everyone has access to everything? you simply cant develop a game with this idea. My understanding of the class system is simple and along the lines of what they told us already. YOUR CLASS IS DIFINED BY YOUR WEAPON and so if I want to be a gladiator than I will equip a gladiator weapon(sword). My thinking is that it will be somewhat close to the style of FFXIII crysterium system. Say I want to make a tank, I will equip a sword(giving me access to the gladiator class) and go kill some monsters to get whatever form of skill/usage/experience points towards that class. I will then choose how I want to fill out the gladiator tree/grid using these points which of course I will allocate them for the "tanking" abilites and stat buffs. Or I can spend an extra long time leveling that class and learn ALL of the gladiator abilites. Of Course you will only be able to use abilites that require a certian weapon when you have that weapon equiped. basically meaning tank abilites will require a sword and shield while dps abilites like "whirlwind" lets say would require you to have a two handed sword or daggers equiped.

I dont know for sure if this is how it will be, I just dont think theres a chance in **** of it being the way you explained it, and if it is I wouldnt be playing it for very long lol
#13 Mar 17 2010 at 7:47 PM Rating: Decent
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Quote:
No offense OP but I think you and alot of other people who support this mix and match class system are making it way more complex than need to be. I mean...think about what your saying here for a minute:


I also think that you may be oversimplifying. Now granted I'm not the OP and I'm also not a mind reader so either of us could be correct. As I'm understanding the skill system it would be built almost like the FFXI blue mage. You would have a certain amount of skill points that as you progress would grow, and the more jobs you've "leveled" and unlocked skills for, the larger the pool of skills you could allocate skill points for use on.

That would in essence eliminate a "God-class" because there shouldn't be a possible way to gain enough skill points to have everything at the same time. But it would lead to a highly customizable character, because you could allocate the skills YOU prefer to use.
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#14 Mar 17 2010 at 8:07 PM Rating: Decent
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I also think that you may be oversimplifying. Now granted I'm not the OP and I'm also not a mind reader so either of us could be correct. As I'm understanding the skill system it would be built almost like the FFXI blue mage. You would have a certain amount of skill points that as you progress would grow, and the more jobs you've "leveled" and unlocked skills for, the larger the pool of skills you could allocate skill points for use on.

That would in essence eliminate a "God-class" because there shouldn't be a possible way to gain enough skill points to have everything at the same time. But it would lead to a highly customizable character, because you could allocate the skills YOU prefer to use. [/
i]


I completely agree with you, my issue was with the OPs post suggesting you level x class and get all of their skills and repeat with another class until you have whatever skills you want. Both of our understandings are very similiar in machanics. But idk of im reading you wrong but you still need to account for the weapon your using. I mean you could learn all the skills you want but will still be bound to those tied to that weapon/class. If I read your statement correctly you would also be suggesting picking skills from a "pool" without regard of what your equipping as a weapon which should be the defining factor.

EDIT: My understanding is the "pool" you refer to as being the same but being bound to the class's weapon you have equipped and only being able to pick out of the gladiators "pool" lets say.

[i]Edited, Mar 17th 2010 10:15pm by FFDude
#15 Mar 17 2010 at 8:23 PM Rating: Decent
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No no, not at all. We seem to be on the same page. From what the developers have said, basically the weapon you are using will determine the class you are. My blue mage pool theory would only account for the other classes abilities you've gained if you've been using them.

Therefore making it possible to be a Pugilist who has Blindside normally and if you've leveled up your Lancer you would have access to Collusion. Allocate the needed skill points and you've combined a couple of jobs to use as you would an FFXI Thief.
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#16 Mar 17 2010 at 8:26 PM Rating: Decent
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Hmmm looks like you edited to clarify while I was posting. We may be on a different page after all.
Let me clarify. Simply put, I think you'll be bound by the class who's weapon you use, but would be able to use a LIMITED number of abilities from classes you've already skilled up.
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#17 Mar 17 2010 at 8:32 PM Rating: Decent
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I could meet you halfway possibly and entertain that they toss in a subjob/class system which lets you use a limited, say half like FFXI, amount of skills/points towards another class. But in the end it still clearly oversteps the bounderies on the what the armoury system seems to be founded on.
#18 Mar 17 2010 at 9:23 PM Rating: Decent
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What's the point at meeting half way when at this point it's 90% speculation?
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#19 Mar 17 2010 at 9:57 PM Rating: Good
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VayMasters wrote:
What's the point at meeting half way when at this point it's 90% speculation?
Makes them feel like they're being productive.
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#20 Mar 18 2010 at 12:01 AM Rating: Decent
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Quote:
If they do add more magic classes, I don't see any reason for them to add very many. maybe one or two more.


i agree for basic magic, eg. how whm, blm, rdm, sch, and even to an extent pld and drk in FFXI all effectively used the same magic skills like any final fantasy but just in different amounts., and with the semi-sandbox thing we could sorta create them in XIV.

however, what im waiting for in terms of new mages (read: disciples of magic) or even other disciplines entirely would be the completely different skills or styles of play. to be more precise, im still waiting for bards and dancers, summoners and puppet masters or beast masters or blue mages. these concepts are yet to be explored by the current jobs we have been given.
and im really holding out for a dancer type character.
#21 Mar 18 2010 at 12:55 AM Rating: Decent
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Quote:
however, what im waiting for in terms of new mages (read: disciples of magic) or even other disciplines entirely would be the completely different skills or styles of play. to be more precise, im still waiting for bards and dancers, summoners and puppet masters or beast masters or blue mages. these concepts are yet to be explored by the current jobs we have been given.
and im really holding out for a dancer type character.


I don't think those kinds of jobs will be present for launch. FFXI only had a few basic classes at the start and jobs like smn and bst didn't come until much later. If they have anything outside of the basics prepared for launch, I'd be completely surprised. I expect them to save those kinds of things for expansions. And they've already stated clearly that there won't be any pet classes at the start in past interviews. They said that if they happen it will be later on down the line. So if you're waiting for pet classes, unless they change their minds, you've got a long wait.
#22 Mar 18 2010 at 2:56 AM Rating: Default
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I think SE has enough xp to know how they want to bring out content.
Looking at for example WoW I think they regret bringing out those jobs from the start and not being able to give new classes with new expansions.

Overall I really hope we get an unique system which give us all what we want.
#23 Mar 18 2010 at 4:24 AM Rating: Decent
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Quote:
I think SE has enough xp to know how they want to bring out content.
Looking at for example WoW I think they regret bringing out those jobs from the start and not being able to give new classes with new expansions.

Overall I really hope we get an unique system which give us all what we want.


Not that I want to make this into a WoW thread but there are still a lot of classes untouched in WoW. And Death Knight was the new class last time...
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#24 Mar 18 2010 at 5:06 AM Rating: Decent
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Well looking that they give out 2 expansion and only added 1 class I think they could've done it better.
#25 Mar 18 2010 at 8:30 AM Rating: Default
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RedGalka wrote:
Not that I want to make this into a WoW thread but there are still a lot of classes untouched in WoW. And Death Knight was the new class last time...


Then don't. Please try to stay on topic.
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#26 Mar 18 2010 at 9:13 AM Rating: Decent
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FFDude wrote:
No offense OP but I think you and alot of other people who support this mix and match class system are making it way more complex than need to be. I mean...think about what your saying here for a minute:

1. According to your understanding of it, I can just level up all weapon skills/jobs/classes to max and learn EVERY SKILL of EVERY CLASS and use them freely at any time. At which point you can now just call me "god class" because I have every single ability in the game. I mean doesnt this sound a little rediculous to you?...."Hello there sir, we need another for our party, what class/role are you?...Well Im a tank/DD/support/healer/refresh and I can fill every role at the same time."

2. Which brings me to my next point, and this is the ROLE in Massively Multiplayer ROLE playing game.

3. Lastly, you are forgetting the backbone of information that we have seen so far and that is "the armoury system" which states that your class/role is defined by the weapon you equip giving your self access to THAT CLASSES ABILITIES.


I see what you are saying, Maybe I should have fleshed out my speculation in greater detail. What I tried to convey was a sense on non rigid job structure. I don't believe we will be playing a game like FFXI where you pick WHM and only heal. Or pick BLM and only nuke.

I think we'll be playing several classes at once, Each defined by how we grow our character. This of course will have to have some limits on how great said character can preform each task.

Of course no one character should be able to play in "God" mode, In my original unedited post I made a reference to Eve Online, but delted that entry feeling it didn't convey my thoughts correctly but maybe on second thought it did so here it is:

In Eve online (forgive any inaccuracies i've only dabbled) You weren't defined by the type of ship you flew, but by the skills you trained. So 3 different people could all fly the same ship. For this example lets say they flew a destroyer. 1 person could have trained heavy turrets and microwarp drives and in essence become a close range evasive attacker. the second person trained in long range lasers and specialized as a sniper type attacker. The third person trained in jamming and Ewar (think enfeebling) and played the debuff and neutralize support. But they all played in the same ship.

The ship in this case would be the archetype job from FFXIV. So what i tried to get across was that we would train skills to an extent by playing under a certain class . Lets say you wanted to train in healing arts up to Cure III. You start up thaumaturge you learn all your skills up to cure III including all the other things in-between. You then decide maybe you want to play as a PLD type class you change over to Gladiator and now you have a chance to pick and choose additional skills to "Sub" with the class. YOu of course can't pick everything. This is where the balance has to come in.

Again this is all speculation, But SE has said that this game is about character development, over job classes.

People are already under the mind set that it will follow the same form as FFXI which by all fairness is the only thing we have to compare to FFXIV. Only time will tell if we'll be stuck on missions or content because we can't seem to find that 1 elusive missing job required, or sit around LFP for hours on end for the same reason. Or that as players we can mix and match skills to form our own variations to fill required spots.

I want to play my lancer, my friend wants to play his gladiator, Neither of us want to play as thaumaturge, Why not just sub certain skills from the healing class and call it a day?



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#27 Mar 18 2010 at 10:49 AM Rating: Decent
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Think the question will be if spells/skills are related to the weapon equiped.
Looking at the first info we got form the famous leeroy you saw that he switch weapon and change his role.

So if you need for example a staff to use spells i wonder if you could use them if you equip another weapon.
Maybe some skills can be used on different jobs maybe they add it to different stances then.

Oh well enough to speculate in the upcoming months.
#28 Mar 18 2010 at 11:27 AM Rating: Good
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@FFdude

I think you're making some pretty ridiculous assumptions about what SE will allow players to do. From our experiences with FFXI, we already know (though I hope they've changed from their OWN experiences with FFXI and feedback from the community) that SE devs tend to have very specific ideas about what they want to see happen in their game. They of course will absolutely NOT allow every class to level up every single skill and use them all simultaneously. I imagine, similar to the blue mage point system in FFXI, you'll be allowed to use a certain number of skills from different other classes. There will be class/ability/power balance that comes into play - your hyperbolic example will never happen.

I'd also like to point out that nowhere in any of their interviews (and in fact, I'm sure that they've been very tongue in cheek "you'll have to wait and see" when asked about a subjob type system) nor official information about that the game has SE ever said that when you equip a weapon, you are limited to the abilities of only one class. They've implied in fact that you'll be able to mix and match. (Someone find that quote? I don't want to dig ;)). Sure, your weapon is going to define the major skill set you have (same as ffxi with main job), but the impressions I've gotten is they will allow cross-class sharing of abilities (like a sub to some extent).

And this is just nit-picky, but the "role" in roleplaying game doesn't mean your role in terms of gameplay mechanics. Today, maybe this is how it's seen, which makes me sad, but it's the role you play in the story - the story doesn't care if you're a tank, healer, or dps.

@OP

Interesting conjecture. I like it. However, with the first dev quote you put up, I'm going to have to differ in interpretation. While I like the idea that cross-class skills could level up while equipped, SE devs, historically, wouldn't allow something that "easy". I think more what they're saying in that quote is that if you choose to level up one class' skills (ie. Conjurer), you're not going to be limited from leveling another class as well (ie. Gladiator). In that way, all your skills will have the potential to be high or at "cap" - but not necessarily level up at the same time as main class skills. (Don't get me wrong; I'd love for SE to let it happen... I just don't see them allowing it. The Japanese/Asian grind philosophy is sadly different than our NA one ;) )

Edited, Mar 18th 2010 1:28pm by dalm
#29 Mar 18 2010 at 11:38 AM Rating: Good
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dalm wrote:
I think you're making some pretty ridiculous assumptions about what SE will allow players to do.
That's all there IS to post about in =268.
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#30 Mar 18 2010 at 11:59 AM Rating: Default
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fusion fall, 6 basic classes, forgot monk, but other than that, i think imma like this system more than ffxi cuz alot of mmos use this type of system. The only thing i have experienced with this way is, ppl focus usually on one skill becuz the secondary skill does not require much work, kinda like just lvling a sub job to 37 instead of 75, get my point?
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#31 Mar 18 2010 at 12:29 PM Rating: Decent
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I think the blue mage system would be a great fit, where you can basically just put on whichever skills you want assuming they don't exceed the allowed points. If we can level up our specific abilities too, I would imagine that the stronger they get, the more points they cost. Oh, and perhaps they could have a system where skills can be reduced in power to allow a wider variety to be equipped at once, perhaps you want Cure and Esuna but they're both expensive at a higher level, so reducing the rank of cure temporarily could allow that choice? Opportunity costs innit.

I actually think that customisation might well be pretty broad because it's not like FFXI in that combinations like Warrior/Black Mage really didn't work, because of a small MP pool and opposing stats. As we've seen, spells can be cast off of TP, and these were staple spells to the Thaumaturge (Things like Cure and Fire). To me this suggests that a warrior could generate TP normally, then use it to cast a Fire/Fira(please go back to these names, I prefer them to numerical spells<3)/Whatever if it worked for him, perhaps to use in skillchains etc.
If levelling up individual skills really is in the game, then perhaps a different in stats could be foregone through levelling up Fire or maybe it just doesnt have such a large effect, we know that race differences will have less impact now.

I'm pretty optimistic about customisation, I could really see a system akin to FFXIII's to a lesser extreme, where MP isn't required for everything.
I definitely think SE has learnt from its past mistakes, I mean, look how /dnc turned out when they recognised TP could be such a useful tool.

Edited, Mar 18th 2010 2:31pm by Dlaqev
#32 Mar 18 2010 at 1:57 PM Rating: Good
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Quote:
That's all there IS to post about in =268.


lol I suppose all we can do is make assumptions atm. They don't all have to be ridiculous. Right, guys? Right!? ;)
#33 Mar 18 2010 at 4:30 PM Rating: Decent
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I'm hoping for a free flowing class system. I'd like to see some wild mixes that work well so that people will take their head out of the sand and not complain about someone elses build. I'd love to see some kind of weird combat mage that nukes you until you get close then hammers you with a Gaxe, without being a paper tiger like a DRK.

I also want to tank without being forced to have shadows, or the 14 equivalent.
I was always a fan of Warrior but couldn't level it to max because I hated playing NIN, and no one wanted a Warrior who isn't /NIN(I've been off 11 for a couple years now)

Thats the only thing I'm worried about. I just don't want to have someone rip on me for playing Pugilist but not having that 1 ability from Gladiator Cued up. If I can get a party playing whatever I want then I don't really care how the actual build system works out :).
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