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Speculative OverviewFollow

#1 May 14 2010 at 12:24 PM Rating: Decent
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***This entire review is based solely on speculative consensus - nothing mentioned here is proven to be in
the alpha or final versions of the game***



Speculative Overview

Base Stats:

In the alpha version base stats are not effected by race or gender or deity - We can assume at final release
that this will change.

Base Stat Speculation:
i.) Races will have different base stats that can not be lowered through respec of stat
points. This will create an advantage for races on certain classes - however through careful
allocation of points different races can be matched closely to races with an advantage.

ii.) Deities will play a role in the development of a character - or skills or a character.
Perhaps adding a particular skill (which may or may not appear in the .dat), or enhancing different
skills based on set parameters.


Armoury System:

Players will be able to change classes based on what weapon is currently equipped, the following are the
classes currently available in the alpha version.

1.) Gladiator - Sword / Shield
2.) Archer - Bow / (crossbow?)
3.) Lancer - Lance / Spear
4.) Marauder - 2H Axes
5.) Pugilist - Hand-to-Hand - Cesti/Claws etc.
6.) Conjurer - Wand / Radical
7.) Thaumaturge - Scepter / Staff
8.) Botanist - ???
9.) Miner - Pickaxe / Knapping Hammer
10.) Alchemist - ???
11.) Blacksmith - Cross-Pein Hammer / File
12.) Culinarian - ???
13.) Tanner - ???
14.) Weaver - ???

Armoury System Speculation:
i.) Similar to FFXI we can assume that other classes will inevitably follow.

ii.) The following are some weapons that have been in previous final fantasy titles that may
or may not appear in FFXIV.

Guns / Muskets - (Musketeer dare we say?)
Rapier / Fencing weapons - (Fencer)
Maces / Large Hammers - (Enforcer)
Scythes - (Dark Knight style)
??? - (Summoner)
Books/Tomes/Bo Staff - (Scholar / Mystic)
Instruments - (Bard)
Katana/Wakizashi - (Ninja)
2H Katana - (Samurai)
Gunblade - (I wish!)
Fishing Pole - (Fisherman)
Bone Carving Tools - (Boneworker)


Battle Mechanics:

Players will gain experience and increase your physical level which will not decrease when switching classes,
and points can be allocated to stats of your choosing - More points the higher your physical level. Classes
on the other hand will give you skills. It has been mentioned that some skills may be cross-class and can be
assigned to a class that otherwise could not learn it.

Battle Mechanic Speculation:
i.) Skills can be assigned to a "hotbar" on the user interface. In the alpha version it is
mentioned that 20 skills can be assigned to any given class. This may change with release allowing a
higher number of skills to be allocated to the hotbar.

ii.) Some skills and spells are class specific, however some can be assigned to different
classes with a penalty - i.e. Attaching "Cure" on your Gladiator will allow you to cast at 1/3 spell
proficiency with a longer ATB reload time - or perhaps a higher MP cost.


Stat Relocation:

It is mentioned that stats can be re-allocated when switching classes based on the amount of points you have
for your physical level, however this can not be performed in the alpha version.

Stat Relocation Speculation:
i.) The general consensus believes their should be some form of penalty or cost to
re-allocate points when switching classes - what this may be is not determined.

ii.) Some speculation offers a gil cost or temporary weakness (similar to death penalty) for
stat relocation. Another theory may be something similar to a "Mog House" style system where you must
go back to town to reassign points for each class.


iii.) A fix for having to go back and forth constantly or having to fix your stats each time
you switch classes is a "Memory System" for stat relocation. For example - You switch from Gladiator
to Conjurer, use whatever system is in place for re-allocation, it will remember the points up to your
current physical level that you assigned to the stats for that class - That way when you switch back
to Gladiator, you won't have to worry about stat reallocation until you reach another point for your
Physical Level.


Travel:

Players can use Teleport and Return commands to travel to previously visited locations, however may suffer
some form of penalty for over-use.

Travel Speculation:
i.) Players will have access to teleport commands at all times, but may not use them in
active mode, and will receive a penalty depending on how many times it is used within a certain time
frame- i.e. more than once per 15 min results in temporary weakness.

ii.) Other means of transportation must be in place to first reach teleportation points.
These may vary from Airships (unique ones seen in opening movie), Chocobo, and Ships.

iii.) It has been mentioned that Chocobo will have more uses in FFXIV, perhaps a Pack-Mule
for storage while farming?


Economy:

Not much information has been released on Bazaars or an Auction House style system.

Economy Speculation:
i.) An auction house system will be put in place with additional restrictions from what we
have seen in FFXI.

ii.) A much more advanced Bazaar system will be in place, that will allow seasoned players to
have "Offline Shops" (no more standing outside Jeuno AFK for 12 hours)

iii.) Gil will be found more often from battles than in FFXI - Gil can be found on more
creatures than just "beastmen" types.


Guildleves:

Guildleves are ways for players to accept and complete quests. These can be anything from Class and Region
related to Crafting.

Guildleve Speculation:
i.) Guildleves have varying levels of difficulty that are stated on the Guildleve
summary. This will allow you to either choose solo guildleves or large party guildleves,
depending on your current groups.

ii.) Guildleves will have a time-limit depending on difficulty - Hopefully these can
be "Paused" in a sense if you must logout / or get invited to a party and must attend to
other matters.

iii.) Guildleves may or may not offer rewards + experience, which would allow even
more solo play possibilites.


This is a small amount of speculative information, if you have something you would like to add please do.


#2 May 14 2010 at 12:34 PM Rating: Excellent
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Just a minor little thing first of all; SE confirmed that archer will not be using crossbow, that crossbow will be for a seperate class (at least I think that last part is right?).
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#3 May 14 2010 at 1:57 PM Rating: Good
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LordFaramir wrote:
Just a minor little thing first of all; SE confirmed that archer will not be using crossbow, that crossbow will be for a seperate class (at least I think that last part is right?).


Interesting - I wonder what class would use a crossbow? More of a ranger type class?
#4 May 14 2010 at 6:10 PM Rating: Excellent
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Quote:
Interesting - I wonder what class would use a crossbow? More of a ranger type class?


The all new Van Helsing class of course.
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#5 May 14 2010 at 6:37 PM Rating: Decent
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Perhaps something like "Balestriere" since the old greek and roman proto crossbows were ballista or ballistra. The Ballista gave rise to all sizes of torsion weaponry in the classical western world, the crossbow was just the most personaly versitile.

Not strictly a ballista but it's not much of a stretch to say the crossbow came from the same line of mechanation.

(Edited for correctness and spelling now that I am thinking clearly :P Sorry for the confused facts of earlier)

Edited, May 15th 2010 7:02pm by zurinadrg
#6 May 14 2010 at 9:44 PM Rating: Decent
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SleeplessMickey wrote:
Interesting - I wonder what class would use a crossbow? More of a ranger type class?


I've always wanted to see a heavy armored ranged class, and the Crossbow fits that well (heavy itself and little skill needed means its ok if you're encumbered by armor). In keeping with balance, it would do large damage at long range, but very poor damage in melee range.

Ahhh, wishful thinking. :D
#7 May 15 2010 at 12:42 AM Rating: Good
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Hydragyrum wrote:
SleeplessMickey wrote:
Interesting - I wonder what class would use a crossbow? More of a ranger type class?


I've always wanted to see a heavy armored ranged class, and the Crossbow fits that well (heavy itself and little skill needed means its ok if you're encumbered by armor). In keeping with balance, it would do large damage at long range, but very poor damage in melee range.

Ahhh, wishful thinking. :D


... if the crossbow were weak in melee range, it would behoove the class to stay at a range where their weapon was most effective. if they are out of melee range, their heavy armor does them little good except possibly against other ranged attackers which are not magical. unless this ranged class is somehow supposed to keep aggro and yet remain out of close combat, then he is a damage or support (possibly healing) class. in which case, his best defense against ranged attackers is to kill or incapacitate them asap.

in other words, a ranged class with heavy armor makes absolutely no sense in any gameplay framework that can be reasonably expected to exist in FFXIV.
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#8 May 15 2010 at 12:16 PM Rating: Good
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Quote:
in other words, a ranged class with heavy armor makes absolutely no sense in any gameplay framework that can be reasonably expected to exist in FFXIV.


I agree that in all likelihood that a heavily armored ranged class is not probable in FFXIV. But their are some interesting crossbowmen throughout history that used heavily armored tactics.

Quote:
From the crossbowman's point of view its main disadvantage was his vulnerability whilst reloading the crossbow. He needed protection and a tall shields called a Pavise was developed for this purpose


Quote:
The pavise was primarily used by archers and crossbowmen in the medieval period, particularly during sieges. It was carried by a pavisier, usually an archer, or, especially for the larger ones, by a groom. The pavise was held in place by the pavisier or sometimes deployed in the ground with a spike attached to the bottom. While reloading their weapons, crossbowmen would crouch behind them to shelter against incoming missile attacks.


We also know that two-handed shields make an appearance in the .dat. Unlikely, but an interesting concept. A tank style fighter that uses crossbows, but has a heavy shield for defense.

See an example here: http://en.wikipedia.org/wiki/File:Balestriere1.jpg
#9 May 15 2010 at 7:30 PM Rating: Decent
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I would say Crossbow will be more along the line of a ranged weapon for all. Similar to the Boomerang, pebble, shurikin was in XI allowing all classes to have some sort of ranged attack.

Stat allocation sounds like a fair system allowing melees to switch between classes on the fly but not allowing them to be casters or ranged without a respec. I dont think the game would be much fun if everyone could be anything at any time. This definatly needs to have a cost associated with it. It sounds far better than the XI system where you only had 1 job in a group.

In regards to crafting i would like to see some sort of Animal harvester type. Such as harvests the organs, parts, meat from mobs you kill. More of a gather class than a craft. Goldsmithing is something i would like to see return if they make mining a little easier than XI and more similar to WoW. Everyone hated mining point theives. Also i hope the crafts produce good equipment and not just average stuff. I hope NQ HQ HQ+ returns as well and the crafting has at least some difficulty to it. WoW failed on this making it far to easy to make anything. I would say middle of the road between WoW, XI would be good.

One item you didnt add is the Death toll. I would like to see a blending of XI and Wow which goes like this.

You die
Would you like to release?
yes no
If you release you need to run back to your body. (no downtime except the run + XP loss)
If you get a raise you come back at 20% HP/MP with maybe a slight xp loss. Ex. 2-5%% or enough to make you not want to die often. (i prefer xp loss to 2-10 min standing around ala WoW)
If you had reraise it should be similar to above.
The higher the raise level cast on you the less xp lost and the more HP/MP you come back with.
All types of death should damage your armor/equipment.
Once you have been raised/Reraised there is a Character CD til you can be raised again. (No CD on the casters spell!) 5 min?

Unfortunatly it will prob go like this:
You die but can be raised. Once raised you endure a 30 sec - 2 min rez sickness. If you release you return to your homepoint. All forms of death hurt your gear but releasing causes double dmg to it.

I would also like to see a Nin type class because i really loved it.

I added Wow and XI examples because its easier for people to get the point not because i want or think this will be a clone. Every new Gen. MMO is going to be based off the good points of the previous Gen. MMOs. This doesnt make it a clone. I dislike having to include this statement but ppl seem to be flaming mad about having WoW or XI in any post.



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#10 May 16 2010 at 4:13 AM Rating: Good
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Quote:
You die
Would you like to release?
yes no
If you release you need to run back to your body. (no downtime except the run + XP loss)
If you get a raise you come back at 20% HP/MP with maybe a slight xp loss. Ex. 2-5%% or enough to make you not want to die often. (i prefer xp loss to 2-10 min standing around ala WoW)
If you had reraise it should be similar to above.
The higher the raise level cast on you the less xp lost and the more HP/MP you come back with.
All types of death should damage your armor/equipment.
Once you have been raised/Reraised there is a Character CD til you can be raised again. (No CD on the casters spell!) 5 min?


So what your telling me is death should:
-cause initial downtime from dying
-cause armor/weapon damage
-cause some form of xp loss
-give some form of res sickness

IMO this is just sadistic instead of sticking with a single death penalty thats like a wishlist where 1 death sets you back so much its ridiculous. My 2 Cents.
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#11 May 16 2010 at 5:03 AM Rating: Good
Daishihan wrote:

One item you didnt add is the Death toll. I would like to see a blending of XI and Wow which goes like this.

You die
Would you like to release?
yes no
If you release you need to run back to your body. (no downtime except the run + XP loss)



no no no no no no no
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#12 May 16 2010 at 6:30 AM Rating: Decent
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Quote:
One item you didnt add is the Death toll. I would like to see a blending of XI and Wow which goes like this.

You die
Would you like to release?
yes no
If you release you need to run back to your body. (no downtime except the run + XP loss)
If you get a raise you come back at 20% HP/MP with maybe a slight xp loss. Ex. 2-5%% or enough to make you not want to die often. (i prefer xp loss to 2-10 min standing around ala WoW)
If you had reraise it should be similar to above.
The higher the raise level cast on you the less xp lost and the more HP/MP you come back with.
All types of death should damage your armor/equipment.
Once you have been raised/Reraised there is a Character CD til you can be raised again. (No CD on the casters spell!) 5 min?

Wait, so you complained about waiting around in WoW after a death (2 min MAX btw) and yet you want to add a 5 min cooldown on re/raise on top of xp/durability losses AND rez sickness which would be more waiting around after the raise?

In WoW dying is pointless now, there's a durability loss but gold is so easy to get it means nothing. The runs back are practically nothing these days (some of the gy runs in vanilla were pretty long). Yes I would like to see a penalty for more than that. In XI the fear led to a certain level of excitement and danger, but it was far too much. Aion had an experience debt system where you lose some experience (never de-leveling) but you could buy it back. Again, if gil becomes so easy to obtain this means nothing.

I'd prefer maybe a 2-3% xp debt in the end. No raise sickness, no cooldown on raising, and runs from home point (or last point visited) that aren't as long as XI. This would still make dying an inconvenience that you would really want to avoid, but not to the point where you're running in fear the second things get a little sticky.


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#13 May 16 2010 at 6:42 AM Rating: Default
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Someone is going to be unhappy. Just hope it is not you. Now, the horse is already dead so nothing will change no matter how much you argue about the subject, give up already.
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#14 May 16 2010 at 4:54 PM Rating: Default
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SleeplessMickey wrote:
I agree that in all likelihood that a heavily armored ranged class is not probable in FFXIV. But their are some interesting crossbowmen throughout history that used heavily armored tactics.


FFXIV != real life =)
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#15 May 16 2010 at 8:23 PM Rating: Good
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LaFey wrote:
in other words, a ranged class with heavy armor makes absolutely no sense in any gameplay framework that can be reasonably expected to exist in FFXIV.


True. I guess I wasn't thinking gameplay mechanics but rather the historic crossbowman.

But then again, real life Ninja's don't exactly call attention to themselves like in FFXI. So unless you're a FFXIV developer, it's really anybodies guess as to the roll of the "Crossbow".
#16 May 16 2010 at 10:17 PM Rating: Good
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Re: Stat Re-allocations (and class change)

I like the idea of no penalty for changing classes and re-allocating stats, even for mages (backliners).

If SE is going for flexible party system (i.e. 3-member party, 6-member party, etc.), to be able to change classes and adept to the situation is important (kinda like the "Paradigm Shift" system in FFXIII).
Also, since there will be PvE party VS party scenarios in FFXIV, I would think the ability to switch classes freely is essential to allow for different battle strategies.

Although, again only speculations at this stage, let's just see how it goes.
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