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#1 Oct 22 2010 at 1:32 AM Rating: Decent
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I have been stewing over the past few days on why i liked ff11 so much more. I mean 14 i dont have to make macros, the lack of an ah is annoying but not a game killer, the class system is amazing( in my opinion). But I figured it out.


Final Fantasy was Iconic, you played definitive noticable classes you been playing since the begining of final fantasy, then you tranformed into even more epicly iconic classes. To me it just logging in the game excited me. I was playing towards a goal, and i was playing with other people just as excited about reaching their goal.


That is all


- steps off the soapbox and dusts it off-

Rant over
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KitsurubamiSouzahara wrote:
This is all just a fanboy civil war. Some are hurt that SE gave them such a crap game, the others are hurt that anyone would call it crap.
#2 Oct 22 2010 at 1:34 AM Rating: Decent
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BriktheImmortal wrote:
... 14 i dont have to make macros
ooooooh just you wait. just WAIT.

I agree though, the class change system is very cool.
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#3 Oct 22 2010 at 1:42 AM Rating: Good
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Grrr. The "mix up system" was about the only thing uniformly praised in the
reviews, yet I have to agree to some extent. With Monks and White Mages being
replaced by Pugilists and Conjurers (or even worse: Thaumaturges, a word about
99% of the player base had to look up in a dictionary) something feels like missing.

I hope they are intelligent enough to implement something that at least
looks like the standard job (Artifact) gear later on.

Severing your ties with what defines your product is always dangerous business.
#4 Oct 22 2010 at 1:44 AM Rating: Default
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BriktheImmortal wrote:
I mean 14 i dont have to make macros,
Rant over


I have 9 macros so far that I absolutely cannot live without. I'd have 8, but I set up two fishing macros, one for salt water fishing and one for fresh, so I wouldn't have to worry about having the wrong bait/lure equipped in my pack. I honestly don't know how you manage to play without macros, unless you only level one single thing ever, but my hat's off to you because I find macros to be vital. :P
#5 Oct 22 2010 at 1:45 AM Rating: Default
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156 posts
Ya over all I like the game but I feel generic almost? I am complainign alot tonight all over the forums but in the end i like the game its just the little things from back when SE was SS and it made amazing games.

bah i posted to back to back bad me bad =(

Edited, Oct 22nd 2010 3:47am by BriktheImmortal
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KitsurubamiSouzahara wrote:
This is all just a fanboy civil war. Some are hurt that SE gave them such a crap game, the others are hurt that anyone would call it crap.
#6 Oct 22 2010 at 1:46 AM Rating: Default
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156 posts
LadyMarisa wrote:
BriktheImmortal wrote:
I mean 14 i dont have to make macros,
Rant over


I have 9 macros so far that I absolutely cannot live without. I'd have 8, but I set up two fishing macros, one for salt water fishing and one for fresh, so I wouldn't have to worry about having the wrong bait/lure equipped in my pack. I honestly don't know how you manage to play without macros, unless you only level one single thing ever, but my hat's off to you because I find macros to be vital. :P



LOL I stand there and change everythign by hand i will probably make macros later in the game I am sure but I dont have to make a Macro to use a skill I have so its better as I can be lazy like is my nature
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KitsurubamiSouzahara wrote:
This is all just a fanboy civil war. Some are hurt that SE gave them such a crap game, the others are hurt that anyone would call it crap.
#7 Oct 22 2010 at 3:47 AM Rating: Decent
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Sure I'll agree with you on the weird class names.

The classes in FFXI felt unique and had well defined roles. They also felt strangely familiar, we all know what a whitemage is vs. a blackmage vs. a warrior. In FFXIV, the classes tend to blur the boundaries a bit, the system has much potential and is one of the strong points of the game right now but at the same time, I just can't identify with the classes as well.

The first thing I remember thinking was wtf is a thermometer-age? What's a puglist do? Conjurer sounds like a summoner at first (to me)... Pretty much the only job I instantly could visualize was lancer (oh! a DD with a polearm).
#8 Oct 22 2010 at 4:08 AM Rating: Good
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and archer. lmao
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#9 Oct 22 2010 at 4:44 AM Rating: Good
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203 posts
LadyMarisa wrote:
BriktheImmortal wrote:
I mean 14 i dont have to make macros,
Rant over


I have 9 macros so far that I absolutely cannot live without. I'd have 8, but I set up two fishing macros, one for salt water fishing and one for fresh, so I wouldn't have to worry about having the wrong bait/lure equipped in my pack. I honestly don't know how you manage to play without macros, unless you only level one single thing ever, but my hat's off to you because I find macros to be vital. :P


How did you manage to equip bait? My macros never seem to recognize the position it goes in.
On macro topic: I have 14 so far. One for each crafting job (although I only use 4 of them regularly now), 1 for each harvesting job, 1 for my combat job, and 2 for gear sets (combat set, crafting set).
#10 Oct 22 2010 at 5:02 AM Rating: Default
43 posts
Blame the English localization team for that one.
In Japanese all the classes are regularly named based off whatever type of magic or weapon they use.
hence gladiator = sword user, marauder = axe user, pugilist = hand to hand user, conjurer = illusion user, thau = curse user, ect...
#11 Oct 22 2010 at 5:04 AM Rating: Good
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2,120 posts
The change from traditional classes is one of the things I really like about the game. It goes along with making crafting & gathering roles full classes rather than simple sidetasks as well. I think the keyword there is structure. A lot people seem to be used to traditional structure. This game really does offer a lot of freedom that many don't appreciate yet. People are still trying to pigeonhole the classes into specific roles because that's what they're used to. That probably still works while leveling each class, but ultimately with this game you can create the class you want. I don't see it as me being that class...just a means to an end. I'm gathering spells & abilities to figure out the hybrid abomination I'll eventually settle down with for a while. I really enjoy that aspect of the game over more traditional stuff.

A drawback to that freedom is everyone has a different agenda. People complain about not finding the party they want & such. I disappoint some of my LS members when they want to form an experience party with me because I may want to change to crafting or gathering...maybe level a different fighter class that doesn't fit the level range. The thing I love about the game also complicates things because I'm often on a different page from others.

Edited, Oct 22nd 2010 7:05am by TwistedOwl
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#12 Oct 22 2010 at 5:06 AM Rating: Decent
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No. The drawback is that people will cherrypick the best abilities from all classes and be even more similar than what we had before.
#13 Oct 23 2010 at 10:25 PM Rating: Default
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156 posts
This has gotten off track the point is not the macros or w/e. The simple mechanics of this game are better than ff 11 especially on release. The point was inspite of this why do I not enjoy 14 more? I mean I make gil and can actually get stuff, No retardedly difficult subjob quest, they actually have leves( i hear they added a type of leve in 11 but that was after i left). I Like the Armoury system, the only thign i miss is I dont feel like a different and dynamic class when i put on different weapons. Why? for the most part i can use the same tp skills with w/e weapon, so I blaim it on the classes themselves being non Iconic, nothign special, I can tank as a conj if i put enough in vit and carry a shield, i was teamed with a thm earlier on my Marauder and she was taking less dmg , parrying and evading more, and with a heal or two held more hate( thank god i have tuant)
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KitsurubamiSouzahara wrote:
This is all just a fanboy civil war. Some are hurt that SE gave them such a crap game, the others are hurt that anyone would call it crap.
#14 Oct 24 2010 at 7:16 AM Rating: Good
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5,431 posts
Rinsui wrote:
Grrr. The "mix up system" was about the only thing uniformly praised in the
reviews, yet I have to agree to some extent. With Monks and White Mages being
replaced by Pugilists and Conjurers (or even worse: Thaumaturges, a word about
99% of the player base had to look up in a dictionary) something feels like missing.

I hope they are intelligent enough to implement something that at least
looks like the standard job (Artifact) gear later on.

Severing your ties with what defines your product is always dangerous business.


This is a hard subject to tackle, I would imagine. On one hand, there are people like you who want to play the familiar jobs and things. On the other side of it, though, you have FF11. That game basically defined each and every one of those familiar jobs in an MMO universe. So, now SE is kind of stuck.
They could give everyone the familiar class names, but then what? Everyone would have something specific in mind about what to expect from that certain class, and any deviation from that would cause that group to complain. They'd be forced to make something really similar to what they had last game, just because people would expect it.

That would remove a lot of freedom they had in designing these classes. At the same time, it would get people to move towards the idea of separate classes, which it seems SE isn't too interested in this time. A white mage is a white mage, and less people would feel inclined to customize that class with things that don't necessarily go with it (or the community would simply expect certain things from them, and they'd feel obligated to conform).

I don't really like the names we got for them, but I do think it would be worse if they were the more familiar class names. This way, at least people are less likely to expect one certain thing from any single class, and the abilities and roles and move around a bit - which works better with the system they've designed.


Edited, Oct 24th 2010 6:19am by AmanoJ
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#15 Oct 24 2010 at 5:24 PM Rating: Default
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156 posts
AmanoJ wrote:
Rinsui wrote:
Grrr. The "mix up system" was about the only thing uniformly praised in the
reviews, yet I have to agree to some extent. With Monks and White Mages being
replaced by Pugilists and Conjurers (or even worse: Thaumaturges, a word about
99% of the player base had to look up in a dictionary) something feels like missing.

I hope they are intelligent enough to implement something that at least
looks like the standard job (Artifact) gear later on.

Severing your ties with what defines your product is always dangerous business.


This is a hard subject to tackle, I would imagine. On one hand, there are people like you who want to play the familiar jobs and things. On the other side of it, though, you have FF11. That game basically defined each and every one of those familiar jobs in an MMO universe. So, now SE is kind of stuck.
They could give everyone the familiar class names, but then what? Everyone would have something specific in mind about what to expect from that certain class, and any deviation from that would cause that group to complain. They'd be forced to make something really similar to what they had last game, just because people would expect it.

That would remove a lot of freedom they had in designing these classes. At the same time, it would get people to move towards the idea of separate classes, which it seems SE isn't too interested in this time. A white mage is a white mage, and less people would feel inclined to customize that class with things that don't necessarily go with it (or the community would simply expect certain things from them, and they'd feel obligated to conform).

I don't really like the names we got for them, but I do think it would be worse if they were the more familiar class names. This way, at least people are less likely to expect one certain thing from any single class, and the abilities and roles and move around a bit - which works better with the system they've designed.


Edited, Oct 24th 2010 6:19am by AmanoJ



Even in real life jobs are fairly focused, with the worker or employee bringing past exp from other jobs, or hobbies, to his field but he is still a ' insert job title here'. IN real life you would never expect a bricklayer to engineer an entire building, nor would you expect an engineer to know how to properly brick an entire structure without a significant amount of training and/or practice. Yet in 14 you could expect a DD to tank, or a healer to dps, without changing more than one action if that.

That being said I love the class system for the most part. It is just sad that I can, lets say, pick up an axe and change maybe two actions and poof I am a Marauder, when in actuality it feels as if I am a Pugilist with an axe. I enjoy the freedom of the class system but to be honest you could put all your points in mind and vitality and be a great gladiator and still be able to heal the group with some conj skills set. There is not Enough separation, I don't feel unique and different.

IN closing, and hopefully I ma clear enough this time as i tend to have issues with being effectively clear. The part about the current class system I like the most is the physical level staying if you change your job. It makes sense, is realistic, and its fun. Now I do not enjoy the appalling genericness of the classes, at this rate it would not be far fetched to see 20- 30 people in earshot with different classes set and the same, or very similar, actions set.

Also, yes I would love to see some class specific gear, it would at least give some identity to the class I ma playing, look cool, and all that Jazz
____________________________
KitsurubamiSouzahara wrote:
This is all just a fanboy civil war. Some are hurt that SE gave them such a crap game, the others are hurt that anyone would call it crap.
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