Mistress Theonehio wrote:
They don't have to make it XI-2, but they can borrow from it and even recreate certain things.
Didn't stop WoW from doing it in 2004 and it sure as **** didn't stop Rift from doing it in 2011.
I understand what you are saying but I think that the abilities system is one area where XI got it wrong, perhaps not in concept but the implementation was horribly flawed. I really don't think XI is where SE should draw inspiration from for an ability system revamp, there are many MMORPGs who got it better by now. And no I am not gonna name them lol
I agree that some of the ability system in XI was a little shaky. For example, the lack of job abilities that Melee classes had. They were admittedly fairly bland. SE used weapon skills to try and supplement this, but I think that simply reexamining the ridiculously long list of Final Fantasy abilities, they could easily form a better way to handle them. But in FFXIV, we use weapon skills like they're nothing, and the battle regimen system is not nearly as fluid as the Skill Chain system. There was something to the communication skills, and even random chance of getting extra damage from Skill Chains that made them more flexible and fun. Though I do like some of the ideas SE had. Particularly flipping giant toads. Lots of fun, but Battle Regimens are still too clunky to be used the way I think people want to use them. It puts the battle on pause, and that's enough to get someone killed.
But as far as each class having a specific set of abilities that they always had access to, I liked that. It's not to say that we can't mix and match some things here or there. But what we have now is so flexible that there is no shape. It doesn't mean specializing into anything. It's too flexible. And before anyone whines that I can't deal with innovation, I like diversity. But this system doesn't encourage diversity. It encourages that we level every class and mash together the most beneficial abilities. What makes RPGs interesting is the idea that each party member brings something unique to the group.
Imagine a static party meeting together to level as a party normally would. Tank, healer, and some damage classes, (also known as well defined roles). Then imagine that after they get so far, they all decide to level alt/sub jobs to supplement their character, (at this point, it's still pretty neat). They are still fairly different. But if this process continues long enough, they will eventually get to the point where they all have the same set of abilities to choose from. There will be nothing unique or interesting about them, simply because they can all perform the same move-set that the others can. Without making necessary limits, we lose what makes a group fun to play with in the first place.
That being said, the ability system we have now needs to change. I don't mind mixing up abilities. But the extent we have been given makes it so we don't even have to think about it. Eventually we'll all be able to tank/heal/nuke/debuff/buff at the same time. It kind of sucks the fun out of the game.
As far as what I can say about FFXI's system, I liked the definition, and the fact that some abilities could be cross-classed, and others couldn't. It allowed for the main job to retain it's function, and the sub job just added a small twist into the method of how the role was performed.
What I didn't like was purchasing spells for my magic classes. I felt a little cheated that every warrior just instinctively knew Berserk, but a White Mage doesn't know how to cast Cure 3? On top of that, NPCs didn't sell every spell you needed to know. There were some particular spells that only dropped out of BCNMs, and you had to do them before you could get into another leveling party, (unless you don't mind being gimped. Healers can sometimes get by with that, but I hate being gimp. Particularly in a group that wants me to be efficient).
Job traits were neat, but not nearly as beneficial as they could have been.
But if you're talking about the Battle Menu, I think it's loads better than the Action Point system. Action Points are basically the system they used for Blue Mages in FFXI. I happen to recall a few LS mates leveling Blue Mage, and they would constantly grumble about how they needed to stop and reset their spells. (Obviously they would be severely over-powered if they could cast every spell that they knew. But Blue Mage was the only mage that had that issue). I was surprised, (and very disappointed) when I saw that was the system they made for XIV. I could understand if they made it that way for using skills from other jobs. But the fact that I have to choose what abilities I know from my main job... I still don't get it, or like it. If I'm a Conjurer, shouldn't I be able to cast every elemental spell I know? Black mages can.
Granted, the battle system is broken still. It would be over powered if a conjurer could equip every spell, because they are almost-instant cast. So they would just go down the line and the mob would be dead in a matter of seconds. Maybe if we added an actual cast time to spells, and made mages need to actually sit and cast it, instead of just running around like chanting an arcane ritual was as challenging as chewing bubble gum....
At least with FFXI's battle menus, (which were also good on both PC and PS2), we could set up macros for the abilities we wanted to use often, like Cure or Provoke, or even weapon skills. If there was a spell we needed to use but didn't macro it, such as Warp or Raise, (if you have to macro Raise, then something isn't right), the menu wasn't too difficult or cumbersome to use. On top of that, it also added a little touch of Final Fantasy nostalgia to the game. The hot-bar system we have now is annoying to say the least. Rearranging my spell/ability set every time I change class is annoying. It would be like going from a Black Mage to being a Warrior and wondering why I had to take off Aero so I could equip Provoke. I'm a Warrior. Shouldn't I know how to use Provoke?
The sad thing is that most of these problems are all connected together. It's impossible to separate some of these problems, because of how finely woven together they are.
All in all, I agree that FFXI had some flaws in the abilities department. But it was still better than all this button mashing mess we have. For a game that wanted to be so different, why did they decide to go with a hot-bar?
Oh well. Servers are back up, and soon we will hear what is to be done about all this. Lets hope for the best.