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#1 May 19 2011 at 12:08 AM Rating: Excellent
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Here's the post we've been waiting for!

Battle Reform Blueprint link

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Battle Reform Blueprint

Dear fans,

It is with pleasure that I announce the release of the battle reform blueprint. My apologies to have kept you waiting for so long, but due to my primary patch commitments, this document has been longer in the making than intended.
But without further ado, please allow me to take you through the blueprint and explain in detail the planned changes and the driving force behind each of them.

Akihiko Matsui
Lead Battle Planner

Reform Concept

Fostering Skillful Play

Creating a battle system that fosters skillful play.
The above is, in a sentence, the rationale behind the coming battle changes. Not exactly the punchiest catchphrase around, but perhaps there’s kindly a soul out there who could word it better. */poke Yoshi-P*

To elaborate, we are aiming to address issues such as the following:

Victories coming with little reliance on skillful play.
Lack of information needed for skillful play.
No sense of accomplishment even with skillful play.

In light of the above, our objective is to implement a battle system that rewards player effort and innovation in such areas as equipment, hunting grounds, and party structure.

Lastly, in conceiving these changes, we have kept one fact close to heart: simply making enemies stronger does not equate to an environment that fosters and rewards skillful play.



Battle Content

Dungeons

Dungeons, the proving grounds for parties, will be released in 1.18. We will be implementing two types to begin with, with future updates to usher in additional maps and battle concepts.
This content takes the form of raid missions in which players slash and burn their way through a labyrinthine area before finally squaring off against a formidable final foe. Dungeons are intended to push teamwork to the limit, and players can expect a level of satisfaction (and spoils!) befitting the challenge.

To coincide with the addition of dungeons, a number of actions and skills will receive tweaks ahead of time, the details of which will be released at a later date.

Notorious Monsters

We will continue to introduce new NMs on a regular basis, although numbers may be modest for patches boasting large-scale features such as dungeons. Players can look forward to engaging in more epic struggles and acquiring spectacular spoils.



Partying

Skillful Partying

Alongside our ongoing endeavors to make solo adventuring ever more rewarding, we are also injecting effort into making full-fledged partying more enjoyable. At the heart of this undertaking is a series of plans to draw out the uniqueness of each class (details in the Armoury System section below).
It goes without saying to those familiar with MMORPGs, but the masterful manipulation of the following facets of battle is the cornerstone of effective partying.

Enmity (hate) control, which governs the enemy’s attack target.
Crowd control (CC), the act of rendering enemy groups incapable of attacking.

Enmity (Hate) Control

Following review, we have deemed the current algorithm unnecessarily complicated, and as such have decided to simplify the system as follows:

Damage will convert to enmity at a one-to-one ratio (in most cases)
Players will have the means to examine their own current hate value.

A hate conversion formula will be applied to actions that target friendlies or do not inflict damage.

Furthermore, a player’s enmity will be made constantly visible as a percentage of that of the party member being attacked. A feature whereby players may examine hate values for all party members is also under consideration for a future update.

Crowd Control (CC)

As crowd control tactics are expected to gain in prominence with the introduction of dungeons, a host of adjustments is being planned centered around the following:

The reforming of crowd control methods
Tweaks to crowd control actions and their distribution among classes.

Solo Play

Solo play is the preferred choice of those short on time, and we intend to preserve the balance wherein adventurers can take on foes of the same rank unaided. Even as we work to further accentuate the uniqueness of each class, we will make it so that all classes are capable of ranking up via solo play.



Auto-attack and Other Systems

Auto-attack

We will be implementing auto-attack. As the workload for this is expected to be considerable, however, the feature will be introduced in stages alongside revisions for other systems.

For the first stage, we will implement the core mechanics of auto-attack and perform provisional adjustments to the accompanying damage algorithm. The next stage, planned to take place after the aforementioned crowd control and action/skill revisions, will involve a fine-tuning of the auto-attack algorithm. Other algorithms will also undergo revisions, which will be explained further below. In so doing, we hope to further draw out the unique flavor of each weapon. At this same time, we will also carry out motion and other graphical revisions to accommodate auto-attack.

Action Bar

We realize that having to reequip gear and reset actions every time you change class is a source of chagrin. Although we are unable to indicate a timeframe, discussions are underway with the UI team on ways for players to retain equipment and action data for each class.
As battle revisions encompass not only tweaks to areas such as classes, items, and monsters, but also entail improvements to user interface, we wanted to share with you this aspect of our plans as well.

Battle Regimens

We are afraid to inform you that work on the Battle Regimen system has been postponed, as adjustments and additions alone will not suffice to address problems. There is a need to rework the system from the ground up, and we will lay the foundation stones after other changes have been seen to completion.



Character Development

Battle Attribute Allotment

When it comes to battle, class rank should, by logic, be more important than physical level. The reality of the situation, however, is that attribute point allotment is dependent upon physical level, something that is causing complications in our endeavor to improve the battle system.

In the recent battle poll (thanks to all who participated), we learned that a considerable number of players would be willing to forgo physical levels, but wanted to retain the ability to customize characters through attribute allotment. Armed with this knowledge, we proceeded to formulate the optimal solution.

The decision: attribute point allotment will no longer accompany gains in physical level, and will instead occur when characters rise in class rank. Although the amount in frequency of points awarded will be lower than previously, players will find that each point will have a more profound effect.

Algorithms

In light of changes planned for the Armoury System, the need to revise algorithms has arisen. At the same time, we will also carry out the changes below in order to streamline areas made overly complicated.

Abolishing the rounding formula based on standard rank values *1
Optimizing the value ranges for the influence of attributes *2

Many in-game elements are known to influence algorithms, and we are working on identifying them all regardless of the extent of their impact.

We believe that the above changes will allow players to more keenly feel and appreciate the myriad benefits offered by magic and equipment, which will lead to a new depth of enjoyment in attributes.

*1 The algorithm whereby values associated with rank are rounded up or down to be as close to the standard as possible.

*2 The system whereby enhancing statuses (whether obtained through attribute allotment, equipment, or magic) are influenced by incremental sets of values.



Armoury System

Classes

Actions will undergo major revisions, along with both the underlying mechanics and conditions.

By major revisions, not only do we mean the tweaking of effects and potency of existing actions - we will work from the ground up to redesign and reassign actions based on clearly identified class roles.

We will also make a number of changes as part of our reexamination of how actions are equipped and the character requirements for doing so. First, actions learned by each class will be set to the action bar by default when playing as that class. Also, we will be making some actions settable on any class, while other "class-defining" actions obtained at higher ranks will be usable only by that class.

Jobs

The job system - that series-defining trademark - will be implemented in FINAL FANTASY XIV (details such as specific jobs TBA). Quests to unlock each job will become available once you have reached a certain rank in the corresponding class.
Rather than being advanced versions of classes, we would like players to think of jobs as specialized playing styles optimized for partying. While playing as a particular job will render you unable to equip certain actions of other classes, you will be compensated with access to exclusive actions, which can be acquired through quests.

In practice, players will find the existing classes effective when playing solo or in certain party setups. Jobs, however, will shine in party situations where specific skill sets are demanded. Now, you didn’t hear this from me, but there are also rumors circulating that quests for obtaining job-exclusive equipment are also in the pipes.
We at the development team are currently hard at work on the job system, and expect to have details to share with you soon.



In Closing

Fighting the Good Fight

Thank you for taking the time to pore over these words. Having read the blueprint, there is bound to be more than a few players who feel that we’ve only recited a handful of things common to all MMORPGs. There may be others still who are saddened - perhaps even piqued - that elements they felt made FINAL FANTASY XIV unique will be going to the cutting block.

I would like to clarify here that the battle team’s overarching objective is to lay a solid foundation upon which to build new elements - elements that will bring out the best in FINAL FANTASY XIV. The marriage of classes and jobs is representative of this endeavor. Whereas the ease of play classes offer will find favor with solo and casual party players, jobs will add a new depth of enjoyment for those wishing to take on high-level, strategy-rich content.

A period of great change is underway, and we ask you to bear with us. FINAL FANTASY XIV is dear to us as it is to our fans, and there is simply nothing we would love more than to see it flourish into everything it can be. And to see this wish become reality, we promise to spare no effort in delivering the ultimate battle experience to players.

On behalf of the team, thank you always for your encouragement and support.




Edited, May 19th 2011 2:09am by TerraSonicX

Edited, May 19th 2011 2:12am by TerraSonicX
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#2 May 19 2011 at 12:27 AM Rating: Good
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The marriage of the Job and Class system is surprisingly exactly what I thought it would be O.o. I figured jobs would be role defining that you had to change in town but it would add or remove abilities from all classes with some classes being more preferred then others. THF job could work on PUG and Gladiator, PLD on GLD, DRK on MAR, GLA etc. The changes sound good. Adds lots of utility and more customization while at the same balancing around clear roles, but it doesn't out right remove the idea of armory system. You can still mix and match abilities from other classes, but now the job system limits the abilities and gives positive or negative influences so you have to actually make clear choices on your class ability selection.
#3 May 19 2011 at 12:29 AM Rating: Excellent
Sweet!
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#4 May 19 2011 at 12:32 AM Rating: Good
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Happy days. I am 97.6% thrilled with this post. Two thumbs up.
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#5 May 19 2011 at 12:37 AM Rating: Excellent
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SolomonGrundy wrote:
Happy days. I am 97.6% thrilled with this post. Two thumbs up.


Me too! The future is looking bright, I can't wait to see this in action. Hopefully it lives up to the hype.
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#6 May 19 2011 at 12:43 AM Rating: Good
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This had better mean monks.
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#7 May 19 2011 at 12:52 AM Rating: Decent
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WHAT?!
A number that constantly tells me "You have X% of the hate of player Darkdeathvader Ofnightmaredoom".
Great. Finally this game has managed to extend its target audience to vegetables.

Quote:
Whereas the ease of play classes offer will find favor with solo and casual party players, jobs will add a new depth of enjoyment for those wishing to take on high-level, strategy-rich content.


Oh. That's actually a pretty good solution I hadn't thought of. For the first time in many months, SE actually managed to surprise me.

Edited, May 19th 2011 3:01am by Rinsui
#8 May 19 2011 at 12:54 AM Rating: Good
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Finally an information update I actually enjoyed reading ^^
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#9 May 19 2011 at 1:08 AM Rating: Good
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Quote:
A number that constantly tells me "You have X% of the hate of player Darkdeathvader Ofnightmaredoom".
Great. Finally this game has managed to extend its target audience to vegetables.


To be fair, we don't know how this Enmity number will pan out. Being able to see a number is one thing, but being able to do something about it is another thing entirely. Don't get me wrong, I don't love the idea of being able to give every attack a number that determines when I will pull enmity.

Let's all hope that tanks don't get a skill that increases enmity by OVER 9000%!

See what I did there?

Edited, May 19th 2011 3:10am by Mictam
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#10 May 19 2011 at 1:16 AM Rating: Good
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Mictam wrote:
Quote:
A number that constantly tells me "You have X% of the hate of player Darkdeathvader Ofnightmaredoom".
Great. Finally this game has managed to extend its target audience to vegetables.


To be fair, we don't know how this Enmity number will pan out. Being able to see a number is one thing, but being able to do something about it is another thing entirely. Don't get me wrong, I don't love the idea of being able to give every attack a number that determines when I will pull enmity.

Let's all hope that tanks don't get a skill that increases enmity by OVER 9000%!

See what I did there?

Edited, May 19th 2011 3:10am by Mictam


I personally think knowing your parties enmity is not going to make an audience a 'vegetable' it gives you more information so a healer or tank can better identify 'what' needs to be managed at a given time. It also gives a melee/damage dealer better knowledge of when they are going too far, or they need to shed hate, or they need to employ crowd control so a mob stops hitting you or someone else in trouble. People just zerg stuff down and AOE heal because they don't have enough info to define when and where they should use an ability. I think spamming provoke, or an ability to get hate is more zombifying then watching a small percentage, its also really inefficient and hard to balance in party play. I actually look forward to them making the enmity percentage visible by all party members at all times. It forces SE (for balancing purposes) and parties to actually think more about their actions instead of spamming the same thing over and over again.
#11 May 19 2011 at 1:18 AM Rating: Excellent
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Great. Finally this game has managed to extend its target audience to vegetables.


That's exactly how I feel about people who use Windower!

/em hides from the flame throwers.
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#12 May 19 2011 at 1:45 AM Rating: Good
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My only concern is the corresponding class bit. I played Conjurer because it had the buff/healing spells of a WHM, but plot-wise, I can see them making Thaumaturge the path to WHM. This seems like a possibility to me considering they plan on "reassigning actions." It would just be frustrating to have invested so much of what little time I have available to play games only to be told I should have been leveling a different class all the while.

Everything else looks fantastic though.
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#13 May 19 2011 at 2:04 AM Rating: Good
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Awesome.

Thank god for this dev post.

I'm happy to wait for 1.18 contently now. Don't need to hear anything till June.

Just sooo glad they're reworking things from the ground up.

ffxi was special because of its unique battle system. FFXIV hopefully will be too now.

Wonderful to have the game FEEL like a real FF title.

BLU mage anyone!? YEs please...
#14 May 19 2011 at 2:30 AM Rating: Good
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Neat
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#15 May 19 2011 at 2:51 AM Rating: Default
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You know the enmity showing on ui complaint would be more valid if the game wasn't so **** easy in the first place.
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#16 May 19 2011 at 3:10 AM Rating: Good
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Kayako wrote:
You know the enmity showing on ui complaint would be more valid if the game wasn't so **** easy in the first place.


Im sure it'll be optional, but im glad we're going to see an increase in difficulty, along with boss monsters and true dungeon among other things.

Now to hope the bosses are actually unique...and have an amazing Uematsu composed them to go along with them.
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#17 May 19 2011 at 3:16 AM Rating: Excellent
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Now we have a game in the making. Better late than never. Keep improving the game like this over the course of the next 6 months and I'll buy. Just make sure its done RIGHT this time around.
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#18 May 19 2011 at 3:22 AM Rating: Good
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Well at worst, the battle system will be like a faster paced XI system with a focus on group vs group battles (which aint that bad at all :P ). Of course i'd also like to see more original ideas continue to emerge, such as how the job system will play out, what jobs make it into the game beyond the standard set from XI ( the system here seems closer to FFV or 4 Heroes of light, with classes working as a Freelancer), and how the battle regimen system will be reworked...hopefully with accompanied with special effects dictating the regimen taking place.

Also i'm wondering if the complete reworking of skills and actions for everyone, along with auto attack being implemented will revamp some of the animations and special effects along with them?
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#19 May 19 2011 at 3:42 AM Rating: Excellent
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This update has me reeling in excitement. Every item addressed is good news, IMO, and a hefty step in the right direction!
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#20 May 19 2011 at 3:47 AM Rating: Excellent
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Well, hopefully this will silence the doom and gloom merchants that think SE will stop development of the game and cut their losses (though probably not). They're obviously in it for the long haul.
Some interesting changes here.
And for those worried about the enmity % showing......you don't have to look at them. Hopefully an option to turn it off. Though as a squishy mage, I'd like the option to see how angry I'm making the mob. I'd imagine it will be helpfull to tanks as well.
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#21 May 19 2011 at 4:20 AM Rating: Good
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Matsui's post is so full of win that I can't even tell what's the best part of it lol.
This might be the changes to get all those who've been waiting for the game to improve to come back and to get new players.
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#22 May 19 2011 at 4:32 AM Rating: Good
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Rinsui wrote:
WHAT?!
A number that constantly tells me "You have X% of the hate of player Darkdeathvader Ofnightmaredoom".
Great. Finally this game has managed to extend its target audience to vegetables.

Edited, May 19th 2011 3:01am by Rinsui

*coff coff* omen thread meter *coff coff*
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#23 May 19 2011 at 4:49 AM Rating: Excellent
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Looks great, the enmity thing might help to keep some control in battle, never really needed it myself in XI, I knew the exact enmity levels of all my spells and abilities, and got to the point where you could almost feel the monsters threat on each target.

The ground up changes to battle though are going to really help improve this game, all they need to do now is sack the UI team, and put one in that doesn't consist of:

Player: I would like to begin synthesis
UI: One moment please
Player: I would like to begin synthesis
UI: I SAID WAIT I DONT KNOW HOW TO DO THIS!!!
Player: ...
Player: ...fine, I would like to trade items with my Retainer
UI: Woah woah woah, thats a tall order, one moment, I will ask the server what it feels like doing
Server: GTFO im crashing the wards right now, don't ever give me Jaegarmeister again
UI: But this player would like to trade items with his Retainers
Server: ...ugggh fine, put him on the slow lane, I don't want to do much today, other than annoy people who have set their retainers up already, so thats 2 Cotton Bolls to your retainer? Yeah? A few moments while I see if I can put them in there, amidst vomiting into the sink
Player: Jeez, I just want to use storage :(
UI: One moment please
Player: ARRRGGGHHHHHHHHHHHHHHHHHHHHHH!
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#24 May 19 2011 at 4:53 AM Rating: Good
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Minamimoto wrote:
Rinsui wrote:
WHAT?!
A number that constantly tells me "You have X% of the hate of player Darkdeathvader Ofnightmaredoom".
Great. Finally this game has managed to extend its target audience to vegetables.

Edited, May 19th 2011 3:01am by Rinsui

*coff coff* omen thread meter *coff coff*


Nothing wrong with a threat meter designed by the dev team for the game in-line with their expectations of what information should be provided based on the system they create. Emnity control is a major part of gameplay these days, and it's kinda necessary to at least "know" the information. 3rd parties and players manipulating that data is a whole other subject...but I see nothing wrong with SE providing a threat meter in their UI information pool.
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#25 May 19 2011 at 4:56 AM Rating: Decent
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Manual stat allocation is probably going to end up being a waste of time, but stats will be bound to your class rank, so the annoying need to constantly move over stats is finally going to be gone.

Otherwise everything in the post looks good. I'm so glad they're also scrapping the current BR system entirely.
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#26 May 19 2011 at 4:57 AM Rating: Decent
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wow i wonder just how many new classes theyre adding.
i sure hope these new classes live up to their titles, i guess i wont be using any current classes ever again ^.^
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#27 May 19 2011 at 5:13 AM Rating: Decent
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Quote:
Looks great, the enmity thing might help to keep some control in battle, never really needed it myself in XI, I knew the exact enmity levels of all my spells and abilities, and got to the point where you could almost feel the monsters threat on each target.


Well, that's basically my point. I liked having to get a "feel" for how much enmity I create. For me that was part of the "skill" that defined a good player. I hope they don't also include flashing on-screen messages that tell me when I stand in a zone where an enemy spell is about to hit.
#28 May 19 2011 at 5:26 AM Rating: Decent
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Rinsui wrote:
Quote:
Looks great, the enmity thing might help to keep some control in battle, never really needed it myself in XI, I knew the exact enmity levels of all my spells and abilities, and got to the point where you could almost feel the monsters threat on each target.


Well, that's basically my point. I liked having to get a "feel" for how much enmity I create. For me that was part of the "skill" that defined a good player. I hope they don't also include flashing on-screen messages that tell me when I stand in a zone where an enemy spell is about to hit.


I think they are just trying to find a middle ground. FFXI was a bit of a huge learning curve to new players, which admittedly was very discouraging, almost caused me to give up on it, but having that one under my belt, XIV was easy to get to grips with. I don't think they will go too far into the handholding scale, but hopefully they will work out where we enjoy the game and stick with it.
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#29 May 19 2011 at 5:26 AM Rating: Excellent
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I liked every single word, but I don't get why they want to keep the Physical Levels.
With the rework of the Attribute Points system and the new jobs, it looks like PL will be just another bar to fill.
#30 May 19 2011 at 5:32 AM Rating: Decent
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Rinsui wrote:

Well, that's basically my point. I liked having to get a "feel" for how much enmity I create. For me that was part of the "skill" that defined a good player. I hope they don't also include flashing on-screen messages that tell me when I stand in a zone where an enemy spell is about to hit.

I can definitely understand sentiments like these, however, in large scale events it's often unrealistic to be able to follow other players' threat levels. You may have a decent idea of how much threat you're producing yourself, but that's only half the equation. It's not a problem in single party situations but I assume we're going to get alliance content and in those cases I think having a visible threat gauge will improve gameplay as you don't have to guess how much threat the tank is producing (or if you're the tank, how much threat the other players are producing).
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#31 May 19 2011 at 5:37 AM Rating: Excellent
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Lots of good stuff in there but I dont want to see emnity percentages on my screen, it should be learned, that should be part of the 'skillful play' he talks about.
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#32 May 19 2011 at 5:48 AM Rating: Good
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Eeri wrote:
I liked every single word, but I don't get why they want to keep the Physical Levels.
With the rework of the Attribute Points system and the new jobs, it looks like PL will be just another bar to fill.


Quote:
In the recent battle poll (thanks to all who participated), we learned that a considerable number of players would be willing to forgo physical levels, but wanted to retain the ability to customize characters through attribute allotment. Armed with this knowledge, we proceeded to formulate the optimal solution.

The decision: attribute point allotment will no longer accompany gains in physical level, and will instead occur when characters rise in class rank. Although the amount in frequency of points awarded will be lower than previously, players will find that each point will have a more profound effect.


I don't think they'll keep the physical level. If you get points to distribute for ranking up a class and these points are saved for each class there is no reason to keep physical levels.
It's not used for unlocking storyline quests or leves either.
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#33 May 19 2011 at 5:52 AM Rating: Good
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I don't like Matsui's post, wheres the lore? :P

/equip body "Flamesuit (Auburn)"
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#34 May 19 2011 at 6:02 AM Rating: Good
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Excellent...
#35 May 19 2011 at 6:15 AM Rating: Decent
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Great news indeed!
#36 May 19 2011 at 6:28 AM Rating: Good
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OMG! I'm soooo excited by this post! This will be the best MMORPG EVER!@! I can't WAIT to see what new jobs will be coming! Summoner ... Yes Please!!!

Edited, May 19th 2011 8:35am by lurex
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#37 May 19 2011 at 6:47 AM Rating: Good
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I'm so happy I'm going to post twice.

This announcement is SUPERB. YES YES YES

Bring me my BLU quests, bring them to meeeeeeeee.

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#38 May 19 2011 at 7:59 AM Rating: Default
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Thank you SE this is what i actual wanted to read, and i love it. This is well worth the time and energy to even read through 2se. I am exited and than some, posts like this keep hopes up and players online.
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#39 May 19 2011 at 8:02 AM Rating: Good
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Looks like pretty good news overall but I was worried about a few things. First, I don't like the idea of having the two tiers of classes, I guess our current (solo) classes and the advanced (sorry party) classes, I just think its an awkward way to deal with it, and it could be confusing to new people. Then again, it may work out great, but I'm not holding my breath.

I don't like the in game enmity meter, especially when its announced just paragraphs after their announcement that they wanted to implement more skill into battles. Other than that, this didn't say much, a big list of things they are changing, without telling us whats changing, but at least they listed off the components of battle we can expect to see addressed, and like I said, just about every change sounds like the exact same as the forums 'general consensus' of what would be a good change.
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#40 May 19 2011 at 8:26 AM Rating: Excellent
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1. The enmity % thing - healer's get to see hp bars and know when to cure, DD's get to see enemies hp bars and know when to use certain abilities, why shouldn't tanks know how much enmity they're generating to keep hate on themselves?

2. The rest of Matsui's message is amazing. We'll be in dungeons before the end of June. There will be a Job system with quests (meaning lore for the lorehounds such as myself). Solo play isn't going away, and there will be job specific gear quests! Combine that with the coming companies, and the game is really coming together.
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#41 May 19 2011 at 8:39 AM Rating: Decent
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I don't get this. How can there be both classes AND jobs? Can someone please explain?


Well I'm happy. What I wanted was jobs and auto-attack and they provided both! This could possibly maybe give FF14 a second chance.

Edited, May 19th 2011 4:41pm by insanekangaroo
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...prophesizing the golden patch since october 2010.
#42 May 19 2011 at 8:42 AM Rating: Decent
Scholar
27 posts
actually excited to play now!
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FFXI-Asura, Character- Boatsingtao
#43 May 19 2011 at 8:47 AM Rating: Default
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621 posts
One thing I would like see included is the Materia system tho. Oh well you can't get everything.

And chocobos.
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Kweh?!

...prophesizing the golden patch since october 2010.
#44 May 19 2011 at 8:49 AM Rating: Good
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266 posts
insanekangaroo wrote:
I don't get this. How can there be both classes AND jobs? Can someone please explain?


Well I'm happy. What I wanted was jobs and auto-attack and they provided both! This could possibly maybe give FF14 a second chance.

Edited, May 19th 2011 4:41pm by insanekangaroo

They will be specializations of classes. Like whm will probably have cure iv at r50 when con has cure iii, but you won't have to level whm separately from con.
#45 May 19 2011 at 8:56 AM Rating: Good
Wow, when they say battle reform what they actually mean is everything reform! o.O
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Die! Die die die. die die die die, die die. - Scarlet Briar
#46 May 19 2011 at 8:58 AM Rating: Excellent
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1,949 posts
Quote:
I don't get this. How can there be both classes AND jobs? Can someone please explain?

Think of jobs as talent trees or specs. You unlock them from a quest once your level in the class is high enough, and you can "activate" the job if you want, or not. The job itself has no level -- it's just a set of modifiers on your current class.

If you equip the "monk" job on pugilist, you'll lose a couple of moves, but those you keep will be stronger.
There's probably at least 2 jobs I can think of for pugilist right now; the evasion/counter tank (Monk?), and the blindside DPS build spec (Thief?).

You could equip "White Mage" on Conjurer, and you'd lose your nukes, but your cures/buffs become stronger, etc.

For soloing, the idea is to stay a Conjurer, as it gives you all options you need; damage, cures, buffs, etc.
For group-play, you'd want to focus on nuking, or healing, or debuffing, or buffing, etc. That's when you use the appropriate job.
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FFXIV: Cloe Delisle Scholar, officer of the SWAGGER Free company, Sargatanas server.
#47 May 19 2011 at 9:01 AM Rating: Decent
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107 posts
That post was freaking awesome I can't wait to find out more when it get's released. 1.18 is shaping up to be really awesome.
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#48 May 19 2011 at 9:09 AM Rating: Decent
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621 posts
Docent42 wrote:
Quote:
I don't get this. How can there be both classes AND jobs? Can someone please explain?

Think of jobs as talent trees or specs. You unlock them from a quest once your level in the class is high enough, and you can "activate" the job if you want, or not. The job itself has no level -- it's just a set of modifiers on your current class.

If you equip the "monk" job on pugilist, you'll lose a couple of moves, but those you keep will be stronger.
There's probably at least 2 jobs I can think of for pugilist right now; the evasion/counter tank (Monk?), and the blindside DPS build spec (Thief?).

You could equip "White Mage" on Conjurer, and you'd lose your nukes, but your cures/buffs become stronger, etc.

For soloing, the idea is to stay a Conjurer, as it gives you all options you need; damage, cures, buffs, etc.
For group-play, you'd want to focus on nuking, or healing, or debuffing, or buffing, etc. That's when you use the appropriate job.


wow this sounds like a great system, albeit a little complicated.

thanks for explaining.
____________________________
Kweh?!

...prophesizing the golden patch since october 2010.
#49 May 19 2011 at 9:17 AM Rating: Good
Scholar
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175 posts
"A period of great change is underway, and we ask you to bear with us. FINAL FANTASY XIV is dear to us as it is to our fans, and there is simply nothing we would love more than to see it flourish into everything it can be. And to see this wish become reality, we promise to spare no effort in delivering the ultimate battle experience to players."


I applaud this!!



Edited, May 19th 2011 11:18am by lurex
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BST90/BLM90/RDM75/WHM80/BRD75/NIN75/SMN75/THF75/WAR75; Goldsmithing 93; Fishing 100; Ebisu Rod.
#50 May 19 2011 at 9:27 AM Rating: Excellent
Sage
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1,675 posts
Wow, the 'advanced' jobs as specialized party only jobs is a great way to marry both systems.

There's a lot of good here, I hope it all comes together.

#51 May 19 2011 at 9:43 AM Rating: Good
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2,232 posts
I'm so glad to hear they're this dedicated to making things right. I just have to keep patient for my PS3 release :)

Edited, May 19th 2011 8:44am by LebargeX
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