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#52 May 19 2011 at 9:43 AM Rating: Good
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My favorite parts/changes:

Dungeons - obviously. working toward a final boss with specific drops sounds awesome

Character Development Algorithms - Sounds like with change from physical level to rank based attributes and just the fact they are going to make each piece of gear and magic more meaningful, perhaps stats (STR,DEX etc.) will have more meaning now. I'm guessing food will play more of a role now too. This is exciting.

Classes/Jobs - I like how the jobs will be QUESTED with specific abilities only to that job. Three thumbs up!

and finally a little sense of humor from Akihiko. "You didn't hear this from me" but job specific gear on the way too. amazing. What an awesome development!
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#53 May 19 2011 at 10:49 AM Rating: Good
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I don't really understand what the difference is between Jobs and Class. I have always thought they were the same thing, just called differently by people.
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#54 May 19 2011 at 10:49 AM Rating: Good
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This is exciting info all around.

Hopefully 1.17b has some quests in it for choosing our desired Company. That'd be a nice way to pass the next month or so till 1.18.
#55 May 19 2011 at 10:59 AM Rating: Good
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Scape13 wrote:
I don't really understand what the difference is between Jobs and Class. I have always thought they were the same thing, just called differently by people.


Think of jobs as a specialization. For example (speculatively, because no specifics are available) at Rank 50, a Conjurer can decide to focus on a White Mage or Black Mage role. White Mage loses nukes but gains strength in healing and buffs. Vice Versa for Black Mage.

It'd be nice if to start the were two job roles for each class. Marauder: Warrior and Dark Knight. Thaumaturge: Red Mage and Blue Mage. Archer: Ranger and Beastmaster (a stretch, I know). Pugilist: Monk and Thief. Gladiator: Paladin and (?). Lancer: Dragoon and Samurai.

Just some thoughts. It'll be fun to see how these quests play out though.
#56 May 19 2011 at 11:00 AM Rating: Excellent
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Scape13 wrote:
I don't really understand what the difference is between Jobs and Class. I have always thought they were the same thing, just called differently by people.

Imagine Lancer 30 opens 3 quests. One of the quests gives you the job Dragoon. The two others Halbardier and Pikemen.

Your lancer is still rank 50, and you still have most of the moves that you currently know in FFXIV, except the few that have been changed and redesigned. For the most part and for solo-play, nothing really changed.

Now, for example, you join a party. They already have a lancer, so you pick the job Dragoon (a damage-dealing specialist variation of the lancer), which grants you the Jump Ability, but you lose the Surges.
The other lancer picks Halbardier (a defensive/control-based specialist), who gives him stronger surges and more control abilities (bind, trammel, etc.)
If one of you had picked Pikemen (A big-hitter that specializes in helping the tank with threat), you would have gained increased damage with doomspike, but lost the ability to feint.

Those are just examples, but it's the impression I get in a nutshell.

---

Many people also have concerns about threat and making it too easy on tanks. For example:
Quote:
why shouldn't tanks know how much enmity they're generating to keep hate on themselves?

Actually, the description in the blueprint says that it shows how much threat you have compared to whoever the creature is attacking.

This means that as the tank, all you'll see is usually 100%. (or below 100% when you lose agro)

If you play a DPS, and you see 90%, you know you'll steal agro soon, and you have to hold back (or go ahead and start tanking). As a tank, however, you should not be able to how much threat everyone has from this change. In WoW's default UI, they put a yellow glow over players who are about to steal agro from you, and in red those who are actually the target of a mob. That would make tanking "easier" (or more predictable), but the current design does not specify if they'll copy that feature too.

It's a useful tool for damage dealers and healers to thread the hateline, but it doesn't help tanks know how far ahead they are from their team. Tanking remains "difficult" (and even if you had a million threat really, a good tank will always want MOAR -- no good reason to start slacking just because you have some lead. Turtle and the hare, anyone?)

Edited, May 19th 2011 1:05pm by Docent42

Edited, May 19th 2011 1:06pm by Docent42
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#57 May 19 2011 at 11:04 AM Rating: Good
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Here's hoping that the jobs will be handled in a similar fashion to class kits in Baldur's Gate 2.
#58 May 19 2011 at 11:05 AM Rating: Good
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Indeed, lots of good all around here. Keeping some of the original system for soloers & people in small groups to mix & match while also giving us an advanced job system with more specialized roles for serious party play. Any improvements to the current attribute allocation system is definitely a plus too.

As for hate management numbers, I think more information can be good. Good players are gonna be good anyway, but if it helps a decent player in your party perform better then that benefits you too. Why not welcome that? Bad players, on the other hand, will probably find ways to be bad regardless of the help they're given(See Behest).
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#59 May 19 2011 at 11:16 AM Rating: Good
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insanekangaroo wrote:
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.


Have you played Final Fantasy V or Tactics? Think of it like that.
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#60 May 19 2011 at 11:32 AM Rating: Excellent
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Thayos wrote:
Quote:
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.


HAHA!! Amen, Thayos. Amen!
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#61 May 19 2011 at 1:19 PM Rating: Excellent
clarkeyboy wrote:
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!


Thank you. Part of my sandwich just went up my nose.
#62 May 19 2011 at 1:27 PM Rating: Good
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Very excited about these changes, class specific armor sounds pretty good, I just hope its not color specific. Maybe they will implement a way for crafters to use dyes to change the color of set armors.
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#63 May 19 2011 at 1:42 PM Rating: Good
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I will definitely be coming back if these changes are made
#64 May 19 2011 at 1:44 PM Rating: Decent
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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.

re read the OP, yeah this sounds about right, not sure how i feel about it yet, cant yet to see it implimented.

Edited, May 19th 2011 3:56pm by pixelpop
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#65 May 19 2011 at 2:09 PM Rating: Decent
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While this news definitely doesn't please everyone, it does show me they are listening to the concerns we have voiced time and time again and are intent on continuing to work on content to bring FFXIV to where we as fans, feel it should be, without giving in too much to every single little gripe we make.
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#66 May 19 2011 at 2:11 PM Rating: Good
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NITWIT wrote:
While this news definitely doesn't please everyone, it does show me they are listening to the concerns we have voiced time and time again and are intent on continuing to work on content to bring FFXIV to where we as fans, feel it should be, without giving in too much to every single little gripe we make.


Looking in this thread this news does actually please everyone.
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#67 May 19 2011 at 2:18 PM Rating: Good
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Maybe with the jobs we can finally get abilities like steal and jump added into the game. They have been in the .dats since alpha. Also I wonder how many jobs they intend to implement. There is only 3 I'm absolutely certain of (WHM, BLM, DRK thanks to concept artwork) and many more that just seem like a good fit (THF, DRG, PLD, RDM, RNG, WAR, MNK). But Jobs like BST, BLU, BRD, SMN, NIN, SAM etc. really don't have much of a place right now given weapon selection and playing style. I wonder if we might also see some new classes added on top of the job system, whether on the date it changes or in the not to distant future. I could also see some old fashion FFV jobs added in that didn't show up in FFXI like Beserker.
#68 May 19 2011 at 2:23 PM Rating: Excellent
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KierraXIV wrote:
plot-wise, I can see them making Thaumaturge the path to WHM.


Cause they're a death cult?
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#69 May 19 2011 at 2:32 PM Rating: Decent
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The One and Only Olorinus wrote:
KierraXIV wrote:
plot-wise, I can see them making Thaumaturge the path to WHM.


Cause they're a death cult?

thats why i loled to myself.
itd make obvious sense for CON to have WHM and BLM for their new "jobs" to select from, but i dont know what classic FF jobs they can make from THM.
DRK? no....
Time mage? with all the dots/hots i could see this kinda if they added them haste type buffs aswell as demi and a few other spells, but not currently
idk, any thoughts?

Edited, May 19th 2011 4:33pm by pixelpop
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#70 May 19 2011 at 3:03 PM Rating: Excellent
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pixelpop wrote:
The One and Only Olorinus wrote:
KierraXIV wrote:
plot-wise, I can see them making Thaumaturge the path to WHM.


Cause they're a death cult?

thats why i loled to myself.
itd make obvious sense for CON to have WHM and BLM for their new "jobs" to select from, but i dont know what classic FF jobs they can make from THM.
DRK? no....
Time mage? with all the dots/hots i could see this kinda if they added them haste type buffs aswell as demi and a few other spells, but not currently
idk, any thoughts?


...Red Mage? :D
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#71 May 19 2011 at 3:12 PM Rating: Decent
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Kinda curious how auto attack will play out for classes like Archer, Conjurer and Thaumaturge or if they'll implement auto attack for these classes at all.
#72 May 19 2011 at 3:15 PM Rating: Good
Edited by bsphil
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Blueprints are nice and all, and I appreciate the notice of the development plans, but I guess I'll be more interested once they start being implemented.

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

/em hides from the flame throwers.
Yeah, only the herpest of the derp would write a custom xml ruleset in FFXI. :(



Edited, May 19th 2011 4:21pm by bsphil
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#73 May 19 2011 at 3:26 PM Rating: Good
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CupDeNoodles wrote:
Kinda curious how auto attack will play out for classes like Archer, Conjurer and Thaumaturge or if they'll implement auto attack for these classes at all.

Will probably work the same way as FFXI, except for archer. Archer will probably just shoot arrows like normal and THM and CON probably won't have to switch to active to cast spells but if they engage they will attack with their weapon not spells.
#74 May 19 2011 at 3:49 PM Rating: Good
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The One and Only Olorinus wrote:
KierraXIV wrote:
plot-wise, I can see them making Thaumaturge the path to WHM.


Cause they're a death cult?


I suppose when I posted that so early in the morning, I was thinking "one job is going to get WHM, and the other will be BLM." Just disregard it please.
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#75 May 19 2011 at 3:57 PM Rating: Good
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Thayos wrote:
Quote:
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.

Don't hate
#76 May 19 2011 at 4:53 PM Rating: Good
I have to say an enmity gauge kind of surprised me. At the moment it seems too soon to be saying anything negative because the whole battle system is getting revamped. Maybe for situations like PC PT vs. Mob PT. it might be needed?

Quote:
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.

& also excited to see what the XIV's 'AF' will look like!
#77 May 19 2011 at 5:58 PM Rating: Excellent
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kinda crazy how after they make these changes, I will have R50 jobs that I don't know how to use efficiently since it will all be totally different :)
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#78 May 19 2011 at 6:07 PM Rating: Good
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They would have to make new jobs vastly superior over current classes through actions, HP/MP, enmity control, damage etc. If they did not make our current classes garbage in comparison with the new jobs, most people would probably prefer our current classes for tough endgame events right? I'm sure they've thought of this. It did however sound as if they were going to completely remove some of our cross/class actions we are using now.

Edited, May 19th 2011 8:10pm by BadJoRed
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#79 May 19 2011 at 7:03 PM Rating: Excellent
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Quote:
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.

Thank goodness they feel this way, because Battle Regimens are not even close to being fun.
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#80 May 19 2011 at 7:08 PM Rating: Excellent
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Coyohma wrote:
Quote:
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.

Thank goodness they feel this way, because Battle Regimens are not even close to being fun.


Yea, that's one where I'm in stuck in the past missing XI. I loved skillchains, battle regimens not so much...
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#81 May 19 2011 at 7:11 PM Rating: Excellent
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I do not care what all the people say about not wanting this to be a FFXI Clone, I want Skill Chains back.
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#82 May 19 2011 at 7:12 PM Rating: Good
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BadJoRed wrote:
They would have to make new jobs vastly superior over current classes through actions, HP/MP, enmity control, damage etc. If they did not make our current classes garbage in comparison with the new jobs, most people would probably prefer our current classes for tough endgame events right? I'm sure they've thought of this. It did however sound as if they were going to completely remove some of our cross/class actions we are using now.

Edited, May 19th 2011 8:10pm by BadJoRed

It's as simple as: Cure III at r50 CON and Cure IV at r50 WHM, and similar things for other jobs and skills.
#83 May 19 2011 at 7:14 PM Rating: Good
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Stupifyed wrote:
I do not care what all the people say about not wanting this to be a FFXI Clone, I want Skill Chains back.

I hope that's part of the "reworking from the ground up" business :D

Battle Regiments that are automatic are basically skill chains.
#84 May 19 2011 at 7:14 PM Rating: Decent
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Anyone else realize that all these changes achieve is turning FF14 system into the FFXI system?


Its GOOD don't get me wrong.. I just find it ironic that they are struggling so much to go back to what they already had perfected.


As for new jobs... all I can do is HOPE for summoner to come into the game. I cancelled my account long ago and been waiting for summoner to appear.
#85 May 19 2011 at 8:53 PM Rating: Decent
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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.



I see you guys have addressed kind of how the new class/job system will work. However I am curious about something. Say you are a CON and then the quests open up to see which job you would focus on...if you wanted to focus on them all, could you? That way if you wanted to, you could change the roll of your class to suite the party or soloers needs. So instead of playing a whm role, you are needed as a rdm roll...I am sure we will find out in time if that can be the case.

I am curious because I really don't want to be locked into one roll. If one day I wish to focus only on curing and then the next debuffs and enfeebles, I want to be able to move back and forth.
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#86 May 19 2011 at 9:08 PM Rating: Decent
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Quote:
I see you guys have addressed kind of how the new class/job system will work. However I am curious about something. Say you are a CON and then the quests open up to see which job you would focus on...if you wanted to focus on them all, could you? That way if you wanted to, you could change the roll of your class to suite the party or soloers needs. So instead of playing a whm role, you are needed as a rdm roll...I am sure we will find out in time if that can be the case.

I am curious because I really don't want to be locked into one roll. If one day I wish to focus only on curing and then the next debuffs and enfeebles, I want to be able to move back and forth.


I don't think SE will make you choose, either or. I think there will be 1 quest chain to unlock WHM specialization and another one to unlock BLM specialization. You should be able to get both, however you will only be able to choose one at a time. Similar to titles in some other games, only these will effect your stats and available skills.

Doesn't this kind of remind you of the Scholar class in FFXI?

Edited, May 19th 2011 11:10pm by Mictam
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#87 May 19 2011 at 9:39 PM Rating: Decent
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Mictam wrote:
Quote:
I see you guys have addressed kind of how the new class/job system will work. However I am curious about something. Say you are a CON and then the quests open up to see which job you would focus on...if you wanted to focus on them all, could you? That way if you wanted to, you could change the roll of your class to suite the party or soloers needs. So instead of playing a whm role, you are needed as a rdm roll...I am sure we will find out in time if that can be the case.

I am curious because I really don't want to be locked into one roll. If one day I wish to focus only on curing and then the next debuffs and enfeebles, I want to be able to move back and forth.


I don't think SE will make you choose, either or. I think there will be 1 quest chain to unlock WHM specialization and another one to unlock BLM specialization. You should be able to get both, however you will only be able to choose one at a time. Similar to titles in some other games, only these will effect your stats and available skills.

Doesn't this kind of remind you of the Scholar class in FFXI?

Edited, May 19th 2011 11:10pm by Mictam



It sure does if that is the case!
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#88 May 19 2011 at 9:59 PM Rating: Good
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LillithaFenimore wrote:
Mictam wrote:
Quote:
I see you guys have addressed kind of how the new class/job system will work. However I am curious about something. Say you are a CON and then the quests open up to see which job you would focus on...if you wanted to focus on them all, could you? That way if you wanted to, you could change the roll of your class to suite the party or soloers needs. So instead of playing a whm role, you are needed as a rdm roll...I am sure we will find out in time if that can be the case.

I am curious because I really don't want to be locked into one roll. If one day I wish to focus only on curing and then the next debuffs and enfeebles, I want to be able to move back and forth.


I don't think SE will make you choose, either or. I think there will be 1 quest chain to unlock WHM specialization and another one to unlock BLM specialization. You should be able to get both, however you will only be able to choose one at a time. Similar to titles in some other games, only these will effect your stats and available skills.

Doesn't this kind of remind you of the Scholar class in FFXI?


It sure does if that is the case!


Oh, man, I loved Scholar. I had all the subjobs for it, all the relic, all the best Einherjar gear... it was the job I would always craft as, the job I would use to run around town... I would love it FFXIV allowed me to don my mortarboard once again!

... and not just because it validates all my time in grad. school. (Although I think that may be part of it. >_>)
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#89 May 19 2011 at 10:11 PM Rating: Excellent
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This is absolutely GRAND! All the changes planned are, (and I don't mean to be redundant...), GRAND! If I read the info on the class/job system right, I kind of foresee the Class abilities/traits acting like subjobs vs the Job abilities being, well.. JOB specific lol.

I must say I held hopes that SE would come through, and I can officially say today that I don't doubt any longer that FFXIV will SHINE like the MMORPG it SHOULD have been at launch. Better late then never i guess. GOOD JOB YOSHI-P and the SE crew!!
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#90 May 19 2011 at 10:36 PM Rating: Decent
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jayfly wrote:
This is absolutely GRAND! All the changes planned are, (and I don't mean to be redundant...), GRAND! If I read the info on the class/job system right, I kind of foresee the Class abilities/traits acting like subjobs vs the Job abilities being, well.. JOB specific lol.

I must say I held hopes that SE would come through, and I can officially say today that I don't doubt any longer that FFXIV will SHINE like the MMORPG it SHOULD have been at launch. Better late then never i guess. GOOD JOB YOSHI-P and the SE crew!!


While I share your enthusiasm, let's not give praise before they actually deliver. They're track record thus far won't let me salute quite yet ><
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#91 May 19 2011 at 10:40 PM Rating: Decent
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I too must applaud these much needed changes. My only concern is with the solo aspects of the game. It appears that us soloists are going to be short changed on alot of these things unles there is a method in the works that will allow them some access. I wonder if this is what the Public Companies are for or that going to be a seperate story line?
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#92 May 19 2011 at 11:14 PM Rating: Good
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I haven't posted on these forums for a while but I have been lurking and keeping up to date with the FFXIV developments. I'm excited to finally hear some details about the new battle system, especially the specialization of classes and new jobs to unlock. As it's been mentioned before, it seems like the dev team is bringing the game to a level closer to what FFXI was/is, which is just fine by me.

One thing that wasn't addressed (I believe, correct me if I'm wrong) was streamlining the battle system. The current clunky one we have right now is what has been keeping me away from FFXIV the most. I'm really hoping that with the addition of auto-attack and the other changes that are planned a much more responsive and intuitive battle system will be coming along with them. If SE can make that happen I will be 100% on board.
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#93 May 20 2011 at 3:10 AM Rating: Good
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XenoKrates wrote:
Stupifyed wrote:
I do not care what all the people say about not wanting this to be a FFXI Clone, I want Skill Chains back.

I hope that's part of the "reworking from the ground up" business :D

Battle Regiments that are automatic are basically skill chains.


Can't see them changing this until they implement auto attack. I reckon they'll kill off battle regimens, get auto attack sorted and then add new weapon skills, skillchains and maybe Magic bursts - they a were superb element of partying in 11.

Just an idea - Maybe only the 'jobs' get to Skillchain i.e. RDM and only RDM gets red lotus, THF and only THF gets Cyclone.

Red Lotus and Cyclone = Fusion, magic def down. BOOM, nuke from BLM Firaga. Goodnight Dodo King.



#94 May 20 2011 at 6:19 AM Rating: Decent
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KuroGawatwo wrote:
Can't see them changing this until they implement auto attack. I reckon they'll kill off battle regimens, get auto attack sorted and then add new weapon skills, skillchains and maybe Magic bursts - they a were superb element of partying in 11.


They sure were! Skillchains and MBs were the two things that kept me going during those long parties in XI.

Everybody is allowed to have his or her own opinion of course, but the other day the leader of my ls said that he would probably leave after SE implements auto-attack. Why? Cause it would probably be even more boring.

Oh...and no, he never played FFXI. He just doesn't understand that auto-attack brings us a richer battle system than just spamming a button.

To get more out of this game you need to make people become good at playing their job. FFXI stuff like Besieged and other Zerg-activities never really helped. I hope that they will make Behest less important. Good for people who can only play an hour or less, but it should pay off to leave the Behest locatin in order to join a party otherwise we'll have auto-attack behests where skillchains and MBs won't matter as well.
#95 May 20 2011 at 6:21 AM Rating: Decent
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insanekangaroo wrote:
One thing I would like see included is the Materia system tho. Oh well you can't get everything.

And chocobos.


Now they even have plans to include a Materia system and chocobos!! (Producer letter X). All my dreams come true.

Edited, May 20th 2011 2:34pm by insanekangaroo
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#96 May 20 2011 at 9:37 AM Rating: Excellent
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Quote:
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.


This ^...summarizes exactly the way I feel. For the good of the game, I am excited for these changes and more than optimistic about the games future. Keep up the good work SE!!!

Selfishly, I'm concerned that I've wasted A LOT of time dual leveling CON(40) + THM(50) to be a well-rounded mage. Currently, I'm grinding CON, and looking forward to getting Tect II/Shell II, Cure III, AM, etc. In conjunction with the THM skill set (debuffs, Shadowseer, Sac III, etc.), I can melt some faces.

My concern is that if I specialize into Arcanist / Summoner / Time Mage / etc., am I going to lose access to a lot of the CON / THM abilities that I've busted my a$$ to get? I know it's selfish, but I think SE needs to make sure they take care of the player base that has been loyal through this limbo, especially in light of the painful leveling curve.
#97 May 20 2011 at 3:55 PM Rating: Excellent
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This looks amazing, I am very curious to see how it will turn out! I like the idea of more skillful play. :)

I'd have to agree with the above poster's thoughts, though. And I am a bit worried about what jobs will be available for each class, particularly THM and CON since, let's face it, they are sort of a mage-ish-mish-mash. I picked THM solely because the AOE is better for party healing (IMHO), but I get the feeling that if I want to play a "white mage"/be the party healer, I will have to have ranked up CON instead. *grumble*

I'm sure the changes and new jobs will ultimately be for the best, and I am looking forward to it, but I am also prepared for the potential for it to be somewhat painful, lol.
#98 May 21 2011 at 9:50 AM Rating: Excellent
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Like I said in the other post, I am really excited about this!

Yes, it might be more FFXI-esque after these changes, but re-inventing the wheel sure as **** didn't work for FFXIV. Once SE changed the whole key positions of all departments to mainly FFXI leads you could see all these changes coming really. I am definately one of those that give preference to the FFXI system, I just hope they don't change XIV to "easy game" so to say. In my opinion, FFXI lost a lot of glory and skill when they removed the level cap of 75. I'm looking for a challenge when I'm playing games, I really want to sink my teeth into them and create a style in which im practically able to beat everything in my own way, whether that is solo or in parties. I don't think the solo players should be scared they wont be able to beat certain things now, just because the fact you need other players to beat certaing mobs or dungeons. Yoshi clearly stated that he doesn't want the people who solo mostly to feel left out. Maybe he plans to upscale certain fights or mobs when you're in a party? There's really a miriad of possibilities in which he could keep both groups happy, we'll see what they figure out.

I for one enjoy these changes and am very interested to see how it all will be implemented. Especially the job section. Keeping everyone happy with Classes and Job specialisation is a win-win situation!
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#99 May 22 2011 at 2:44 AM Rating: Excellent
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Square-Enix wrote:
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.

This single section has won me over. The one thing I wanted when this game was started was some class definition and it looks like they're about to deliver it with style. Jobs will make a welcome return to Final Fantasy with unlockable skills and unique equipment!

Thanks Square. You've made my day!
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FFXIV: Ragnarok Server: Lemuria Glitterhands All Classes 50
#100 May 22 2011 at 5:02 PM Rating: Decent
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pixelpop wrote:
The One and Only Olorinus wrote:
KierraXIV wrote:
plot-wise, I can see them making Thaumaturge the path to WHM.


Cause they're a death cult?

thats why i loled to myself.
itd make obvious sense for CON to have WHM and BLM for their new "jobs" to select from, but i dont know what classic FF jobs they can make from THM.
DRK? no....
Time mage? with all the dots/hots i could see this kinda if they added them haste type buffs aswell as demi and a few other spells, but not currently
idk, any thoughts?

Edited, May 19th 2011 4:33pm by pixelpop



Red Mage, Time Mage, Calculator, Bard, Scholar, Gambler, Chemist....Really the possiblities based off previous games are limitless based on how they want to implement it. I look forward to all the changes.
#101 May 24 2011 at 9:41 AM Rating: Decent
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So like all this is scheduled for tis coming patch in June?
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