Forum Settings
       
« Previous 1 2
This Forum is Read Only

Yoshi-P Gives More AnswersFollow

#1 Nov 04 2011 at 1:03 AM Rating: Excellent
Hey all,

Tonight I received a pleasant surprise in my inbox... answers from Yoshi-P for several of the questions we didn't have time to ask during the sit-down interview two weeks ago!

Naoki Yoshida is quite the talker, so the answers he gave during our interview were much more thorough and detailed. Still, I'm very impressed that he took the time to answer even more questions after all he's already done to communicate with players.

Check out Yoshi-P's new responses here!
____________________________
Thayos Redblade
Jormungandr
Hyperion
#2 Nov 04 2011 at 1:29 AM Rating: Decent
***
3,962 posts
Quote:
AM: Are there plans after 2.0 to introduce random PvE battles or events in various zones, as opposed to specific PvE events that will only happen in certain places, such as hamlet defenses?

Yoshida: Hamlet defenses are the closest thing to PvE events that we have planned for 2.0. We are not looking into PvE battles similar to Rift’s RIFT system. However, we do want to have real-time events using factions in the future. (Probably the far future! :p)


This really depressed me, quite a bit more than anything I've heard recently about the game. Especially what with the Garlean invasion events, I thought they were leading up to a system like this.

Nothing would please me more than for the skies to turn black with smoke, and the Imperial Theme start playing, Garlean airships flying through the sky and landing troops all over in a hostile invasion of a region. Campaign style objectives to battle it out with the Garleans.

Hopefully they're not ruling it out for the future, there's nothing that drives me nuts more than being on the "brink" of war for the entire duration of a game's life cycle, and 2.0 seems like the perfect opportunity for Garlemald to declare all out war.

Perhaps the first expansion... I really hope to see something like this! These kind of events are what really brings a world to life!


Quote:
ZAM: How will job-specific armor compare to other high-level gear in the game?

Yoshida: Job-specific armor will have higher abilities when used by its specific job. All job quests must be completed in order to obtain job-specific armor, so they will be difficult to obtain. However, we plan on having gear created by attaching multiple materia surpass job-specific armor in quality.


Whatever happened to crafted job specific armor? I hope it's still in the works, because I'd like to be able to craft and socket job specific armor too.
#3 Nov 04 2011 at 2:09 AM Rating: Decent
***
3,416 posts
Yeah I hope he didn't mean they have nothing dynamic planned in general. I wouldn't mind not seeing Rifts but the content they have planned and what is in-game could benefit from unpredictability.
____________________________
SE:
Quote:
We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#4 Nov 04 2011 at 7:54 AM Rating: Decent
Scholar
*
62 posts
Quote:
Nothing would please me more than for the skies to turn black with smoke, and the Imperial Theme start playing, Garlean airships flying through the sky and landing troops all over in a hostile invasion of a region. Campaign style objectives to battle it out with the Garleans.


Holy smokes! That would be amazing. This game, in its current form, has a lot of vast emptiness. A system like that would do an amazing job of filling that void and bringing the story to the players. MMOs need more active storytelling, and this would be a great way to do it in FFXIV.
#5 Nov 04 2011 at 11:12 AM Rating: Good
***
3,530 posts
Yoshida wrote:
All job quests must be completed in order to obtain job-specific armor, so they will be difficult to obtain. However, we plan on having gear created by attaching multiple materia surpass job-specific armor in quality.


So he wants us to do tons of quests and difficult events to get the coolest-looking, long-awaited, job-defining armour... that is worse than gear with materia in it? o_O

Sounds like they're wasting their effort developing great-looking armour if they already plan to have it obsolete. It also lessens the drive to get it.
____________________________
"... he called to himself a wizard, named Gallery, hoping by this means to escape the paying of the fifteen hundred crowns..." (Machen 15)

"Thus opium is pleasing... on account of the agreeable delirium it produces." (Burke para.6)

"I could only read so much for this paper and the syphilis poem had to go."
#6 Nov 04 2011 at 11:20 AM Rating: Default
***
3,416 posts
KaneKitty wrote:
So he wants us to do tons of quests and difficult events to get the coolest-looking, long-awaited, job-defining armour... that is worse than gear with materia in it? o_O

Sounds like they're wasting their effort developing great-looking armour if they already plan to have it obsolete. It also lessens the drive to get it.


Sounds like AF and Relic alright.
____________________________
SE:
Quote:
We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#7 Nov 04 2011 at 11:26 AM Rating: Default
Hyanmen wrote:
KaneKitty wrote:
So he wants us to do tons of quests and difficult events to get the coolest-looking, long-awaited, job-defining armour... that is worse than gear with materia in it? o_O

Sounds like they're wasting their effort developing great-looking armour if they already plan to have it obsolete. It also lessens the drive to get it.


Sounds like AF and Relic alright.


Sounds like any FF game - getting the best gear always takes a lot of work and time consuming attention to detail to acquire. This is one of the major draws to FFXIV for me, the feeling of accomplishment associated with wearing specialty items.
____________________________
Success is a journey, not a destination - Failure is a destination achieved by ending the journey.
#8 Nov 04 2011 at 11:32 AM Rating: Excellent
KaneKitty wrote:
So he wants us to do tons of quests and difficult events to get the coolest-looking, long-awaited, job-defining armour... that is worse than gear with materia in it? o_O


He said that gear with multiple materia attachments will probably be better. And socketing two materia is no small task. I personally have gotten lucky before...but then again I also ran into a bad streak getting two MP materia (mind you these were only Teir IIs too...) on a Felt Robe (Green). I failed 6 times before successfully getting the second materia on it. Not everyone is willing to do this, so for those that can't afford to keep buying gear and materia and failing, then yes, the upcoming JSE will be a welcome sight.
____________________________
Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost.
Data Center: Primal; Server: Ultros; Free Company: The Kraken Club; Grand Company: The Maelstrom; Chocobo: Kweh
#9 Nov 04 2011 at 11:47 AM Rating: Good
Sage
**
575 posts
Professor Dyrwydi wrote:

Sounds like any FF game - getting the best gear always takes a lot of work and time consuming attention to detail to acquire. This is one of the major draws to FFXIV for me, the feeling of accomplishment associated with wearing specialty items.


Their point was, this armor is likely not going to be the best or even better than what you can find on the Auction House.
#10 Nov 04 2011 at 11:54 AM Rating: Default
Vawn43 wrote:
Professor Dyrwydi wrote:

Sounds like any FF game - getting the best gear always takes a lot of work and time consuming attention to detail to acquire. This is one of the major draws to FFXIV for me, the feeling of accomplishment associated with wearing specialty items.


Their point was, this armor is likely not going to be the best or even better than what you can find on the Auction House.


No, there point was that there will be gear that will surpass the JSE only for those who have the gil and time to dedicate to successfully add materia to top-level items. As our State Alchemist pointed out, JSE will not be easily replaced by those who can successfully navigate the AH.
____________________________
Success is a journey, not a destination - Failure is a destination achieved by ending the journey.
#11 Nov 04 2011 at 12:06 PM Rating: Good
*
178 posts
Professor Dyrwydi wrote:
Vawn43 wrote:
Professor Dyrwydi wrote:

Sounds like any FF game - getting the best gear always takes a lot of work and time consuming attention to detail to acquire. This is one of the major draws to FFXIV for me, the feeling of accomplishment associated with wearing specialty items.


Their point was, this armor is likely not going to be the best or even better than what you can find on the Auction House.


No, there point was that there will be gear that will surpass the JSE only for those who have the gil and time to dedicate to successfully add materia to top-level items. As our State Alchemist pointed out, JSE will not be easily replaced by those who can successfully navigate the AH.


The point is not that JSE wont' be useful gear. Everyone will get their JSE at one point and may even wear it for a few months. However, rather than being satisfied with great JSE gear, most people after obtaining their JSE gear will go back to mindlessly spiritbinding dated armor/old gear to try and double or triple meld buyable gear for better stats. No matter how great the stats are for the JSE, people will always be drawn back to the materia system because ultimately that is what will give the better gear, albeit at a risk.
#12 Nov 04 2011 at 12:19 PM Rating: Decent
Avatar
*
216 posts
Well there's a risk with attaching multiple material to gear, so those people who are less risky and don't want to have to break multiple pieces of gear can just wear the job-specific gear pieces.
____________________________
Lodestone Profile: Kainase Tyrosin (Besaid)
LS:
#13 Nov 04 2011 at 2:35 PM Rating: Good
**
863 posts
What I liked about AF in XI was that some pieces usually gave some type of boost to abilities of that job in a way that not a lot (or any at all) of other equipment did. It made AF special in a different way other than just having regular stats.

If they did something like this with JSE in XIV it could mean that generally you can get better gear by enfusing several materia to your good equipment, but you can still have a little edge in some way if you are using JSE.

Edited, Nov 4th 2011 4:37pm by Belcrono
#14 Nov 04 2011 at 3:03 PM Rating: Excellent
***
3,530 posts
Kainase wrote:
Well there's a risk with attaching multiple material to gear, so those people who are less risky and don't want to have to break multiple pieces of gear can just wear the job-specific gear pieces.


The main problem, as I see it, is that the most showcased, discussed, iconic, best-looking, and laboriously designed armour is already - well before its implementation - specifically planned to be worse than the stuff that we could obtain now and "materia-ize." I know that there's a high chance of failure with this "forbidden materia craft," but it really doesn't change the fact that the most awesome job-defining armour will be inferior to a modified "generic" set from the markets.

Essentially, I thought it strange (and was just a bit disappointed) that SE seems to be relegating these great sets - sets shown off for months now on Lodestone, in letters from the producer, on the covers of Famitsu, and in live videos - to "town gear" for any players who want to maximize their character's potential. That, and it places gil at a higher value for character enhancement than questing, which is unappealing for a number of reasons.
____________________________
"... he called to himself a wizard, named Gallery, hoping by this means to escape the paying of the fifteen hundred crowns..." (Machen 15)

"Thus opium is pleasing... on account of the agreeable delirium it produces." (Burke para.6)

"I could only read so much for this paper and the syphilis poem had to go."
#15 Nov 04 2011 at 3:21 PM Rating: Decent
KaneKitty wrote:
Kainase wrote:
Well there's a risk with attaching multiple material to gear, so those people who are less risky and don't want to have to break multiple pieces of gear can just wear the job-specific gear pieces.


The main problem, as I see it, is that the most showcased, discussed, iconic, best-looking, and laboriously designed armour is already - well before its implementation - specifically planned to be worse than the stuff that we could obtain now and "materia-ize." I know that there's a high chance of failure with this "forbidden materia craft," but it really doesn't change the fact that the most awesome job-defining armour will be inferior to a modified "generic" set from the markets.

Essentially, I thought it strange (and was just a bit disappointed) that SE seems to be relegating these great sets - sets shown off for months now on Lodestone, in letters from the producer, on the covers of Famitsu, and in live videos - to "town gear" for any players who want to maximize their character's potential. That, and it places gil at a higher value for character enhancement than questing, which is unappealing for a number of reasons.


So you would prefer that when it is introduced that there be at least a month or two before anything else is "better?" I think their concern "best armor in the game" as a quest reward is that once the gear is obtained what else is there to work towards, other than waiting for the next patch, or grinding for another set with another class? The reason, from my perspective, that items with multiple materia are "better than JSE" is because unlike JSE, the chance of getting such an item is random. JSE will be - perform tasks X Y Z and you'll receive item N.
____________________________
Success is a journey, not a destination - Failure is a destination achieved by ending the journey.
#16 Nov 04 2011 at 3:50 PM Rating: Decent
Do you want Crafted Armor to be Stronger than Quested Armor? That sure screws the reason behind doing the quests.

Do you want Quested Armoer to be stronger than Crafted Armor? ***** the crafters right?

Or maybe we could have it both ways. Quested Armor is best unless you get crafted armor with mulitple Materia attached which is a tiny percentage chanch of success. Good idea.

But clearly people will complain anyway.
#17 Nov 04 2011 at 4:13 PM Rating: Good
***
3,530 posts
SmashingtonWho wrote:
Do you want Crafted Armor to be Stronger than Quested Armor? That sure screws the reason behind doing the quests.

Do you want Quested Armoer to be stronger than Crafted Armor? ***** the crafters right?

Or maybe we could have it both ways. Quested Armor is best unless you get crafted armor with mulitple Materia attached which is a tiny percentage chanch of success. Good idea.

But clearly people will complain anyway.


Well why not have a mixture instead? We don't have to make the game absolutely in favour of one or the other. That's how it was in FFXI. Let me keep, say, my iconic, steepled Black Mage hat, but maybe ensure that crafted and enhanced boots and gloves could be superior to their JSE counterparts when slotted with materia. And, of course, there's still crafted shields, rings, earrings, and necklaces, which have no JSE competition (plus all gear for gatherers, crafters, and all battle classes, who have no JSE of their own).

I just think it's sad to already envision my fancy Bard outfit being replaced by the armour I was wearing before Bard's JSE was officially announced!
____________________________
"... he called to himself a wizard, named Gallery, hoping by this means to escape the paying of the fifteen hundred crowns..." (Machen 15)

"Thus opium is pleasing... on account of the agreeable delirium it produces." (Burke para.6)

"I could only read so much for this paper and the syphilis poem had to go."
#18 Nov 04 2011 at 4:22 PM Rating: Excellent
***
3,962 posts
Multiple materia could mean 3 or more, making it largely out of reach for the majority of players. If you find yourself in the "Must have the absolute best thing ever" category, and will sink millions to get a piece of gear with 3 or more materia, you're probably not even posting in this thread complaining about this news.

I'm sure a lot of people will still use the JSE, and to great effect. Just because someone who broke 150 cobalt breastplates to get 3 materia in it has marginally higher stats than you, doesn't make your AF/JSE(whatever) worthless.
#19 Nov 04 2011 at 5:13 PM Rating: Good
Avatar
***
1,569 posts
Belcrono wrote:
What I liked about AF in XI was that some pieces usually gave some type of boost to abilities of that job in a way that not a lot (or any at all) of other equipment did. It made AF special in a different way other than just having regular stats.

If they did something like this with JSE in XIV it could mean that generally you can get better gear by enfusing several materia to your good equipment, but you can still have a little edge in some way if you are using JSE.
The issue with AF was that because of players being able to swap gear mid-combat, you could itemize the AF to be useful for specific abilities (hence macro pieces) while keeping the set itself relatively useless for full-timing. JSE in XIV can't follow that same direction, and instead has to be itemized and designed for the job's role. If a Paladin is supposed to gear for +VIT and +HP and +Defense rating then the JSE has to reflect that.

If they decide to borrow the concept of set bonuses for JSE (the way set bonuses work for WoW's tier sets), then you have players making the choice between a set bonus and stats from gear that is not part of the JSE/tier set. It also adds that special something to the gear without getting in the way of the gear's stats. Of course, the question then becomes, "how many people would be opposed to have multiple 'tier' sets for the jobs?".

Edited, Nov 4th 2011 7:20pm by Ruisu
____________________________
Products of boredom: 1 2 3 4 5
Besieged
Hopes for FFXIV: Fencer | Red Mage
#20 Nov 04 2011 at 6:05 PM Rating: Good
**
863 posts
Ruisu wrote:
Belcrono wrote:
What I liked about AF in XI was that some pieces usually gave some type of boost to abilities of that job in a way that not a lot (or any at all) of other equipment did. It made AF special in a different way other than just having regular stats.

If they did something like this with JSE in XIV it could mean that generally you can get better gear by enfusing several materia to your good equipment, but you can still have a little edge in some way if you are using JSE.
The issue with AF was that because of players being able to swap gear mid-combat, you could itemize the AF to be useful for specific abilities (hence macro pieces) while keeping the set itself relatively useless for full-timing. JSE in XIV can't follow that same direction, and instead has to be itemized and designed for the job's role. If a Paladin is supposed to gear for +VIT and +HP and +Defense rating then the JSE has to reflect that.

If they decide to borrow the concept of set bonuses for JSE (the way set bonuses work for WoW's tier sets), then you have players making the choice between a set bonus and stats from gear that is not part of the JSE/tier set. It also adds that special something to the gear without getting in the way of the gear's stats. Of course, the question then becomes, "how many people would be opposed to have multiple 'tier' sets for the jobs?".

Edited, Nov 4th 2011 7:20pm by Ruisu


Yeah I realize that it was more of a viable way of doing it because of gearswaps, however I don't think it would be impossible to balance anyway, at least to a certain extent.

Say for example crafted gear with several materia attached to it gives the best values for VIT, HP etc. while the JSE gives a slightly lower bonus to these, but aside from the normal stats also give bonuses to different abilities (Like XI AF did). That way yes overall you will do better with the materia equipment, but the JSE will have its own use in some limited situations. That way generally crafted equipment with materia will be better, but in some aspects JSE won't be as far behind or equal because of the ability bonuses.

Say for example that Monk with crafted gear gets 20 EVA on body, while JSE is only 5 EVA. Well, say that on the JSE is also a "Improves featherfoot" which makes featherfoot last 3 evaded attacks or maybe even makes it work like third eye in XI. I mean I don't know how to balance it, but I can see it work at least to some extent.

Personally never been a fan of set bonuses and for a situation like XIV where melding several materia onto equipment is so difficult I don't think it would be much fun having to get several pieces of equipment melded with 3 materia or so before it actually beats the set bonus of say 2 items. The costs are too high for me to want to pay/craft to try and get my equipment melded just to have it sit in my inventory until I've managed to do it on two or more pieces so it is actually useful. I could see it being used though, quite a lot of that in XI "lately" so I am sure they are at least thinking about it. I mean it isn't a bad idea imo, I just don't like it heh.

For the record, when/if they do something like relic weapons and give melee a special TP attack or w/e I hope the mage weapons give mages the ability to cast a special and powerful spell because the way it was in XI really sucked for mages imo.

Edited, Nov 4th 2011 8:07pm by Belcrono
#21 Nov 04 2011 at 7:07 PM Rating: Decent
Avatar
***
1,569 posts
Belcrono wrote:
Personally never been a fan of set bonuses and for a situation like XIV where melding several materia onto equipment is so difficult I don't think it would be much fun having to get several pieces of equipment melded with 3 materia or so before it actually beats the set bonus of say 2 items. The costs are too high for me to want to pay/craft to try and get my equipment melded just to have it sit in my inventory until I've managed to do it on two or more pieces so it is actually useful. I could see it being used though, quite a lot of that in XI "lately" so I am sure they are at least thinking about it. I mean it isn't a bad idea imo, I just don't like it heh.
Depends on whether the set bonus is a no-brainer, an alteration to class mechanics or just a slight boost to damage or extra stats. The latter actually has the potential to be surpassed by non-set gear. The other two are admittedly much harder to take into account.

Pieces of gear introducing new mechanics is always an iffy proposition. I'd rather it be part of a set of gear. Then again, I've always hated FFXI's "sh*t's situational" approach.
____________________________
Products of boredom: 1 2 3 4 5
Besieged
Hopes for FFXIV: Fencer | Red Mage
#22 Nov 04 2011 at 9:26 PM Rating: Good
RamseySylph wrote:

Nothing would please me more than for the skies to turn black with smoke, and the Imperial Theme Red Wings Theme start playing, Garlean airships flying through the sky and landing troops all over in a hostile invasion of a region. Campaign style objectives to battle it out with the Garleans.


FTFY.
____________________________
Die! Die die die. die die die die, die die. - Scarlet Briar
#23 Nov 05 2011 at 2:34 AM Rating: Decent
***
3,177 posts

Attaching 2+ materia to a piece of gear is very difficult to do and has a high risk (and gil sink) associated with it. It should be better than the JSE which is likely given out for free.

It won't make JSE useless. Personally, I'm not hardcore enough to spend all that money for so many crafting failures for something that will likely be a small increase over the job-specific armor.
____________________________
Final Fantasy XIV: A Realm Reborn
Grover Eyeveen - Hyperion Server
Viva Eorzea Free Company/Linkshell Leader - Hyperion Server

Aegis Server (2012-2013)
Figaro Server (2010-2012)

Final Fantasy XI:
Retired

Blog
#24 Nov 05 2011 at 5:09 AM Rating: Good
**
863 posts
Ruisu wrote:

Pieces of gear introducing new mechanics is always an iffy proposition. I'd rather it be part of a set of gear. Then again, I've always hated FFXI's "sh*t's situational" approach.


We are just different I guess because I really like FFXI's ************ situational" approach. Either way they do it though I do hope JSE gives a sort of bonus that non-JSE equipment doesn't have, just to make it special. :)
#25 Nov 05 2011 at 6:25 AM Rating: Excellent
Quote:
Nothing would please me more than for the skies to turn black with smoke, and the Imperial Theme start playing, Garlean airships flying through the sky and landing troops all over in a hostile invasion of a region. Campaign style objectives to battle it out with the Garleans.
You will have to wait for the expansion 'FFXIV: Wings of the Twelve Guardians' in which cavernous maws will appear and transport us back a few months to defend Ala Mihgo and such. Personally, I'll be thrilled with the new content and zones that will be coming with 'FFXIV: Rise of the Garleans.'
____________________________
Edited, Mar 21st 2011 2:14pm by Darqflame Lock Thread: Because Lubriderm is silly... ~ de geso

Almalieque wrote:
I know what a glory hole is, but I wasn't sure what the business part was in reference to.

My Anime List
#26 Nov 05 2011 at 7:15 AM Rating: Good
Well that's a little more info about the market system, and it looks like they're pushing it in the right direction at the very least, so that's good!
____________________________
Die! Die die die. die die die die, die die. - Scarlet Briar
#27 Nov 06 2011 at 10:43 AM Rating: Good
Scholar
**
970 posts
I like 90% of the things Yoshi has done. Except maybe auto attack, over instancing of everything, and his stance on simplifying crafting so far. For a casual or someone who wants to only dabble in crafting. I see simplifying things and making crafters more like a hobby than an actual class a good thing. But for being a hardcore crafter. I want the crafting to be as deep, rewarding and meaningful as possible. If crafting only equates to one click crafting with no random or process factors. Then essentially anyone with money and time can become the top echelon of crafters.

Money cheapens the rarity of items in the game. For crafted items they should be the best money can buy almost, but not quite to equal with rare dropped gear. Curency cheapened the meaning behind relic weapons in XI. There should be no pay to win method for arguably the best weapons in game. Accessible for casuals sure? By this I mean short duration runs (30min-2hr) over a long, long, stretch/period of time. And not 4-6 hours runs per night over a short or long duration.

Artifact armor is getting put in game when the cap is esentially 50 or 60. So to expect it to be more powerful than the rest of gear for a good stretch of time is pretty ludicrous. I know for a fact that it has to be good enough to warrant being worn. It should provide very strong buffs for character specific traits/skills. If it boost dot or skills from other jobs/classes. Then it kind of defeats the purpose of being job specific.

There will always be the chance for more artifact/relic down the road. Some pieces should be situational. If every piece only served one purpose. Then eventually one piece becomes obsolete.

One way to make Artifact really intriguing.(going to use Dragoon for example.)
Could be like this:
1.You quest the original set.
2.Later in your progress or a few patches/level limit raises down the road.
3.You experience a vision in the echo.
4.The visions involve a story about a legendary dragoon named Kain. He ascended all dragoons in power before him. He met a blacksmith who created a way to store the essence and increase the spirit of the dragoon in armor.
5.Then come a series of questlines that involve ascending in spirit and seeking relics from the blacksmiths materials. Each questline completed grants new enhancements to job specific skills/traits.
Think of merits, but in this case. They are 10s and 20s of them all micro meriting job specific skills in miniscule amounts per upgrade.

These merits are only applied when wearing artifact armor and no other gear. They can't be game breaking vs other gear, but only help to distinguish one dragoon from the next.

Edited, Nov 6th 2011 11:44am by sandpark

Edited, Nov 6th 2011 11:45am by sandpark
#28 Nov 06 2011 at 11:28 AM Rating: Good
***
3,530 posts
If FFXIV needs slash-fic to rescue it, then it's in more trouble than I thought!


Edited, Nov 6th 2011 12:29pm by KaneKitty
____________________________
"... he called to himself a wizard, named Gallery, hoping by this means to escape the paying of the fifteen hundred crowns..." (Machen 15)

"Thus opium is pleasing... on account of the agreeable delirium it produces." (Burke para.6)

"I could only read so much for this paper and the syphilis poem had to go."
#29 Nov 06 2011 at 1:38 PM Rating: Excellent
sandpark wrote:
Artifact armor is getting put in game

All that was mentioned was JSE, not necessarily "artifact" armor. Just thought I would mention that. In fact it could be implemented in a completely opposite way, as in, say, they just developed a special type of equipment and only those who have proven themselves can earn the right to obtain said gear?

sandpark wrote:
help to distinguish one dragoon from the next

You are mistaken. It's not about distinguishing one dragoon from the next. Look at GLAs and Tanky-MRDs...look at MRD DDs and LNC DDs... 99% of the time I couldn't tell you someones class if everyone hid their weapon (via /display mh off). Same goes for CNJ and THM half the time. The new JSE is about distinguishing between different jobs, that's all.
____________________________
Humankind cannot gain anything without first giving something in return. To obtain, something of equal value must be lost.
Data Center: Primal; Server: Ultros; Free Company: The Kraken Club; Grand Company: The Maelstrom; Chocobo: Kweh
#30 Nov 06 2011 at 1:56 PM Rating: Good
***
3,416 posts
Yeah it's not about customization within class/job but customization between classes/jobs.

As for customization within jobs that's a bit tough considering, say, color is quite important factor in recreating the staple FF jobs. Green Dragoon would be a travesty.

For within class customization they will include that new color ID system in 2.0, but not for the iconic equipment most likely.

Edited, Nov 6th 2011 10:57pm by Hyanmen
____________________________
SE:
Quote:
We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#31 Nov 06 2011 at 2:08 PM Rating: Decent
Scholar
**
970 posts
StateAlchemist of Amestris wrote:
sandpark wrote:
Artifact armor is getting put in game

All that was mentioned was JSE, not necessarily "artifact" armor. Just thought I would mention that. In fact it could be implemented in a completely opposite way, as in, say, they just developed a special type of equipment and only those who have proven themselves can earn the right to obtain said gear?

sandpark wrote:
help to distinguish one dragoon from the next

You are mistaken. It's not about distinguishing one dragoon from the next. Look at GLAs and Tanky-MRDs...look at MRD DDs and LNC DDs... 99% of the time I couldn't tell you someones class if everyone hid their weapon (via /display mh off). Same goes for CNJ and THM half the time. The new JSE is about distinguishing between different jobs, that's all.

I know the main reason for this gear is aesthethics and adding visual identity. But it could definitely go much further. If only the visuals, then this gear will get outdated faster than ****. Why not let us fine tune job specific skills to help us care more about the set itself?

Is it more interesting to walk up to 3 identical dd dragoon clones equipped exactly the same and know that they are built basically the same and eat the same food. And the only difference between them is who fires off skills the most?

Or walking up to the 3 identically geared dragoons. But because you have no clue in **** how they micro merited themselves. You are not for certain what to expect? Stat allocation at launch was convoluted for sure. But ****, take it off the frigging rails a little.
#32 Nov 06 2011 at 8:21 PM Rating: Good
***
3,962 posts
Dragoons have come in Teal, shades of purple ranging from lilac to very dark purples, gold, varying shades of blue and shades of red ranging from crimson to almost pink.

While there are certainly tendencies for certain classes to appear in certain colors, there are often a range of colors that parts of these classes appear in, and those color rules are repeatedly broken in various situations.

That said, customizing stats based on color in a dye-based system is so upside-down and backwards. Hopefully they will avoid this route entirely.

And while there are so many ways they could achieve levels of customization on the visuals based on stats (such as a warrior tank's armor having more heavily plated details, and a warrior dps's armor having more bladed/spiked sections) it seems to me that the job system is supposed to be very focused, not giving the player a lot of choices to what role they're going to perform in combat. So why bother offering different stats beyond materia?

StateAlchemist of Amestris wrote:
sandpark wrote:
Artifact armor is getting put in game

All that was mentioned was JSE, not necessarily "artifact" armor. Just thought I would mention that. In fact it could be implemented in a completely opposite way, as in, say, they just developed a special type of equipment and only those who have proven themselves can earn the right to obtain said gear?


I don't understand how you're implying this is different from artifact armor? We know at least one version (if there are multiple versions as they originally implied, but at this point, who knows?) is obtained via quests.

So what do we know about the armor?

  • Obtained via job-specific quests
  • Features the iconic FF-style of that job


While they haven't called it artifact armor outright, it seems to line up with the two things that actually defined artifact armor in FFXI.

Edited, Nov 6th 2011 6:23pm by RamseySylph
#33 Nov 06 2011 at 9:23 PM Rating: Excellent
***
3,530 posts
RamseySylph wrote:
Dragoons have come in Teal, shades of purple ranging from lilac to very dark purples, gold, varying shades of blue and shades of red ranging from crimson to almost pink.


Of course, some of those colour schemes appeared in the days when consoles could only display about 53 simultaneous colours (FFIII, and FFII, where their menu art was, strangely, entirely blue), so I'm not sure how much bearing they should have on the current designs. Interestingly, when SE remade FFIII, Dragoon was no longer pure gold, but purple with gold trim. And as for pink.... ugh, I think Dragoons have only been pink when SE undertook distasteful efforts to "girl them up" when a female character had to be a dragoon (like official art of Tactics, or Freya in FFIX - although Freya was a rat wearing a steepled hat and baggy pink frock, and not really any kind of armour, so maybe we can forgive them :P).

So, in short, Dragoons very strongly favour blues and purples in all iterations able to display more than a double-digit number of colours, except when SE needs to make some kind of "derivative" Dragoon, like when a female is a dragoon (why they can't just leave her blue, I don't understand). Other than that, we have:

blue in Tactics
blue/purple in GBA Tactics
blue in Chocobo's Dungeon
purple in Revenant Wings
blue and gold (depending on sprite) in II
blue in (remade) III; gold in original
blue in IV
blue/purple in V (unless you're a certain girl, for some reason)
blue in VII (if you want to count Cid's shirt; I don't; I also don't think anyone called him a Dragoon)
pink in IX (though Freya's not called a Dragoon, just a "Lancer" or a "Dragon Knight")
blue in X (Kimahri's almost nothing but blue!)
blue/purple in XI

*shrug* Make of this information what you will, I'm just clearly compiling more than I should.
____________________________
"... he called to himself a wizard, named Gallery, hoping by this means to escape the paying of the fifteen hundred crowns..." (Machen 15)

"Thus opium is pleasing... on account of the agreeable delirium it produces." (Burke para.6)

"I could only read so much for this paper and the syphilis poem had to go."
#34 Nov 06 2011 at 11:48 PM Rating: Excellent
*****
11,576 posts
RamseySylph wrote:
Quote:
AM: Are there plans after 2.0 to introduce random PvE battles or events in various zones, as opposed to specific PvE events that will only happen in certain places, such as hamlet defenses?

Yoshida: Hamlet defenses are the closest thing to PvE events that we have planned for 2.0. We are not looking into PvE battles similar to Rift’s RIFT system. However, we do want to have real-time events using factions in the future. (Probably the far future! :p)


This really depressed me, quite a bit more than anything I've heard recently about the game. Especially what with the Garlean invasion events, I thought they were leading up to a system like this.

Nothing would please me more than for the skies to turn black with smoke, and the Imperial Theme start playing, Garlean airships flying through the sky and landing troops all over in a hostile invasion of a region. Campaign style objectives to battle it out with the Garleans.

Hopefully they're not ruling it out for the future, there's nothing that drives me nuts more than being on the "brink" of war for the entire duration of a game's life cycle, and 2.0 seems like the perfect opportunity for Garlemald to declare all out war.

Perhaps the first expansion... I really hope to see something like this! These kind of events are what really brings a world to life!


I give Yoshi-P full credit for having the testicular fortitude to make direct reference to another MMO. I know it's not the first time he's done it, but it's very encouraging. Certain other developers related to FF MMOs were extremely reticent in mentioning other MMOs on the market and that, along with the style of those FF MMOs and how they handled certain things lent the impression that this certain other developer had not a single clue what else was being done in the genre.

However...

...and not to burst any bubbles, but the odds of SE being able to pull off dynamic content the likes of which you describe are slim to none. A game has to be built pretty much from the ground up to support that kind of thing. Trion did just that, and in incorporating support for the dynamic systems seen in that game from the beginning they've managed to conceal a lot of the technical requirements that allow things to work the way they do. It encompasses everything from server hardware selection to zone design, the class (soul) system, combat dynamics, and UI features. To add dynamic content to an existing MMO that wasn't originally developed for it would come off as an underwhelming hack job.

And yes, when you're rushing to a hot spot for a dynamic event, being able to jump over terrain obstacles is a tremendous benefit :P
#35 Nov 07 2011 at 12:23 AM Rating: Default
***
3,962 posts
KaneKitty wrote:
RamseySylph wrote:
Dragoons have come in Teal, shades of purple ranging from lilac to very dark purples, gold, varying shades of blue and shades of red ranging from crimson to almost pink.


Of course, some of those colour schemes appeared in the days when consoles could only display about 53 simultaneous colours (FFIII, and FFII, where their menu art was, strangely, entirely blue), so I'm not sure how much bearing they should have on the current designs. Interestingly, when SE remade FFIII, Dragoon was no longer pure gold, but purple with gold trim. And as for pink.... ugh, I think Dragoons have only been pink when SE undertook distasteful efforts to "girl them up" when a female character had to be a dragoon (like official art of Tactics, or Freya in FFIX - although Freya was a rat wearing a steepled hat and baggy pink frock, and not really any kind of armour, so maybe we can forgive them :P).

So, in short, Dragoons very strongly favour blues and purples in all iterations able to display more than a double-digit number of colours, except when SE needs to make some kind of "derivative" Dragoon, like when a female is a dragoon (why they can't just leave her blue, I don't understand). Other than that, we have:

blue in Tactics
blue/purple in GBA Tactics
blue in Chocobo's Dungeon
purple in Revenant Wings
blue and gold (depending on sprite) in II
blue in (remade) III; gold in original
blue in IV
blue/purple in V (unless you're a certain girl, for some reason)
blue in VII (if you want to count Cid's shirt; I don't; I also don't think anyone called him a Dragoon)
pink in IX (though Freya's not called a Dragoon, just a "Lancer" or a "Dragon Knight")
blue in X (Kimahri's almost nothing but blue!)
blue/purple in XI

*shrug* Make of this information what you will, I'm just clearly compiling more than I should.


While Final Fantasy Tactics' male Dragoon certainly appeared a hue of purple (perhaps blue) in the concept art, and the female pink, both appeared to wear silver armor in their sprite. Opting for shades of gold, green and other colors when among other factions. These choices had nothing to do with color limitations mind you.

Also, the Dragoon in Final Fantasy III DS is primarily gold with bits of purple trim. The original was gold with teal bits of trim. Highlighting Faris in FFV and her red armor as a Dragoon simply serves to prove my point, it's not a hard and fast rule that a Dragoon's armor must be purple, it's simply the standard coloring.

Also, what is this business about Freya not being a Dragoon? Dragon Knight and Dragoon are interchangeable terms. The Japanese "Ryuukishi" literally means, Dragon Knight, it was only later localized to Dragoon. Not to mention, the simple fact that she uses Jump, wields a lance, and has an (arguably leather) armet that features the telltale shape of a Dragoon's helmet, featuring the eyes, and wings on the side - well I'd say all of those things alone make it obvious that she's a dragoon.

What's my point in pointing out inconsistencies? While it's certainly the case that color palette plays a role, I'd say that the style of the equipment is the major factor in contributing the vibe for the dragoon job. For other jobs it may vary, for instance, I would find it very difficult to make a compelling argument for a white mage outfit that doesn't feature white somewhere in it, and most likely red trim.

So while it certainly makes sense to have the most widely recognized color and style match up be the default, there's no reason that alternate colors couldn't exist for these outfits.


Aurelius wrote:
RamseySylph wrote:
Quote:
AM: Are there plans after 2.0 to introduce random PvE battles or events in various zones, as opposed to specific PvE events that will only happen in certain places, such as hamlet defenses?

Yoshida: Hamlet defenses are the closest thing to PvE events that we have planned for 2.0. We are not looking into PvE battles similar to Rift’s RIFT system. However, we do want to have real-time events using factions in the future. (Probably the far future! :p)


This really depressed me, quite a bit more than anything I've heard recently about the game. Especially what with the Garlean invasion events, I thought they were leading up to a system like this.

Nothing would please me more than for the skies to turn black with smoke, and the Imperial Theme start playing, Garlean airships flying through the sky and landing troops all over in a hostile invasion of a region. Campaign style objectives to battle it out with the Garleans.

Hopefully they're not ruling it out for the future, there's nothing that drives me nuts more than being on the "brink" of war for the entire duration of a game's life cycle, and 2.0 seems like the perfect opportunity for Garlemald to declare all out war.

Perhaps the first expansion... I really hope to see something like this! These kind of events are what really brings a world to life!


I give Yoshi-P full credit for having the testicular fortitude to make direct reference to another MMO. I know it's not the first time he's done it, but it's very encouraging. Certain other developers related to FF MMOs were extremely reticent in mentioning other MMOs on the market and that, along with the style of those FF MMOs and how they handled certain things lent the impression that this certain other developer had not a single clue what else was being done in the genre.

However...

...and not to burst any bubbles, but the odds of SE being able to pull off dynamic content the likes of which you describe are slim to none. A game has to be built pretty much from the ground up to support that kind of thing. Trion did just that, and in incorporating support for the dynamic systems seen in that game from the beginning they've managed to conceal a lot of the technical requirements that allow things to work the way they do. It encompasses everything from server hardware selection to zone design, the class (soul) system, combat dynamics, and UI features. To add dynamic content to an existing MMO that wasn't originally developed for it would come off as an underwhelming hack job.

And yes, when you're rushing to a hot spot for a dynamic event, being able to jump over terrain obstacles is a tremendous benefit :P


It's one thing to say it would be difficult to implement large scale dynamic content (and it's true) it's another thing entirely to somehow excuse SE from ever attempting it because they "didn't have it in mind in the first place."

First things first, FFXI featured "dynamic content" with Campaign before Rift had even been announced, so it would be baffling if the original team didn't at least have an inkling of adding something similar down the road.

Beyond that, Yoshi-P is leading a complete overhaul and restructuring of the server architecture, and the zones, so any design flaws with supporting this sort of content could and should be ironed out during the switch. Admittedly, actually implementing that content might be something better saved for an expansion.

The only real "hurdles" to implementing a Rift style system, aside from the actual content creation, implementation and balancing (stuff that needs to be done regardless of what type of content it is) are making sure your server, and client can support the large numbers of characters and enemies in one place at one time. So... Good server resource allocation and your client not being limited to 50 character models on screen at any given time. (Two things they've at least promised to fix for 2.0) Yoshida talked about wanting to make these changes so "Large scale PvP and PvE battles" could be implemented.

I don't know about you, but that screams invasion/campaign style system to me. We know what the PvP battle is, perhaps they have the intent for some other large scale PvE system, but here's the real kicker...

If you're going to make a Final Fantasy game online, and set it in a universe with a huge, oppressive magitek wielding empire, you better ******* create some sort of system where they're invading, otherwise you are wasting an enormous opportunity, and honestly, made some really, really poor decisions.

So while I agree that it will/would be a challenge for them to implement said content, they have the opportunity to iron out any technical hurtles with the switch over to 2.0, and they simply cannot afford not to take advantage of such a huge opportunity staring them right in the face. If they showed off a big battle with Garlean Magitek armor, soldiers, Legati and airships fighting against adventurer black mages, paladins and monks, they would definitely move a lot of copies.

I'm just hoping if we don't see it in 2.0, we see it within a year.
#36 Nov 07 2011 at 4:09 AM Rating: Default
***
3,416 posts
RamseySylph wrote:

And while there are so many ways they could achieve levels of customization on the visuals based on stats (such as a warrior tank's armor having more heavily plated details, and a warrior dps's armor having more bladed/spiked sections) it seems to me that the job system is supposed to be very focused, not giving the player a lot of choices to what role they're going to perform in combat. So why bother offering different stats beyond materia?


What they can offer, though, is choice as to how to perform within the role. Which is also where stats come to play.

That's what the ol' FFXI Jobs were mostly all about. 20 jobs, 4 roles. All they changed between the jobs is how they perform in any of these given roles. Say, DNC healing vs. WHM healing, or BLM DD vs. MNK DD.

Granted they didn't do very good job at it, but the basics are similar.

As for Rift style content, IMO if they want to do it right it's going to take a good year of development at least. Although I'm not much of a fan of content like that in large scale. Dynamic content is fine, but I hope they can actually make it matter to the player. If all we get to experience is a different set of mobs with a different boss at the end of every "rift", well that's kind of sad.

Edited, Nov 7th 2011 1:13pm by Hyanmen
____________________________
SE:
Quote:
We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#37 Nov 07 2011 at 9:57 AM Rating: Good
***
3,962 posts
Hyanmen you're talking about the difference between jobs. I was talking about the difference within jobs. I'm saying that Dragoons are going to perform essentially the same way regardless of the individual, because you're locked in to your choices about what abilities you have access to. (As far as we've been told anyway.)

I also agree that if they're going to create some sort of Imperial invasion style system they'd best do it right. Let's hope they don't miss such a perfect opportunity.
#38 Nov 07 2011 at 10:35 AM Rating: Default
***
3,416 posts
RamseySylph wrote:
Hyanmen you're talking about the difference between jobs. I was talking about the difference within jobs.


Uh, I certainly am not. You can offer choice within a job just as well as you can offer it between them.

Simply instead of making each job have a small unique twist to it and then having 20 different jobs you can focus on less jobs and offer the same twists by making us choose within a single job.

Edited, Nov 7th 2011 7:38pm by Hyanmen
____________________________
SE:
Quote:
We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#39 Nov 07 2011 at 10:40 AM Rating: Excellent
Everyone is going to be able to dye equipment whatever color they want. So blue will = someone that likes blue.

The shape of the armor will have to be distinguishable.
#40 Nov 07 2011 at 11:05 AM Rating: Good
Hyanmen wrote:
RamseySylph wrote:
Hyanmen you're talking about the difference between jobs. I was talking about the difference within jobs.


Uh, I certainly am not. You can offer choice within a job just as well as you can offer it between them.

Simply instead of making each job have a small unique twist to it and then having 20 different jobs you can focus on less jobs and offer the same twists by making us choose within a single job.

Edited, Nov 7th 2011 7:38pm by Hyanmen


Are you saying that you would like to see classes capable of performing different jobs? Such as Dragoon DD or Tank, Paladin Healing or Tank, WHM DD or Healing, etc.
____________________________
Success is a journey, not a destination - Failure is a destination achieved by ending the journey.
#41 Nov 07 2011 at 11:15 AM Rating: Decent
***
3,416 posts
Professor Dyrwydi wrote:
Are you saying that you would like to see classes capable of performing different jobs? Such as Dragoon DD or Tank, Paladin Healing or Tank, WHM DD or Healing, etc.


No, but I am saying that there can be different ways for, say, WHM to heal. You can be a frontline WHM or a ranged WHM, with both builds utilizing different stat and skill builds.
____________________________
SE:
Quote:
We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#42 Nov 07 2011 at 11:19 AM Rating: Decent
Do we not have this currently? I use FFXIV Specs' site to setup exactly that... well, as a THM, not WHM.
____________________________
Success is a journey, not a destination - Failure is a destination achieved by ending the journey.
#43 Nov 07 2011 at 11:21 AM Rating: Decent
***
3,416 posts
Professor Dyrwydi wrote:
Do we not have this currently? I use FFXIV Specs' site to setup exactly that... well, as a THM, not WHM.


I don't know. Can THM play as a healer in different ways?
____________________________
SE:
Quote:
We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#44 Nov 07 2011 at 11:24 AM Rating: Decent
Taking a step back here - define "frontline"

As far as I know I can ranged heal, or get-in-your-face heal as necessary.
____________________________
Success is a journey, not a destination - Failure is a destination achieved by ending the journey.
#45 Nov 07 2011 at 11:26 AM Rating: Decent
***
3,416 posts
Professor Dyrwydi wrote:
Taking a step back here - define "frontline"

As far as I know I can ranged heal, or get-in-your-face heal as necessary.


Sorry about that, I meant the way DNC healed back in XI. That mechanic can be incorporated into WHM, it does not necessarily have to be a job of it's own. When you can do that, you will obviously make a different build both stat and skill-wise.
____________________________
SE:
Quote:
We really want to compete against World of Warcraft and for example the new Star Wars MMO.

#46 Nov 07 2011 at 12:30 PM Rating: Decent
Isn't this essentially what they are giving us with the current class system? If a WHM wants to ranged heal, grab some CNJ and THM abilities - if "frontline" heal, then grab some PLD and DNC (if added eventually) skills to compliment the goals of the build.
____________________________
Success is a journey, not a destination - Failure is a destination achieved by ending the journey.
#47 Nov 07 2011 at 1:50 PM Rating: Default
Scholar
**
970 posts
Professor Dyrwydi wrote:
Isn't this essentially what they are giving us with the current class system? If a WHM wants to ranged heal, grab some CNJ and THM abilities - if "frontline" heal, then grab some PLD and DNC (if added eventually) skills to compliment the goals of the build.

Umm, most asked for job identity. From my understanding whm can't grab anything from any class. It just heals better than any other class/job but can't cross class.

Job=Super efficient at one role with job specific skills only, no cross class allowed. They suck at anything else besides their main role.(Think of it like a job in XI, but with no sub job)
Designed for difficult encounter party play/relying on others.

Classes= Jack of all Trades due to cross classing, but don't perform any strict role on par with a job.(Think of it like a job in XI, but without access to the most potent tiers.)
Designed for light parties and content or soloing.
#48 Nov 07 2011 at 2:11 PM Rating: Decent
***
3,962 posts
Hyanmen wrote:
RamseySylph wrote:
Hyanmen you're talking about the difference between jobs. I was talking about the difference within jobs.


Uh, I certainly am not.


Really? Smiley: dubious


Hyanmen wrote:
That's what the ol' FFXI Jobs were mostly all about. 20 jobs, 4 roles. All they changed between the jobs is how they perform in any of these given roles. Say, DNC healing vs. WHM healing, or BLM DD vs. MNK DD.

between the jobs

between...jobs



You apparently decided after this post you wanted to switch to talking about differences within jobs... which is beyond a moot point, because the whole idea behind the job system is a specific role and identity for each job. White Mage heals like so, Black Mage nukes like so, Dragoon pokes things like so... etc.

Seeing as they can't borrow various skills from other classes, you're going to be limited to performing a certain role a certain way on any given job. The only way I can possibly see them adding variety within jobs without allowing sub jobbing or cross-jobbing (which they seem to be pretty staunchly against for now anyway) is them giving us more abilities than we can possibly equip, which I doubt they will do, at least not to any major degree.

Either way, at that point it's going to come down to making correct and incorrect decisions about what abilities you choose, similar to a talent tree in any other game. After all balance is hard, and no one can ever balance anything, so that's really the inevitability.

Edited, Nov 7th 2011 12:16pm by RamseySylph
#49 Nov 07 2011 at 2:19 PM Rating: Default
sandpark wrote:
Professor Dyrwydi wrote:
Isn't this essentially what they are giving us with the current class system? If a WHM wants to ranged heal, grab some CNJ and THM abilities - if "frontline" heal, then grab some PLD and DNC (if added eventually) skills to compliment the goals of the build.

Umm, most asked for job identity. From my understanding whm can't grab anything from any class. It just heals better than any other class/job but can't cross class.

Job=Super efficient at one role with job specific skills only, no cross class allowed. They suck at anything else besides their main role.(Think of it like a job in XI, but with no sub job)
Designed for difficult encounter party play/relying on others.

Classes= Jack of all Trades due to cross classing, but don't perform any strict role on par with a job.(Think of it like a job in XI, but without access to the most potent tiers.)
Designed for light parties and content or soloing.


I must have missed something huge, because that makes no sense to me whatsoever. Can you post a link to where someone from FFXIV makes that distinction? Sorry, feeling majorly behind the curve all of a sudden.
____________________________
Success is a journey, not a destination - Failure is a destination achieved by ending the journey.
#50 Nov 07 2011 at 2:33 PM Rating: Decent
***
3,962 posts
Professor Dyrwydi wrote:
sandpark wrote:
Professor Dyrwydi wrote:
Isn't this essentially what they are giving us with the current class system? If a WHM wants to ranged heal, grab some CNJ and THM abilities - if "frontline" heal, then grab some PLD and DNC (if added eventually) skills to compliment the goals of the build.

Umm, most asked for job identity. From my understanding whm can't grab anything from any class. It just heals better than any other class/job but can't cross class.

Job=Super efficient at one role with job specific skills only, no cross class allowed. They suck at anything else besides their main role.(Think of it like a job in XI, but with no sub job)
Designed for difficult encounter party play/relying on others.

Classes= Jack of all Trades due to cross classing, but don't perform any strict role on par with a job.(Think of it like a job in XI, but without access to the most potent tiers.)
Designed for light parties and content or soloing.


I must have missed something huge, because that makes no sense to me whatsoever. Can you post a link to where someone from FFXIV makes that distinction? Sorry, feeling majorly behind the curve all of a sudden.


Yeah, it's pretty common knowledge at this point, and has been mentioned repeatedly. Only thing I found off-hand was a bit old, but still relevant:

Original post

Akihiko Matsui wrote:
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.

#51 Nov 07 2011 at 2:47 PM Rating: Decent
Akihiko Matsui wrote:
-snipped for space-
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.


I can see that I am fairly behind the curve, that's what I get for taking a couple months off. Regardless this does not sound like:

sandpark wrote:
From my understanding whm can't grab anything from any class. It just heals better than any other class/job but can't cross class.


It simply appears to me that Jobs will be restricted to accessing skills from classes in the same vein as them. Granted, I am sure there was a rousing debate on the topic which lasted 11 or 12 pages long... mayhaps someone recalls the thread and can link for me? This almost seems game breaking to me... Why level any Class above 30 if Jobs will replace them?


Edited, Nov 7th 2011 3:49pm by Dyrwydi
____________________________
Success is a journey, not a destination - Failure is a destination achieved by ending the journey.
« Previous 1 2
This forum is read only
This Forum is Read Only!
Recent Visitors: 12 All times are in CST
Anonymous Guests (12)