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[dev1033] Job System Follow

#52 Mar 08 2012 at 3:27 AM Rating: Decent
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KaneKitty wrote:

If that's true, then I have no doubt that 2.0 will be a resounding failure.

Seriously. They've done a couple of mediocre patches since even mentioning 2.0 and the game still struggles with even some of the most basic features of an MMORPG... that, and crafting and gathering classes are absurdly shallow, and the "job system" itself seems as though it's going to be, at best, only a few hours worth of skill-quests! I would be shocked, and yet paradoxically not really very surprised, if this patch marked the last major revision until 2.0.


it does make me wonder how much of this is going to be in 2.0, like should i be looking at 1.21 as a 2.0 preview

anyone know?
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#53 Mar 08 2012 at 7:41 AM Rating: Decent
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I doubt, this will be their last major update, SE is not that incompetent, and this update was pretty good overall,
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#54 Mar 08 2012 at 11:57 AM Rating: Excellent
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Ostia wrote:
SE is not that incompetent


I don't think it will be their last patch either, but I'll just let that quote sit for a moment. :P
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#55 Mar 08 2012 at 2:18 PM Rating: Decent
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Ostia,

Hope you are right, but I sometimes sit and wonder. Here's to keeping fingers crossed and watching and waiting for the time being
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#56 Mar 08 2012 at 3:24 PM Rating: Good
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apapertiger wrote:
it does make me wonder how much of this is going to be in 2.0, like should i be looking at 1.21 as a 2.0 preview

anyone know?


All these changes to the battle and class systems are going into 2.0. What 2.0 offers is a major revision to the game engine (to fix that "laggy" feeling and lessen the steep minimum requirements, among other things) as well as an updated look to the terrain (no more copy-paste wilderness and giant, empty cities). The mechanics you're seeing added and tweaked in current patches now will carry over to this new 2.0 "world" once it's finished.
#57 Mar 09 2012 at 7:59 AM Rating: Decent
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Well SE is incompetent at times, but lets face it, this update was a pretty good one, and considering the original class system was a bit broken, and would have led to far more trouble than good, they found a middle ground to fix it and improve it, on that level, they have impressed me, hope they can learn from that and implement a similar way of handling their content updates, those are very lackluster.
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#58 Mar 09 2012 at 8:19 AM Rating: Default
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Ostia wrote:
Well SE is incompetent at times, but lets face it, this update was a pretty good one, and considering the original class system was a bit broken, and would have led to far more trouble than good, they found a middle ground to fix it and improve it, on that level, they have impressed me, hope they can learn from that and implement a similar way of handling their content updates, those are very lackluster.


Yep just like they handled XP and PL :D Awesome system! *if you can't read the sarcasm here...then /faceepalm*
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#59 Mar 09 2012 at 9:10 AM Rating: Good
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This has been the first patch where I got in there and looked around and said to myself...Well...what should I do? Got a little overwhelmed...and logged off.

and that's not a bad thing. More of a...this is feeling more and more like FFXI thing which I used have all the time.

Kinda glad I re-subbed a few days ago.
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#60 Mar 11 2012 at 8:52 AM Rating: Default
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Xoie wrote:
Elionara wrote:
You and most people are looking at this the wrong way. He's not making them to replace classes per say, but give more of a distinct edge in large groups. It's a two-tier job system to work with both styles of game play. He's mentioned this before numerous times in his posts as to what he was planning and why.


This is how I look at it.

The job system is the reaction of the armory system being too non-specific. Everyone could wear any type of armor at any level. And since every class could equip every ability, they all ended up cherry-picking the same abilities, armor and looking indistinctive from one another. People argued the customization pendulum had swung too far.

So, the pendulum has swung back. Now there's JSE. There's strict requirements to unlock specific jobs, even more rigid than FFXI. There's a strict limit on the number of cross-class abilities to choose from for your job, and even a limit on which classes you can take them from. But ironically, we're right back in the same boat. Now everyone will be picking the same abilities, armor and looking indistinctive from one another, only within the purview of 7 jobs.

When the pendulum swung back, it's almost touching right where it left off, if you ask me.

Edit: Spelling

Edited, Mar 6th 2012 1:48pm by Xoie


I agree with you on this. They will be wearing the same AF, using the same skills, but under a different name for profession titles. I think the general concept has potential. But the lines are not defined enough imo, and one of the two may become trivialized.

1)Why not jobs have no cross class abilities or only one useable sub class like XI. Beef these up enough and make them excel at only one role and nothing else. Then the people who cried for more identity will get that. Sure, someone else on the same job may be similar to your job. But other professions won't be able to touch your skills in your respective job. Jobs are for people who want to take the time to be efficient and perform singular roles to the limit. They don't mind that extra time forming parties due to increased production.

2)If classes are meant for low man or solo. Why restrict them whatsoever on cross classing class skills? A few innate skills/traits and class specific gear would have made them different enough. Just don't let them remotely approach job potency. Classes are meant for people who don't have time to sit around and form full parties. They are also help players sustain parties when certain roles leave with their flexibility. Batttles will take longer due to less participants and multi tasking.

3)Eli mentioned never touching classes again unless soloing and maybe not even then. It is being trivialized already. Correct me if I'm wrong but didn't Yoshi say jobs progress by quests and classes by experience? So, how would you bypass playing classes if this is the case? Or is the cap going to remain at 50 for all time? Unless Eli means they will quest grind and not xp grind.

I haven't played after the job patch so not too familiar on whether jobs can grind xp or not.

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