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I wonder how many new classes for 2.0 there will beFollow

#1 Mar 15 2012 at 3:47 PM Rating: Decent
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I wonder how many new classes there will be for 2.0, I am hoping for at least 4-6 minimum. My reason for this is rather simple, most of the people playing now will probally have everything to 50 long before 2.0 comes out, and will really have nothing else to do, 2-3 new classes just won't cut it in my eyes. What do you think?
#2 Mar 15 2012 at 4:12 PM Rating: Decent
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It's not the amount but the utility they bring that matters.

I am skeptical that we are getting many classes, as they seem to be using them as archetypes. I already heard Yoshida saying that Gladiator could branch into more than one job in the future. So instead of introducing yet another class whenever a new job is implemented the already available classes share the new jobs instead.

I think that we will get one or two more classes in the end though. It was clear from the beginning that the people playing now will be bored no matter what SE does, so that's their loss.
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#3 Mar 15 2012 at 8:03 PM Rating: Good
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All we know is that we're getting a new magic class which is confirmed already. Everything other than that is speculation.
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#4 Mar 16 2012 at 1:37 AM Rating: Decent
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What about finally abolishing the class system altogether for 2.0?
That would be a change I'd like indeed ^.^
#5 Mar 16 2012 at 7:43 AM Rating: Default
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Rinsui wrote:
What about finally abolishing the class system altogether for 2.0?
That would be a change I'd like indeed ^.^


I would be curious to know why you would want the class system abolished. Personally I find the way that they combined the Class and job system to be rather creative, and well balanced.

But more on topic, Yoshi has confirmed 4 classes in the works. While he hasn't identified when they will be available, he has stated:
Red Mage?(Some mage), Thief, Summoner and Beastmaster will be coming.

Beastmaster and Summoner reference
Reference to a request of which job people would want first from Yoshi (Mage, Thief/Scout, Pet)

There are more references and interviews where he discusses what they are working on or considering. But these are the quickest more explicit statements regarding.

While the Red Mage portion is pretty loosely read, Scout/Thief has been discussed frequently, and Yoshi has mentioned in several interviews that they were working on the Pet and Summoner style game play (while there is definitely room for interpretation as to what that means).
#6 Mar 16 2012 at 9:03 AM Rating: Good
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Quote:

I would be curious to know why you would want the class system abolished. Personally I find the way that they combined the Class and job system to be rather creative, and well balanced.


Because I believe they will have to balance twice the number of "professions" (jobs and classes) for both solo and party play for half the benefit.
And because I think there is far too much overlap between the classes and jobs to support both as distinct entities.
And because I think the whole "one class, one weapon" formula really holds back the game. :)
#7 Mar 16 2012 at 9:12 AM Rating: Good
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rfolkker wrote:
While the Red Mage portion is pretty loosely read, Scout/Thief has been discussed frequently, and Yoshi has mentioned in several interviews that they were working on the Pet and Summoner style game play (while there is definitely room for interpretation as to what that means).

I wonder if they will need to add more classes too because some of those jobs would be hard to create "logically" with existing classes. Though, WHM and BLM already go outside of what I would have called "logical" combinations anyhow so I guess it doesn't matter one way or the other.
#8 Mar 16 2012 at 9:40 AM Rating: Good
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I can see Musketeer becoming Thf. Having Pug and Lnc as their subs.

I could see Arcanist becoming Rdm. Having Con and Thm as their subs.

I could see Shepard becoming Bst. Having Mrd and Whm as their sub.

I don't see any of the existing, or previously potential classes that could become Smn. However, from the way Yoshi talked about it, they (smn) are going to be a whole new entity to the game.

And while I admit, I am impressed (My impression is neither good nor bad, simply amazed that they did it so cleanly) at the rather rapid, and bizarre way they were able to remove all forms of group healing from thm leaving blm completely unable to operate as a backup healer. I think the use of pug with Feather Foot, and Second Wind as a well, sub for almost every job is rather handy. Feather foot giving thm the ability to gain more mp (though it's functional use is very limited).

having gld a sub to whm makes quite a bit of sense considering the defensive abilities can come in handy when they pull hate. Though, yeah, they definitely could have used an additional magic class before releasing the two (which ever class is getting rdm I could see as having a great benefit to whm and blm... though that will not happen... I guess we can hope for Black Wizard and White Wizard:).
#9 Mar 16 2012 at 10:34 AM Rating: Good
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rfolkker wrote:
Rinsui wrote:
What about finally abolishing the class system altogether for 2.0?
That would be a change I'd like indeed ^.^


I would be curious to know why you would want the class system abolished. Personally I find the way that they combined the Class and job system to be rather creative, and well balanced.

But more on topic, Yoshi has confirmed 4 classes in the works. While he hasn't identified when they will be available, he has stated:
Red Mage?(Some mage), Thief, Summoner and Beastmaster will be coming.

Beastmaster and Summoner reference
Reference to a request of which job people would want first from Yoshi (Mage, Thief/Scout, Pet)

There are more references and interviews where he discusses what they are working on or considering. But these are the quickest more explicit statements regarding.

While the Red Mage portion is pretty loosely read, Scout/Thief has been discussed frequently, and Yoshi has mentioned in several interviews that they were working on the Pet and Summoner style game play (while there is definitely room for interpretation as to what that means).



2.0 is a great way to get rid of the class system actually. There is a huge meteor heading towards us and its not going to be pretty, I'm hoping their is a CGI CS to show us the mayhem.

The Devs have said 2.0 is a remaking of the game. We are playing this era to see it destroyed and to be brought into the Umbra era that will be introduced with 2.0. I can't see them adding a class with a weird name, just so we can level it to unlock a Thief job. They did all that to correct and find a work around with Tanaka's design(which we are playing stil). 2.0 is a whole different game, engine, servers etc.., and the Yoshi is using a bad egg(Tanaka's world) to wisely bring us in to his world(2.0).

I don't really care how the Job, or Class ->Job, system turns out. But the Class -> Job system seems unnecessary and redundant to me. Its not FF either. Basing it like FF:Tactics system would be more sensible, where you need certain Job levels to make available a certain Job.

This(2.0) is Yoshi's chance to get rid of Tanaka's design and bring the FinalFantasy back to this mmo franchise. That "dev meeting report" that he posted on the main site about the progress of 2.0, is the only reason why I am thinking this way. New Era, New rule, New way of living, New challenges, New way of doing things. The way things are in this era are not going to transpire in the Umbral era
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#10 Mar 16 2012 at 10:46 AM Rating: Decent
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Rinsui wrote:


Because I believe they will have to balance twice the number of "professions" (jobs and classes) for both solo and party play for half the benefit.
And because I think there is far too much overlap between the classes and jobs to support both as distinct entities.
And because I think the whole "one class, one weapon" formula really holds back the game. :)



Quote:

I don't really care how the Job, or Class ->Job, system turns out. But the Class -> Job system seems unnecessary and redundant to me. Its not FF either. Basing it like FF:Tactics system would be more sensible, where you need certain Job levels to make available a certain Job.



*Scratches head* Something tells me that you two don't know how this job system really works. Yes, I have my own criticisms on what I like and what I don't like about the job system. (See: Paladin). But these responses make it look like you haven't read on how it works at all.

Edited, Mar 16th 2012 9:47am by UltKnightGrover
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#11 Mar 16 2012 at 11:41 AM Rating: Default
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Summoner job? *perks* If that came before 2.o, and I was getting adequate sleep, I would be back in a heart beat.

I don't think Yoshi would get rid of classes. If that was an idea, then I don't think they would have put so much time and energy into the quests and such. Then again idk how the system works persay since I haven't tried it.

If classes did go away, that would be very disappointing. I think XIV should incorporate both play styles for main scenario content (storyline). I do think dungeons and raids should still have light party options and full party options. I think XIV should not cater to one method and only one if it wants to succeed. They already have the ground work for those who wish to solo/duo or do low man groups and they are adding aspects to cater to full parties and content toward that. I don't see why they can't do both since the layout is already there.

I just never understood the whole this way only or that way? Can't we all just get along? Or am I just too granola for Zam goers?
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#12 Mar 16 2012 at 12:19 PM Rating: Excellent
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UltKnightGrover wrote:
Rinsui wrote:


Because I believe they will have to balance twice the number of "professions" (jobs and classes) for both solo and party play for half the benefit.
And because I think there is far too much overlap between the classes and jobs to support both as distinct entities.
And because I think the whole "one class, one weapon" formula really holds back the game. :)



Quote:

I don't really care how the Job, or Class ->Job, system turns out. But the Class -> Job system seems unnecessary and redundant to me. Its not FF either. Basing it like FF:Tactics system would be more sensible, where you need certain Job levels to make available a certain Job.



*Scratches head* Something tells me that you two don't know how this job system really works. Yes, I have my own criticisms on what I like and what I don't like about the job system. (See: Paladin). But these responses make it look like you haven't read on how it works at all.

Edited, Mar 16th 2012 9:47am by UltKnightGrover


I am well aware of how the system works. Classes for solo play(mix and match abilities) Jobs(FF type classes) for strategic party play. But I want the ol' FF jobs only that can be both solo and party play. We have the party part, but then we have these redundant no name outcast "classes" that don't belong, limit weapon use, per class/job, and adds nothing to the game but redundancy.

Who cares if you can put one or two abilities from the classes to a job. Expand on the Job skill set themselves or just bring back the sub job system. SE is allowed to do that, its theirs. And doing that would not make this game automatically FFXI. FFXI is FFXI because of its world, lore and story.

Just my two cents, either way, I will be soloing with the Job classes, I unlock, and will never look back at the classes again. Hopefully Yoshi will see more people doing this and will cause the meteor to cause amnesia that causes everyone to forget classes even existed.
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#13 Mar 16 2012 at 12:22 PM Rating: Excellent
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LillithaFenimore wrote:
I just never understood the whole this way only or that way? Can't we all just get along?


The problem is this methodology looks fantastic on paper but never works in actuality, based on historical standpoints of other MMOs.

The best example of this is PvP - certain game developers will brag about equal emphasis on both play styles but the end results is always the same: radical class and content adjustments that impact both play styles but are necessary only because of imbalances or changes from just one play style. That is your tank gets their abilities reduced because they were too strong in PvP even though their PvE output was just fine, thus making them weaker. Or your healer gets a new ability with a major patch to help with PvE encounters, but ends up becoming a PvP god because of it.

It's really better if a developer just comes out and says "it's this type of game, we might include the other type but it won't be a focus."

Edited, Mar 16th 2012 2:30pm by Whales
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#14 Mar 16 2012 at 12:42 PM Rating: Decent
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LillithaFenimore wrote:
Summoner job? *perks* If that came before 2.o, and I was getting adequate sleep, I would be back in a heart beat.

I don't think Yoshi would get rid of classes. If that was an idea, then I don't think they would have put so much time and energy into the quests and such. Then again idk how the system works persay since I haven't tried it.

If classes did go away, that would be very disappointing. I think XIV should incorporate both play styles for main scenario content (storyline). I do think dungeons and raids should still have light party options and full party options. I think XIV should not cater to one method and only one if it wants to succeed. They already have the ground work for those who wish to solo/duo or do low man groups and they are adding aspects to cater to full parties and content toward that. I don't see why they can't do both since the layout is already there.

I just never understood the whole this way only or that way? Can't we all just get along? Or am I just too granola for Zam goers?



And that's the beauty of this ploy, he and his team are juggling two mmo's at once. We are currently playing out the era in Eorzea (current). That era will end when 2.0 comes which brings forth the Umbral era, Which is currently running on a separate server at SE headquarters, that the devs are playing and testing on as they develop it.

Yoshi is providing support for this game engine, server..whatever you want to call it. But in the end, 2.0 the real game that should have been FFXIV, is going to be installed on our system, and trust its going to overwrite all the data we have now for this game. there going back to loading zones, that's a big hint that 2.0 is not just a simple update patch but a brand new game altogether, also the fact that its going to be a new graphics engine.

Basically they are providing a end story with this engine, so when we install the new game it all makes sense when we see different zones that will not look anything we have now. I'm very excited,

I re-subbed and I'm playing my heart out to get my character to high levels, as its the only thing that's going to remain when we install 2.0. Our character soul: progression, stats, gil, most items. Which is why we have the option to make our character all over again.

This is my two-cents, and I approve of this message.

That is why we still get updates for this story need to slowly play out
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#15 Mar 16 2012 at 2:05 PM Rating: Decent
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Whales wrote:
LillithaFenimore wrote:
I just never understood the whole this way only or that way? Can't we all just get along?


The problem is this methodology looks fantastic on paper but never works in actuality, based on historical standpoints of other MMOs.

The best example of this is PvP - certain game developers will brag about equal emphasis on both play styles but the end results is always the same: radical class and content adjustments that impact both play styles but are necessary only because of imbalances or changes from just one play style. That is your tank gets their abilities reduced because they were too strong in PvP even though their PvE output was just fine, thus making them weaker. Or your healer gets a new ability with a major patch to help with PvE encounters, but ends up becoming a PvP god because of it.

It's really better if a developer just comes out and says "it's this type of game, we might include the other type but it won't be a focus."

Edited, Mar 16th 2012 2:30pm by Whales


However I am not talking about PVP. I am talking about PVE. Maybe I am just not truely grasping what you are saying. I'm am solely discussing a PVE scenario.

Again, I don't see the difficulty of keeping both play styles here and building on the two since they are already in place. Is the coding to do so really that difficult? I think both class and job systems are completely unique and can draw in a multitude of players. Keep main scenario storylines like they have with this one, one can solo. However they can make the dungeons/raids light party/full party to accomodate the two play styles. Also allow for difficulty adjustment and just deal with drop rates based off of the difficulty. VE? Low drop rate VT then better drop rate.

Again, IDK much about game developement, and maybe I am just seeing it from the consumer side since I'm not the one doing all the work, but it seems simple enough since both aspects of solo/low man play and hard core play currently exist. It's just a matter of building on it properly. I don't see it as two different MMO's, I see it as two different styles of play. It's the same game, it's just which is your flavor to progress, I guess.
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