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Armory system backfires?Follow

#52 May 28 2012 at 2:19 AM Rating: Excellent
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I just think there are so many mmos (most of them) where you have to roll a new char to play a different job, and most mmos with no choice or "build your own class" outside of rigid boundaries... So the idea of one, just one where there is an ability to play in different ways is really appealing to me. I'm weird though. I liked the player level plus class level thing that xiv used to have too... Again I think it was implemented in a crummy way, but I remember being so excited when I heard about it. Finally! A mechanic that rewarded me for being one of those people who likes to level a bunch of jobs at once! I loved that I would be getting stronger in all of my classes by leveling any of them.

The skills were a nice bonus too. I would have been ok with some more limitations (not being able to equip an ability till the level it was earned in the base class, for example or even something like the "spell points" limitation seen in blue Mage in XI.

I just look at the current battle system and think, can ere even BE a blue Mage? A blue Mage with just 15 spells and abilities? Really? I can't even fathom it. It would take all the fun out of the job.

I feel sad that SE let the armory system flop. It had a lot of potential, and their previous single player games had lots of concepts at could have aided them in making it work (9 people mentioned above... Tactics is another example)
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#53 May 28 2012 at 3:05 AM Rating: Excellent
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Olorius, yes, I get what you mean, and I am a little divided about the armoury system myself.
I really liked FF Tactics (original PS), and the possibility to build a really unique teleporting
Samurai Ninja with double-handed counterattacks. Cool stuff.

But the armoury system perverts the very notion of uniqueness and choice. Even in FF Tactics,
you had to carefully balance the time spent leveling each class, because each level spent as a
summoner would mean your Samurai could summon Shiva, but hit less hard with his Katanas.
In FFXIV, there is no real "choice" about what you level. Just level everything, and you are king.
No strings attached. A basement-dwellers Disneyland.

In FFXIV you don't build a character with a unique "character". The only class there is is the
mime. Provided you poured enough time into it, everybody is everything everywhere. At a flip
of your fingers. Just like the next guy. Great convenience. No identity.
#54 May 28 2012 at 3:52 AM Rating: Good
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Rinsui wrote:
In FFXIV you don't build a character with a unique "character". The only class there is is the
mime. Provided you poured enough time into it, everybody is everything everywhere. At a flip
of your fingers. Just like the next guy. Great convenience. No identity.


I don't agree with you often... but I partially agree to this. While, like Olo said, mages would feel a bit better with more spells to choose from... I think Melee actually have enough that good players can clearly stand out from bad even if the bad have better gear. One of the things I miss from XI (and D&D) is that certain races having and advantage or disadvantage in certain classes instantly makes playing a bit more unique... How many times were you impressed by a Galka WHM or a Taru tank, that added challenge to those folks who wanted to play as the underdog. In XIV everyone is on even footing assuming equal gil rates and time dedicated to getting primal weapons etc... I know alot of people didn't like that and so we're where we are now... and the very minimal stat differences are null and void at endgame.

I too think the current system makes it difficult to expand the Job system. Hopefully they will surprise us... because I'm getting really sick of Thunder spells ^.^
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#55 May 28 2012 at 4:43 AM Rating: Good
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Olorinus wrote:
I just think there are so many mmos (most of them) where you have to roll a new char to play a different job, and most mmos with no choice or "build your own class" outside of rigid boundaries... So the idea of one, just one where there is an ability to play in different ways is really appealing to me.


I'm with you on the idea, but the execution and implementation didn't quite hit the mark. Instead of feeling like you're making your main class stronger and adding to your utility, its more like completing chores before your class is 'whole'.

Instead of class mechanics, SE should have first focused on the encounter mechanics. This has always been a weakness, but you need to address how battles work and how groups interact with each other, the mob(s) and the environment before you concentrate on class mechanics. Create the problem before you try to solve it so to speak.

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#56 May 28 2012 at 5:37 AM Rating: Excellent
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Hm. There's so many parts in FF XIV that didn't "quite hit the mark" but had a lot of promise.
The armory system, the original complex crafting system and the "every class can finish the
main scenario with parley" are prime examples; although I am not too happy with the current
materia system either. I think it does not foster diversity but just another layer of "endgame grind"
in the form of quintuple melded gear for the super-rich botters.
#57 May 28 2012 at 7:41 AM Rating: Decent
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This is touching on what Olo, Perrin, and Rinsui have said recently. On the class/character level subject. I was more excited when the rumor was no levels. I was expecting the entire game to be like one big merit system from beginning to end gaining experience. A blend of skill ups and merits and not just full blown skill up party. I did like the tactics style approach before jobs were implemented. Now I feel so both systems don't step on each others toes. I'd rather jobs lose cross class but gain potency in one role. And classes take the tactics route, lose potency, but have more restrictions lifted. Classes 1/3 innate unique traits 2/3 cross class. Jobs keep the players who dislike needing other jobs/classes leveled happy. Classes get to level multiple classes for more utility. What people are forgetting here is that level 50 is not going to be the final level cap.

As for the race subject. I was one of the ones who dislike racial benefits. In a single player game that I might play hardcore 3 months then dabble into sporadically later on. Race differentials is a good thing. But when it comes to my mmo. I shouldn't need to level a race that I don't think looks aesthethically pleasing or dislike it's lore. Or have to face being weaker from the outset. This is an mmo, something that some players will play over a 5-10 year span.

I still don't know why they removed the tiers from spells? Some people said most of them are not useful? Ok how about letting each player decide what is and is not useful? Afraid it will clutter the action bar or menus? I am sure there is an accesible way to go about fixing this problem. Remember that for the number of spells, the cap is currently level 50. Hopefully that number increases a deal as the level cap increases.
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