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1.0: Release to Server Shutdown Changes?Follow

#1 Mar 03 2013 at 12:16 PM Rating: Decent
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Hey Everyone, I've followed the game off and on since six months before the 1.0 release, through the tears and the hope. I know a lot of the core mechanics with jobs and the battle system have changed, but I didn't get to catch everything. I know they removed the stamina system which I thought was a really awesome idea, on paper at least. I was also kind of sad when they removed the admittedly convoluted stat point system. Do the races now have noticeably different stats from one another at higher levels or did they go the route of every other mmo and make everyone the same?

My other big question involves the job/skill system. At release my favorite part of this game had to the the prospect of being say a pugilist with protective/healing abilities. Being able to use certain abilities from any other job was a great concept. I read a bit in some of the Letters from the Producer about them changing this, but I never got a full idea of what they ended up doing. Did they remove this system or did they just limit the range of abilities you could use on other jobs? I know the second tier of jobs was to be more specialized in their abilities and roles. Does this mean the ability swapping is limited to the first tier of jobs?

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#2 Mar 03 2013 at 12:55 PM Rating: Good
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I don't remember my Lalafelle being significantly different from other races.

You could still equip other job abilities at 1.0 shutdown and I don't think they're changing that for 2.0. In fact, I'm pretty sure I read that any abilities and spells below level 30 can be cross-class equipped.

Edited, Mar 3rd 2013 1:57pm by catwho
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#3 Mar 03 2013 at 1:01 PM Rating: Decent
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They removed casting while moving didn't they? That makes me a little sad, I don't miss interrupts. lol
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#4 Mar 03 2013 at 9:37 PM Rating: Decent
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catwho wrote:
I don't remember my Lalafelle being significantly different from other races.

You could still equip other job abilities at 1.0 shutdown and I don't think they're changing that for 2.0. In fact, I'm pretty sure I read that any abilities and spells below level 30 can be cross-class equipped.

Edited, Mar 3rd 2013 1:57pm by catwho


Well that's cool that they still have the cross-class functionality and I suppose I can understand races having similar stats from a PvP balancing standpoint. I guess I'm still hoping for this to be a game where I get a similar feeling to when I played FFXI. Even so I suppose that nostalgia didn't just come from combat. A big part of it was the world. Spending days on end just exploring areas you had never been before... Being sent on engaging and story filled quests that actually made you want to pour over the novel of text they presented. That first time you realized you could aggro Too Weak mobs while resting afk. Although leveling in the prime of FFXI was too time consuming, It actually made me feel even more attached to my character. I hope that in 2.0 they hit on some of these general yet important factors for me. If not I don't see myself getting into any more new FF games barring a true FFT sequel.

Anyhoo, I was also wondering... was there ever a benefit to be a tier 1 job over a tier 2 one? On paper the only one that might be worthwhile would be the archer/bard. If there was no incentive to be a tier 1 after gaining access to a tier 2 it might write them into some job creation walls later on. I know this is just my mind meandering about but with combos such as thief > ninja or sorcerer> red or blue mage some might want to stay as those tier 1 jobs. They could certainly have some fun combos like tamer > beastmaster with a whip, but unless they start getting liberal with the weapon types it might become difficult to fit a job to one. Regardless, I really can't wait and stop hoping for a time when we can see where they take this game. Hopefully the first couple phases of the beta are completed ahead of schedule XD.

Edited, Mar 3rd 2013 10:38pm by DamienSScott
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FFXI: DamienSlvrblade Race: Elvaan Nation: San d'Oria Server: Sylph 2002-2007, Phoenix 2012
PUP WHM PLD MNK BLU BST SAM WAR BLM 99 BRD THF NIN DNC SMN RDM 50+

FFXIV: Damien Scott Race: Duskwight Elezen GC: Limsa Lominsa Server: Ultros
DoW GLA50 ACN50 PUG50 MAR 50 Rest30+
DoH/DoL All 40+
#5 Mar 04 2013 at 12:36 PM Rating: Good
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DamienSScott wrote:
Anyhoo, I was also wondering... was there ever a benefit to be a tier 1 job over a tier 2 one? On paper the only one that might be worthwhile would be the archer/bard. If there was no incentive to be a tier 1 after gaining access to a tier 2 it might write them into some job creation walls later on. I know this is just my mind meandering about but with combos such as thief > ninja or sorcerer> red or blue mage some might want to stay as those tier 1 jobs. They could certainly have some fun combos like tamer > beastmaster with a whip, but unless they start getting liberal with the weapon types it might become difficult to fit a job to one. Regardless, I really can't wait and stop hoping for a time when we can see where they take this game. Hopefully the first couple phases of the beta are completed ahead of schedule XD.


When "Jobs" were introduced, they were meant to be more of specialty roles. They were always able to use abilities from other classes, they could use fewer at one time. In other words, At level 30, a class could use maybe 5 abilities from other classes, why its job counterpart could use maybe 1 or 2 at that time. The tradeoff was that jobs could perform certain tasks more efficiently than classes could, but mostly because they had tools that only they could use.

As far as adding new classes, there's a lot of talk about what SE should do. Many people feel they should just keep the classes they have now and develop jobs from them. I really can't think of a traditional FF job they couldn't add by needing to add a corresponding class. Either way, I'm sure this could create problems down the road, but you never know.
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