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#1 Apr 26 2013 at 1:31 PM Rating: Good
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I can say while I read the forum every day looking for any interesting posts, I don't follow every tidbit of FF 14 ARR info that drops.

I was wondering if someone could clarify something for me?

I thought they were getting rid of the CNJ, THM, GLD etc and re-introducing the original jobs? I would love to just have the old jobs back and get rid of those new ones they made.

Are they doing some hybrid of the two?
#2 Apr 26 2013 at 1:33 PM Rating: Excellent
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Take a look here http://na.finalfantasyxiv.com/game/armoury its the official website with all the classes and jobs they will have.
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#3 Apr 26 2013 at 2:32 PM Rating: Excellent
The jobs are like advanced classes, kind of like the original Final Fantasy, in a way.

Most of the time, you'll be fine as your class. But for endgame content, when specialization is critical, the jobs will really shine.

Advanced content = advanced jobs.
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#4 Apr 26 2013 at 5:05 PM Rating: Decent
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Ok looks pretty cool... although I can see an issue arising in future releases of jobs.

Say only a Gladiator can become a "dark knight" and people have never leveled gladiator but really want to be a dark knight...

Well, I suppose that will just get people playing more... so it won't be bad for SE... or bad at all I suppose!
#5 Apr 26 2013 at 5:09 PM Rating: Good
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je355804 wrote:
Ok looks pretty cool... although I can see an issue arising in future releases of jobs.

Say only a Gladiator can become a "dark knight" and people have never leveled gladiator but really want to be a dark knight...

Well, I suppose that will just get people playing more... so it won't be bad for SE... or bad at all I suppose!


For the most part, people leveled up most if not all the classes as high as they could in order to get all the abilities they needed to use for other jobs. Also, even if you didn't like to play a class, you only had to level it up to 30 at most in order to unlock a job quest. That's only if the job used the same weapon type (lvl 30 pugilist was required for the beginning monk quest). If it wasn't the main class for a job, then all you needed to level was the subclass to lvl 15.
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#6 Apr 26 2013 at 7:09 PM Rating: Good
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Keep in mind that jobs and classes share the same level. If you're a level 43 Pugilist, you're also a level 43 Monk if/when you decide to unlock it. Very different than FFXI where you had to level it up all over again.
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#7 Apr 26 2013 at 8:07 PM Rating: Good
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Back when SE still thought they could salvage the original version of FFXIV, they came up with a questionable last-minute, duct-tape-style solution, which was to bolt "recognizable Final Fantasy jobs" directly on top of the existing, completely different, free-form game structure.

With version 2.0 coming -- and with it the chance to shed mistakes of the past -- SE boldly reconfirmed their commitment to the questionable, last-minute, duct-tape-style solution.
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#8 Apr 26 2013 at 8:15 PM Rating: Excellent
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I think I've said this before but I liked the open class concept. People may not have liked the original setup of 1.0 but I think Tanaka was on to something. I was sad to see them abandon the concept altogether.
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#9 Apr 27 2013 at 1:15 AM Rating: Excellent
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KaneKitty wrote:
Back when SE still thought they could salvage the original version of FFXIV, they came up with a questionable last-minute, duct-tape-style solution, which was to bolt "recognizable Final Fantasy jobs" directly on top of the existing, completely different, free-form game structure.

With version 2.0 coming -- and with it the chance to shed mistakes of the past -- SE boldly reconfirmed their commitment to the questionable, last-minute, duct-tape-style solution.


Totally agree with this. I think they've done a lot of good and made for the most part good decisions (even though I might not always think it makes the best game I can for the most part still see why they chose that route). The class/jobb system however is not one of these, it really is a shame that they decided to stick with it for 2.0.
#10 Apr 27 2013 at 12:52 PM Rating: Excellent
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KaneKitty wrote:
Back when SE still thought they could salvage the original version of FFXIV, they came up with a questionable last-minute, duct-tape-style solution, which was to bolt "recognizable Final Fantasy jobs" directly on top of the existing, completely different, free-form game structure.

With version 2.0 coming -- and with it the chance to shed mistakes of the past -- SE boldly reconfirmed their commitment to the questionable, last-minute, duct-tape-style solution.



All of my on the fence friends decided to pass up ARR because of the class - job system because of how of complicated and limiting it is. The people that were playing probably aren't coming back because of the class and battle changes.
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#11 Apr 27 2013 at 3:21 PM Rating: Decent
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So I never really followed this, but do you actually have to level a job separately from level 1 even after leveling up the 2 prerequisite classes?

Edited, Apr 27th 2013 2:21pm by Kachi
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#12 Apr 27 2013 at 3:47 PM Rating: Good
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Kachi wrote:
So I never really followed this, but do you actually have to level a job separately from level 1 even after leveling up the 2 prerequisite classes?

Edited, Apr 27th 2013 2:21pm by Kachi


No. Jobs, at least in 1.0, were essentially stones that you equipped to unlock certain abilities. The class and job leveled together.
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#13 Apr 28 2013 at 7:35 AM Rating: Good
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kainsilv wrote:
I think I've said this before but I liked the open class concept. People may not have liked the original setup of 1.0 but I think Tanaka was on to something. I was sad to see them abandon the concept altogether.

I liked the open class concept too. All that needed to be done was add a couple of traits and higher tiers to each class to add structure to each class. Then to fill that need for players to see iconic jobs. You would gain a job stone and lose the ability to cross class when changing to the highest form of that class. For example lancer to dragoon. The job would give you job specific traits, gear, weaponskills, magic, abilities unattainable by any class at the post 50 levels. To that end, it would end up sort of similar to FFXI in the elder game years as the cap raised. The final effect of playing a job would feel similar to playing a job when the sub job was restricted from you during certain FFXI events.

To retain the want for the disciples of the hand and land during battles. I would have gave them one free slot in parties as in they do not count towards the party cap. They would give bonuses to the party just being in the group applying certain unique buffs, for instance let's say reduced gear wear, heat resistance, luminessence( light for darkened areas), build tents for safe zones in hostile areas, create special tonics to cure certain unique debuffs, build small pontoons to reach bonus areas, etc, etc. There could be actual quest lines to further special avenues of progress for DoL and DoH. Say one quest line could be reaching a special forge deep in a dungeon or gathering from unique nodes.

A different direction has been taken though. I suppose this direction is better as far as easy balancing and keeping things more understandable and simple. The new direction also may lessen the burden of new players feeling required or overwhelmed by leveling too many classes. Is this new direction better or worse? That is up to each individual. But I don't think it can be argued that the opportunity for more depth has been slightly dampened. I suppose every person can ask for changes to certain contents. But ultimately a choice comes. Love what is presented or cry over spilt milk here and there.

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#14 Apr 29 2013 at 11:19 AM Rating: Decent
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I also prefer an open class system and was sorry to see them abandon it. That was one of the things I was most excited about for 1.0, aside from the sloppy implementation.

Our game uses an open class ("build a class") system Smiley: cool
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Hyrist wrote:
Ok, now we're going to get slash fiction of Wint x Kachi somehere... rule 34 and all...

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.
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