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Speculation and general delusionsFollow

#1 Jan 21 2013 at 9:47 PM Rating: Good
19 posts
A few threads I've seen here are talking about horizontal
progression and that makes me think of sub jobs for one
reason or another so do you boys and girls think subjobs
will be an option later down the line or will the current
system make this an illogical feat?

Second topic floating around in my slightly intoxicated
grey matter is how well accepted would it be to have quests
for AF armor for your pets because honestly I always
wanted my wyvern to be rocking some awesome plate armor
with a jet pack so that he could still get off the ground.....
Uhm yeah ill turn it over to you folks now!
#2 Jan 21 2013 at 10:08 PM Rating: Decent
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3,530 posts
Warfox07 wrote:
... or will the current system make this an illogical feat?


The current system is an illogical feat. Smiley: sly

Edit: Oh, but as to quests for AF pet armour... there's so far only one pet class/job, so I'm not sure there's a great enough demand to warrant it. It's a great idea, though, and I wish that some classes or jobs had different experiences and either less or more tasks needed in order to maximize their respective potentials, but I think that SE is very much focused on a standardized experience with FFXIV -- in more ways than one -- and that includes ensuring relatively similar experiences for all jobs and classes. Abilities come every even level, one does five quests to get five abilities and five pieces of armour: that sort of thing. It's all very "approachable," to use a neutral term, and I don't see SE implementing quests that would differentiate classes/jobs too much from one another à la FFXI (unfortunately, in my opinion).

Edited, Jan 21st 2013 11:14pm by KaneKitty
#3 Jan 21 2013 at 10:47 PM Rating: Decent
KaneKitty wrote:
Warfox07 wrote:
... or will the current system make this an illogical feat?


The current system is an illogical feat. Smiley: sly

Edit: Oh, but as to quests for AF pet armour... there's so far only one pet class/job, so I'm not sure there's a great enough demand to warrant it. It's a great idea, though, and I wish that some classes or jobs had different experiences and either less or more tasks needed in order to maximize their respective potentials, but I think that SE is very much focused on a standardized experience with FFXIV -- in more ways than one -- and that includes ensuring relatively similar experiences for all jobs and classes. Abilities come every even level, one does five quests to get five abilities and five pieces of armour: that sort of thing. It's all very "approachable," to use a neutral term, and I don't see SE implementing quests that would differentiate classes/jobs too much from one another à la FFXI (unfortunately, in my opinion).

Edited, Jan 21st 2013 11:14pm by KaneKitty


As long as said jobs gained a proportionate upgrade. I'd be mad if I had to do 6 quests, 2 boss fights and rely on a crafter for some specific item to get all AF pieces when another job has 5 quests and 1 boss fight and got an equal upgrade. Even if the flavor was awesome. I also have to agree with you that I'm weary of this "generic FF" feel we seem to be getting.

@Warfox07: Having subjobs would be kind of pointless with the current system of assigning abilities from your other leveled classes methinks.
#4 Jan 21 2013 at 11:22 PM Rating: Good
19 posts
haha well spoken, rather dissapointing that we are now striving for grey in the hdmi/bluray generation but oh well in mother Russia car drives YOU!!!

honestly though i hope all uniqueness is not lost because then imo the driving force behind party dynamics will be completly dead and pride in your character will ammount to nothing more than the level of intimacy i have when i order a burger from mcdonalds ..... more or less though final fantasy is driven by the cohesion of classes/roles/jobs and the P-man seems to have a good grasp on what final fantasy is so i guess ill just keep my fingers crossed for now.

cant wait to see the finished product through all the differing inputs from such diverse cultures.


Edited, Jan 22nd 2013 12:23am by Warfox07
#5 Jan 21 2013 at 11:24 PM Rating: Good
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3,530 posts
IKickYoDog wrote:
I'd be mad... Even if the flavor was awesome... I'm weary of this "generic FF" feel we seem to be getting.


I'm not attacking you at all in asking this (just making conversation, really), but how can you be mad about things seeming "generic" if, at the same time, you'd be mad if the number of quests, fights, and requirements differed among classes and jobs? So long as everything has to be designed and experienced equally across all circumstances, it would seem that everything simply must feel generic.
#6 Jan 21 2013 at 11:33 PM Rating: Decent
19 posts
Dog you do have a point i suppose i myself am unsure of how they designed the limitations of mix-matching all the abilities you have already gained so i suppose such an idea would be rather .... pointless, wow it has been a good while since i read about that feature. And yes the paladin and any other shield wielding class would meet face to face with the frustration that you speak of.

As long as the job system has restrictions with the limits maybe it wont feel too much like an Elder Scrolls game in the fact that i am the neravarine by akatosh i do what i want!
#7 Jan 21 2013 at 11:53 PM Rating: Default
19 posts
How about if the quest for AF armor required you obtain a certain gear set that was produced by the crafting community, and after equiping said piece of gear embarking on a quest and after meeting specific quest reguirements i.e. slay big scary beast in lore backed zone (or throwing magic ring in giant volcano shortly followed by creepy man-boy-pedo thing with a lisp) said equipment piece undergoes transformation into AF form with due buffs. And to be perfectly clear i do not mean undergo transformation by changing color ala' WoW (kinda gay guys) i mean undergoing extreme physical transphormation like those found in trinidad.
#8 Jan 22 2013 at 4:39 AM Rating: Good
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9,997 posts
I'm of the personal belief that if it sounds cool, it's a good idea. I know, I know... I'm contentious.

Personally I'd much rather see developmental resources go into cool ideas than into creating the MMO infrastructure superhighway of generic game formulation #4. In fact I've little doubt that right now, 90% of those poor Asian programmers are creating stuff that their players will not enjoy because it's the stuff that MMOs are "supposed to have."
#9 Jan 22 2013 at 3:37 PM Rating: Decent
KaneKitty wrote:
IKickYoDog wrote:
I'd be mad... Even if the flavor was awesome... I'm weary of this "generic FF" feel we seem to be getting.


I'm not attacking you at all in asking this (just making conversation, really), but how can you be mad about things seeming "generic" if, at the same time, you'd be mad if the number of quests, fights, and requirements differed among classes and jobs? So long as everything has to be designed and experienced equally across all circumstances, it would seem that everything simply must feel generic.


I don't think I spoke clearly.

Good situation: everyone has 6 things to do to get a full AF set. Some people have to kill 6 monsters. Some have to do 6 quests. Some have to do some crafting / have someone craft for them (or buy it, w/e). Some have to kill 2 monsters, do 2 quests, and craft 2 pieces of gear. some kill 4 monsters, do one quest and craft 1 piece. As long as the amount of things to do is equal and has some good flavor, I'm fine.

Bad situation: bard has 5 quests and a crafting goal for their full set. Lancer has to kill 5 monsters, then craft 3 pieces of gear and do 4 quests with those pieces to get them upgraded (4 quests total, not 4 per piece.) suddenly Lancer has to do way more work to get the same level of upgrade. This is only ok if the amount of upgrade for the Lancer is substantially more significant than the Bard's upgrade. This most likely wouldn't sit well with Bards, so I feel using something like the 1st situation with good writing would make things fairly equal, yet not generic at the same time.
#10 Jan 22 2013 at 3:45 PM Rating: Good
I think everyone should have the same variations, just not necessarily for the same piece. One piece crafted (as part of a quest - you supply the materials.) Two pieces obtained as a reward for a storyline quest, as a gift from an NPC. Two pieces found in a treasure chest in a dungeon. XI's jobs ended up imbalanced, because newer jobs had gear crafted, and others just got it from quests or from treasure chests. (BLU was the worst! Crafted materials, one piece a day max, and you had to pay a frickin commission.)
#11 Jan 22 2013 at 5:29 PM Rating: Good
19 posts
catwho wrote:
(BLU was the worst! Crafted materials, one piece a day max, and you had to pay a frickin commission.)


i think it was Blu i couldnt get into in the least mainly because (correct me if im wrong, and i may be thinking of another game entirely) prior to the
insane fiasco you mentioned above to even gain the magic that made the class unique and effective you had to be whomped by said move/skill/magic to even roll the dice for a remote chance to learn something new? (Good god im glad this feature has not been adapted IRL by public education......
Mrs. Crabapple - Job: Physics Teacher
vs.
Random Student - Job: BLU/BUM


Mrs. Crabapple readies ~Newtons Law~
Random Student Braces to Learn in AP-Physics
Mrs. Crabapple uses ~Newtons Law~ on <Random Student>
[ random student is hurled out the second story window and is currently hospitalized with many broken bones and comatose, onlookers still awaiting random student to gain conciousness to see if he infact mastered the concept of Newtons Law or not] ........... Fret not students there is always next year!!!!!
#12 Jan 22 2013 at 9:37 PM Rating: Good
Yep, that''s BLU. I'm currently working on the spells.

I had a sad because some friends invited me to their Blue Magic learning run through Limbus, and I turned out to be 3 blue magic skill points below the recommended level to learn Thunderbolt. Smiley: frown
#13 Jan 22 2013 at 10:39 PM Rating: Decent
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148 posts
catwho wrote:
Yep, that''s BLU. I'm currently working on the spells.

I had a sad because some friends invited me to their Blue Magic learning run through Limbus, and I turned out to be 3 blue magic skill points below the recommended level to learn Thunderbolt. Smiley: frown


I smell a pikachu reference of some sort in your future :P

I loved BLU back when I played, especially during diorama. Back then, BLU was just one-shotting everyone on the battlefield with that Disseverment spell. There was another too, though I can't quite remember the combo.. it was something > Cannonball that made Light SC, and that was enough to kill even most well-geared MNKs. Zero effort, very OP. No doubt it's been changed dramatically nowadays.
#14 Jan 23 2013 at 12:58 AM Rating: Decent
19 posts
ouchies and with the grouping probability i remember with my DRG/WHM i feel for ya.Smiley: frown but best of luck anywho.

ps. just to get it outa the way thundershock is better and maybe a payday would be easier to learn.....meowth!
#15 Jan 23 2013 at 12:49 PM Rating: Good
Swiftskye wrote:
catwho wrote:
Yep, that''s BLU. I'm currently working on the spells.

I had a sad because some friends invited me to their Blue Magic learning run through Limbus, and I turned out to be 3 blue magic skill points below the recommended level to learn Thunderbolt. Smiley: frown


I smell a pikachu reference of some sort in your future :P

I loved BLU back when I played, especially during diorama. Back then, BLU was just one-shotting everyone on the battlefield with that Disseverment spell. There was another too, though I can't quite remember the combo.. it was something > Cannonball that made Light SC, and that was enough to kill even most well-geared MNKs. Zero effort, very OP. No doubt it's been changed dramatically nowadays.


I do Savage Blade (~700-1000 damage depending) > Goblin Rush (~1500-2000 damage) > Light (~1500-2000 damage.) It is a thing of joy and beauty. Unfortunately you can only do it once every fifty seconds.
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