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  1. #1
    Player
    Brightshadow's Avatar
    Join Date
    Mar 2011
    Posts
    798
    Character
    Lumen Stargazer
    World
    Diabolos
    Main Class
    Red Mage Lv 80

    (Suggestion) Changes to the Armoury system

    We all know that this Final Fantasy is far from what we consider decent, but most of us have high hopes for this game, and we know each Final Fantasy always tries something different, but this game just went over the line and it destroyed everything we call Final Fantasy. One of the biggest things that players enjoy from Final Fantasy is the job system that Final Fantasy always has had. Heck even FFXIII had a better class system than this one. Now don't get me wrong the armoury system is a great idea, and the new classes are always good, but with the freedom SE gives with the armoury system no one is really unique or has that feeling of wow im a black mage im super powerful. This suggestion does require massive editing but I feel that to regain a huge portion of the players back the best thing SE can do is remake the Armoury system to something most players are used to. Titles won't be what brings players back. Also while you might have to start again from level 1 & rank 1 because its basically a reboot I feel the benefits of doing this are much better than the cons.
    ________________________________________________________________________
    Changes To Leveling Bars
    Ok so for this idea instead of having Physical Level, and Class rank I think now it should be Weapon rank, and Job Level. And this is what each one should do.

    ~Weapon Rank~
    -Weapon Rank would not improve your character Physical skills in any way.
    -Jobs can use different weapons unlike how the armoury system works now.
    -Unlike FFXI where you had to be a certain level with a job to use a weaponskill you can use weaponskills with any job at any level as long as you have reached the appropriate weapon rank, and the job can use the weapon. Of course the strength would scale with weapon rank.
    -Weapons will no longer unlock skills or magic, only weaponskills.
    -Weapons will no longer be able to share weaponskills. (To make better animations easier)

    ~Job Level~
    -The job level will determine your strength.
    -The job level will receive physical points every level to put where players want (to allow a bit of freedom.) (In the Job menu)
    -Each job will have there own physical points.
    -The job Level will unlock all magics & skills associated with the job.
    -Skills can be shared unless its a job only skill, but there are some limitations which I would put on the limitation section.

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    Limitation System
    Now while sharing skills is good for the freedom of the player it also hurts the uniqueness of some jobs so there needs to be some limitations to prevent the same problem we have now from rising again.

    Limitation on Weaponskills
    Instead of weaponskills being useable on different weapons they will only be useable on the appropriate weapon. Also there will be some jobs that can unlock certain weaponskills that are only equippable by that job.

    Limitation on Sharing skills
    -Shared skills cost more points to use on different jobs. (EX. Cure on Paladin & White mage would cost 2 points on a Black mage it would cost 3 points)
    -Shared skills are 25% weaker.
    -You cannot share skills that are job only. (Which most high level ones should be)
    -Some jobs gain some of the same skills and can only be equipped once.
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    Job System & Weapon System
    Ok now to the good stuff . To equip a job you need to go to the job system on the User Interface and transform into it. You cannot equip a job in combat, and certain jobs are unlockable jobs which has a certain requirement to unlock which will be explained in the unlockable job section. In addition as said above the physical points will now be settable for each job in the job Interface menu. I know there many good jobs but I added jobs that would work with the certain selection of skills & weapons currently available.

    Jobs
    ~Basic Jobs~
    Basic jobs are jobs that you start out with, and don't require anything to change into them. Also crafters will not be part of the job system but instead of taking there role away from society they will work differently which ill explain in the changes to crafter section.

    1.Black mage: A mage that uses magic for destructive purposes.
    2.White mage: A mage that uses magic for Healing.
    3.Warrior: A hybrid that can either tank or can be a DD.
    4.Monk: A hybrid of a tank or DD, but unlike other tanks it focuses on evasion and its high HP.
    5.Thief: A damage dealer that focuses on skillful position.
    6.Archer: A damage dealer that focuses on damage from a range.

    ~Unlockable Jobs~
    Unlockable jobs are jobs you get by completing a quest, that gives you access to that job, but to unlock these quests similar to FFXI you need to reach level 30 with any job.

    7.Red mage: A jack of all trades but not perfect at any role.
    8.Paladin: A tank that uses white magic.
    9.Dark Knight: A Damage dealer that uses black magic.
    10.Dragoon: A damage dealer that uses a lance as his main weapon. might also control a dragon.
    11.Time mage: A mage that focuses on buffing & debuffing using time magic.
    12.Gunner: A damage dealer that focuses at a range with guns.
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    Weapon System
    Ok so to not confuse new players with "Weapon Classes" and jobs I recommend renaming weapon Classes to just the Weapon. Here the name changes I think should take place.

    Archer: Bow Rank
    Gladiator: Sword Rank + Dagger Rank
    Lancer: Lance Rank
    Marauder: Great Axe Rank
    Pugilist: Hand to Hand Rank
    Conjurer: Radical Rank + Wand Rank
    Thaumaturge: Scepter Rank + Staff Rank
    Sentinel: Shield Rank (Will show next to weapon rank when shield equipped)

    Job Weapons
    1.Black mage
    -Wands,Scepters,Staffs
    2.White mage
    -Wands,Radicals
    3.Warrior
    -Sword,Lance,Great Axe,Daggers,Shields
    4.Monk
    -Hand to Hand
    5.Thief
    -Swords,Daggers,Bows
    6.Archer
    -Bows
    7.Red mage
    -Sword,Daggers,Shields,Wands,staffs
    8.Paladin
    -Swords,Shields,Lance
    9.Dark Knight
    -Great Axe,Lance,Scepters
    10.Dragoon
    -Lance
    11.Time mage
    -Wands,Staffs
    12.Gunner
    -Guns
    ________________________________________________________________________
    Changes to Crafters
    To become a crafter all you need to do is equip the appropriate tool, and the job will remain the same and receive no exp, but skill up will continue on the tool.
    ________________________________________________________________________
    Changes to Lore
    -Maybe starting anew is better, or they can edit the parts of the lore
    ________________________________________________________________________
    Changes to Guilds
    -Ok they will now be guilds for jobs
    -Guilds will only offer traits, AF, and Quests unique to the job.

    Guilds Locations
    Black mage-Ul'dah (Former THM guild)
    White mage-Ul'dah (Church)
    Warrior-Ul'dah (GLA former guild)
    Monk-Ul'dah (PUG former guild)
    Thief-Limsa
    Archer-Gridania (Same guild)
    Red mage-Gridania (Former CON guild)
    Paladin-Gridania
    Time mage-Limsa (Former ARC guild)
    Dark knight-Limsa (MRD former guild)
    Dragoon-Gridania (Former LNC guild)
    Gunner-Limsa (MUS guild)
    ________________________________________________________________________
    Now while this is not necessary its a system that I think would work much better than introducing jobs like titles or talent trees. People like leveling the jobs and It will attract players who are Familiar to Final Fantasy.
    (1)

  2. #2
    Player

    Join Date
    Mar 2011
    Location
    Ul'dah - Wutai
    Posts
    518
    not happening... each class has a storyline (with cutscenes that take forever and a day for SE to make) so yeah
    (1)