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  1. #1
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    Apr 2011
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    Quote Originally Posted by Annahya View Post
    As for additional two hours, I just don't see a second automaton to be a likely outcome.
    I wouldn't be so quick to assume what SE might or might not do. They've obviously showed us that they can go any way they want to with Puppetmaster after seperating spell timers and adding enhancing magic which is a totally new and job changing concept from how Puppetmaster has previously worked. Asking for 2 two pets isn't that much; afterall, we're supposed to be puppetmasters. Having two pets would first continue the whole concept with Ovjang/Mnejing (If I spelled that right) from the ToAU storyline, and it would estrapolate on the concept of puppetmasters being one of the better solo jobs because we'll be able to create our own parties with 2 automatons.
    The 2 hour would be much like Dragoon's old Call Wyvern 2 hour as Wolfandre said, and they could also create a new set of pet job abilities like Deploy II, Retrieve II, Activate II (The 2 hour), and for manuevers you could either target a pet specifically with manuevers or have the manuevers apply to both pets if you don't target one.
    *They could also use the same concept of paradigm shifts from FF13 where you can create different battle stances between the two pets. Using "Tactical Paradigm" might call forth White mage and Paladin pets, using "Magical paradigm" might call forth two black mage pets, and using "Melee Paradigm" might call forth two ranger pets.
    - This would involve the concept of saving attachments, though, so you could easily switch between different pets fast.
    - Another idea this brings to the plate is the fact that Ob can switch between frames during battle. I think Square Enix should give us something that allows us to switch from something like Ranger frame to White mage frame in a click of a button (Without using deactivate/Activate). This would help with paradigms because we could switch 2 pets all at once by clicking and paradigm during battle.
    (1)

  2. #2
    Player Annahya's Avatar
    Join Date
    Mar 2011
    Location
    San d'Oria
    Posts
    107
    Character
    Annahya
    World
    Bismarck
    Main Class
    PUP Lv 99
    Quote Originally Posted by Nezha View Post
    I wouldn't be so quick to assume what SE might or might not do. They've obviously showed us that they can go any way they want to with Puppetmaster after seperating spell timers and adding enhancing magic which is a totally new and job changing concept from how Puppetmaster has previously worked. Asking for 2 two pets isn't that much; afterall, we're supposed to be puppetmasters. Having two pets would first continue the whole concept with Ovjang/Mnejing (If I spelled that right) from the ToAU storyline, and it would estrapolate on the concept of puppetmasters being one of the better solo jobs because we'll be able to create our own parties with 2 automatons.
    I do want to point out that I stressed that everything is pure speculation - and my assertion that I find it unlikely, to the point of dismissive, that we will recieve a second automaton is not "quick" or uninformed.

    Primarily, the story about the bond between an Automaton and its master would be a bit thrown to the curb by allowing a second puppet. Yes, there is the sticking point of the Aht Urhgan Mission NPC (I will not go into detail for spoiler-sake), but I feel that this is adequately separated from players as a special case scenario. To give us two puppets would, in spirit, belittle the relationship we are supposed to share with our little, disobedient, razza-fraggin... /trails off

    Secondly, I find it highly unlikely that we will be given a second puppet because of the coded command structure. I do not think SE will add /pet2 or the like, just so that our two-hour can give us a second pet, and I do not see them hammering some other way to make it happen. Why do I feel this way? SMN/PUP cannot have two pets out. DRG/PUP cannot have two pets out. PUP/SMN cannot have two pets out. BST/PUP cannot have two pets out. (Continue ad nauseum) Yes, you can have a pet and an NPC, but these are two different concepts. NPCs do not use the /pet command at all. One could argue that you don't use the /pet command for Wyverns, but those are in the pet "slot" as they use the <pet> tag.

    Thirdly, in response to the concept of building our own mini-parties for solo purposes, SE has already established that they agree that a pet job relying on its two-hour to summon one of its basic functions was a bad idea for DRG - as they moved the pet summoning to a non-two-hour and replaced it. If they wanted to move PUP into a mini-party capacity, I doubt it would be done in the form of a two-hour. If they wanted a limited window of power afforded by a two-hour, and were going to use an additional automaton to provide it, perhaps we would get something akin to Odin, where an uber-auto shows up and explodes or something. If we were supposed to manage two puppets and form mini-parties, which I also think is incredibly unlikely based on the above, it would be done in the form of the elimination of Deus Ex Automata (which would no longer be needed and, frankly, overpowering) and the addition of Activate II (and all other derivative /jas).

    Two-hours aside, the coding necessary to provide a duplicate set of /jas, or even changing the existing /jas to target <pet1> and <pet2>, makes me think that there is little chance of this happening.

    Besides, there is much more precedent in the game for SMNs being able to have an elemental, and an avatar, in play. PUPs have one NPC with two automatons. Random SMN mobs (in content like Limbus) will have an elemental out while idling, and then summon an avatar during the fight without having to give up their elemental. I don't see SE doing this without also giving SMNs, a second pet - especially since SE knows that SMNs already feel ignored. And for that matter, why not give BSTs the ability to Call Beast and still use charm?

    All in all, I just think there are way too many concerns for it to be considered an educated guess that we will recieve a second automaton.

    Yes, SE can do whatever they want. They could add flying chocobos. They could give every job dual wield as a native trait. They could add five more jobs to the game. They certainly could allow us two have two automatons if they wanted to.

    I just don't see any of those things as likely, and I don't think I am "quick to assume" anything by saying such.

    But, again, all that said, I opened with the concession that it is all speculation until the rubber hits the road.
    (0)
    Last edited by Annahya; 10-26-2011 at 01:40 AM.
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