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Originally Posted by
Mijin
No, I don't think it was the largest issue. That's why I highlighted my quote for you. to me "large" meant, one of the many serious problems that plagued the game at launch. I would say it was probably one of the 5 biggest mistakes to not add a much more traditional job system, but not the very worst. I think the biggest thing that caused this game to fail was the horrible user interface.
Considering you misconstrued what I said I had figured you only glanced at my other post instead of actually reading it. That's why I didn't actually respond, but considering it turned out to just be a miscommunication I'll respond.
Ah then now i understand what you mean. Obviously i thought you meant otherwise. So my apologies.
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Did you think that's what I was suggesting? I wouldn't want one Job per character either. I would be strongly apposed to that. What I would like to see is classes thrown out of the game, a job system with its own unique abilities that starts at level 1, and a subjob system identical to the way it worked in FFXI. If you're unfamiliar, the way it worked is you would have your main job set and you would be able to pick one subjob at a time. You're subjob would represent half of your main jobs level and you would get all of the skills of the subjob up to that level.
I'm not familiar with FF11, however Guild wars used a somewhat similar system of Main and Sub class, although fixed like the usual MMO standard. Though Jobs in the current form strike me as similar, though only slightly as they can pick cross class skills from only 2 jobs, granted we have no choice in which ones. Since i don't really know how it would feel to me personally i can't comment much on if FF11's system opposed to this one.
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I personally would rather see many jobs added to the game to fill the rolls of what other jobs lack. I think it's dull to have two roles that are very similar, just with a few different skills. I would rather see something like, "Oh I need to cure and nuke for this raid so I'll go RDM" instead of, "Oh I need to cure and nuke for this fight, so I'll gimp myself and go THM."
This might be the crux between us. While currently going THM is gimp, or at the very least, extreamly situational i don't belive the class system itself is the reason why. I belive its a combination of Jobs adding much ontop of the current class, and the few changes to the class themselves. Not to mention it was only recently that they brought out class only anything.
If they further ignore classess and leave them in the current state, its hard to argue that they are borderline useless, but it depends on what they wish to do in the future with classess that will decide their worth, but i belive in theory, the idea is a sound one.
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Yeah I don't want a character for every class either... What mad you think I was saying that.
Looking back i'm not too sure what struck me. Perhaps the multiple Gear sets, but i think i may have misread your intent on that subject. As having alot of Jobs would = gear. But with the Mannequin system in mind, my thought doesnt make sense (unless they would be so kind as to make class AND job mannequins)
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Your right they can find ways to work around the class system. It would be easier to scrap the class system, but they don't have to. My position on the matter is just that I think classes are conceptually dull, and that it's a weird system. I think if the class system was dropped we could have many more unique jobs. I would rather see 20 independent jobs in the game than a bunch of very similar jobs branching off of classes.
Edit: Sorry if this post has any spelling or grammar errors. I'm not going to proof read it because I'm going to bed.
I'm not sure it would be easier, though it would be preferable to some. Suppose it would depend on what and how everythign is coded. While 20 different Jobs to level would be fun for some, and for many here now, 7 are done already, but in context of grouping, if we expect something to excel and something to be left out per dungeon i'm unsure how a large amount of completely seperate leveled jobs would be.
I suppose i don't mind some similarities for additional jobs. It kinda would depend on how many differences they are willing to put into additional jobs from a single class. We look at the limitations of now, and its hard not to, and project the inability for anything different to happen despite a completely new engine.
I think part of the issue with the current class system is that besides the Job addition, minor tweaks and the effects of entire system changes combat and skills. Classes are mostly as they were since launch. I wouldn't mind giving them a chance in 2.0 to try and re-invent classes in some way before giving up on the system entirely. I think we could have some time with a new and more maleable engine and see what they can do and if they want to do it.
But thank you for the discussion. Its much more fun this way.