Very intriguing. The logic is inescapable.Quote:
Originally Posted by Akihiko_Matsui
So at a minimum, the Class that unlocks a Job will have full access to that Class's abilities while playing that Job. That's at minimum.
We're retaining the ability to equip abilities from classes other than our own. Jobs limit which cross-class abilities we can equip. That doesn't imply that jobs and classes are not locked. Or that they are locked.
You seem to have moved from "please don't do this" to "they're not doing this" in the absence of sufficient evidence to draw a conclusion either way.
I'd basically like to think of "jobs" as load outs you can equip over your class like in FPS games like Battlefield,
In fact when put that way, it kinda sounds like a unique addition to MMORPGs IMO. I'm kinda wondering what they're going to be doing to current and future classes though.
Just speculation on my part, but I think it'll work like this:
You start the game as any available class you wish, as well as a default job, say Freelancer. This job can use most skills in the armory system at the expense of having no native traits of it's own. As your class develops, you are given quest opportunities for jobs related to that class, or you're given the option to purchase key items that unlock the job from the relevant guild, much like how we can purchase crafting skills at present.
So using the above scenario, You start as a Musketeer/Freelancer. You complete the first class quest, and choose to use your guild marks to purchase a key item that unlocks Ranger (as Rangers can use bows, the key item can be bought at that guild as well.) after the next class quest, you can purchase an item that unlocks Corsair, then Sniper, and so on.
Again, just specualtion, but it seems to me a logical way to introduce jobs in this game.
Not really a valid point, considering they could word it a number of ways and it would still be as ambiguous as it is now.
Still would like to know your system's answer to job-specific armour and weapons (weapons alone should suggest they're a specific role, unless you want to suggest every class gets new weapons for every specialisations). In the case of the above 'Divine Lancer', would it also get its own unique gear? As well as Divine Marauder or whatever? Pretty much kills the 'FF' feel of it if so, and it's totally unrealistic.
Could someone
I think the relevant part of Matsui-san's post is the following:
Note that he said "equipment", not "armour and weapons". I think the simplest possibly explanation to your question is that job-specific equipments could be armour (and jewelry) only. In fact, it seems pretty clear that there will be job-specific armors, as Yoshi-P posted up picts of concept art for Black Mages a while back.Quote:
Now, you didn’t hear this from me, but there are also rumors circulating that quests for obtaining job-exclusive equipment are also in the pipes.
There could be job-specific weapons, thought, and that needn't lock the jobs to a particular class. Just because there is a Dragoon-only Lance needn't mean that Dragoon couldn't be paired with a sword. Probably the job-specific weapon would make that job/class pairing a little 'better', or advantageous in certain situations, but no one (I think) is arguing that every job / class combo would (or should) be equally viable.
To make clear, this is just speculation on how it could be, in response to Sephyr's question. I really don't know if job / class will be locked or not. The wording is ambiguous (in my opinion). I just personally hope that they are not locked.
Fin.
That would be a negative.
From the Letter from the Producer X.Quote:
-NEW-
Stage by stage implementation of job-specific weapons and armor
Again, what you're saying seems like freedom for the sake of freedom. "It should be possible, it doesn't have to be good though" seems like a point in favour of the other system more than anything. Why implement a system thats so clunky that most options don't actually perform well and also don't actually give specialisation in any form?
As I keep saying, a dragoon wielding an axe isn't a dragoon in the traditional FF sense of the word, and that's what they're shooting for.
I stand corrected! I forgot about that part of the Producer's Letter.
As to "freedom for the sake of freedom", I guess I'd word it more as "freedom for the sake of fun".
Sure perhaps, only two or three classes are "good" with a particular job. What are the options?
1) Allow each job only one weapon/class -- works for some jobs, but not all of them. Sure, Dragoon with an Axe isn't high in the lore, but Dragoon with a sword is. Not to mention the major issue with WAR..
2) Allow each job only a select set of weapon/classes -- I suggested this, and it was pointed out that would likely be interpreted as implicit endorsement that all such job / class combos are "equally good", thus putting pressure on SE to balance them all.
3) Allow each job to be paired with any weapon/class -- Allows some combos that people consider to be against FF lore, and many combinations are weak ; leaves it up to the players to determine which combos work and in what situations
P.S. Sorry if it seemed when I said "Fin" that the case was closed ... I was just trying to be cute in wrapping up my post >_>'