http://www.rpgamer.com/games/ff/ff14/ff14arrint.html
Just some little tidbit question that were asked.
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http://www.rpgamer.com/games/ff/ff14/ff14arrint.html
Just some little tidbit question that were asked.
Oh, holy fack news for some:
And apparently the bestiary is being implemented (Jynx is playing with themselves right now), and it can level you somehow?Quote:
MAC: How has the incorporation of new jobs since the 1.21 patch been working? How are you looking to move forward with new jobs from here? More from FFXI or completely original ones?
NY: We're trying our best to create jobs while keeping the traditions of the Final Fantasy series in mind. This includes looking into bringing back jobs from previous titles such as summoner, thief, ninja, samurai, and red mage. Rather than obsessing over originality, we want XIV's jobs to evoke a true Final Fantasy feel while remaining balanced within XIV's battle system.
Nothing exciting aside of the mention of the "bestiary" solo content. I'd be awesome if it was something similar to XII hunts.
Shame people will fight against this.Quote:
Rather than obsessing over originality, we want XIV's jobs to evoke a true Final Fantasy feel
Him saying that truth about the 7th umbral area is revealed in raid dungeons makes me feel like there are no more story mission scenarios.
Beside the fact that 3 story lines were confirmed?
No one says that dungeons can't be tied to missions.
Three different ways the game's story is being approached.
1. The Main Scenario, basically the intended story of FFXIV with the three nations battling against the Garlean Empire. (The one that is in current game but never continued.)
2. The primals, will be quest related story for them, most likely revolving around battling them and being periodical points when each new primal is released.
3. The Seventh Umbreal Era mysteries, from how it sounds, will be storyline quests within the raid and reason for entering it (Crystal Tower).
A nice way of having three stories and not exactly have them conflict with one another.
SE HAS SPURNED ME FOR THE LAST TIME. :D
I am really looking forward to those as well ^_^. I just know there are quite a few people wondering if red mage will happen and how.
(We know samurai and ninja will, they have to lol)
Also curious how you can get exp from the bestiary that is interesting.
some good questions, and good answers. I like
Red Mage will probably be the Job for a Spellfencer or something or other. :P Good to hear that it was mentioned. Red Mage has been a staple since the first FF. Also, Thief, for the love of the twelve, do not make it a class, make Thief a Job. ;-;
Mt. Gulg :)
I actually really like that approach. In XI they kinda screwed RDM over by trying to be original with a class that's meant to dabble in a bit of everything - not that they didn't pull off some really cool stuff (the expansion jobs, adding a wyvern to DRG) - but this is rather refreshing.
Gives me a lot of hope for NIN to come back with a bigger emphasis on throwing and ninjutsu, unlike XI where it was mostly about shadows, dual wield and haste.
Ninja actually was about throwing and emphasis on ninjutsu outside of shadows. Shortly after NA release people turned it into a blink tank. The only reason for throwing not wildly used was the expense and rarity of the high damage shurikens. The issue with XIV unless they adjust throwing items is the damage is very very minimal and would still only be for TP and/or pulling like now.
Everytime I see them mention Thief and Red Mage..
http://assets.sbnation.com/assets/12...ena_medium.gif
yah I do this when I see ninja mentioned
http://i49.tinypic.com/v4cwsn.gif
I just really hope they start taking a vastly different approach to class design in ARR. Currently, the jobs are very samey; they all revolve around building TP and executing combo rotations, they all have the same amount of skills, they all have the same exact quest progression...it's all very dull. I'm hoping for classes that take differing approaches to both playstyle and development.
For example, Samurai: Like FFT, a class built around finding/buying/crafting katanas that all have different 'draw' skills upon unsheathing them, unleashing powerful effects that have varying chances to break their blades. A class about inventory management and single, powerful support skills over combo rotations. Or a class like Blue Mage, where class development was about exploration and bestiary knowledge, hunting down monsters to add to their repertoire of skills instead of just completing a standard quest chain
I would really hate to see them continue in the same direction that started
Yes because we all remember how often we saw Ninjas throwing shuriken and using the wheel - oh wait.
I'm hoping this time around they will have NIN go back to using MP like Edge did, because otherwise Utsusemi will be ridiculous - no recast + tools = OP. At least there's no Haste in XIV to abuse dual wield this time around.
I wonder if Shuriken will be done as a chakram/boomerang type weapon? (non-consumable) or if we'll get to actually throw weapons again. Probably not, and while that was a good way to deal huge damage in the offline games, eh... I don't fancy tossing out level 48+ weapons at mobs when I could be selling them or turning them into materia lol.
This is why I like RPGamer. They manage to ask a few good questions, get some concise answers and not spend half a page talking about cigarettes and hospitals.
Yes I know, that's what makes it so weird.
Can't wait to see these new jobs :) I hope RDM is more combat oriented..with magic stuffs!
Yeah, funny considering how the interviewer doesn't actually give a shit about the game, re: one of their recent podcasts where said all characters are getting wiped. Im surprised at these questions, i reckon someone else wrote them for him. They frequently butcher all FFXIV news. But yeah some good ones in there.
"we have planned, such as the "bestiary""
My day is made. Thank you, SE.
Yeah, I'm hoping RDM will be a frontline job, with party enhancing spells.
Something like combining light and dark magic into EN spells to cast on the party either AOE or single target.
Example:
EN-drain: sap HP with each attack
EN-element: Does additional elemental type damage on attack
I also hope that Rdm will use a rapier type sword and have that fencing type stance with stabby stabby attacks.
maybe use Celes' (FFVI) Runic blade and absorb a magic spell cast by the enemy.
Well Starlord, i mean no disrespect to ya but alpha is starting soon and we still dont know how casters will work in combat, and how the combat itself will work in a group setting. I feel it's kinda pointless to get excited over new jobs when we dont even know how the basic funtions of the game work
What about if NIN fights throwing like this?:
http://www.youtube.com/watch?v=IoyTqqCN9ek :D + the ninjutsu which i would love it to be a lot more eye candy than FF11 make it more like Naruto xD i'll prolly catch fire cuz of this but can't think of anything else that shows ninjutsu as a really powerful force
Nothing casual about a full up Bestiary!Quote:
Originally Posted by SE
Someone doesn't understand the concept of solo content:
"Solo players will also be matched together automatically for all instanced dungeon content, removing the need to form parties on their own. This can be thought of as an extension of solo play."
...and yes, I do understand that ONE aspect of an MMO is to play with others.