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  1. #1
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    Join Date
    Apr 2011
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    116
    Quote Originally Posted by Physic View Post
    Its well thought out, but i would avoid the class trees, also i dont know about adding a whole new leveling thing.

    I would put jobs as a role, which gives special abilities/traits that you upgrade via quests, these traits would define your class more than your skills, and gear options would also further define them.
    But it would nice to hear more of the direction planned for the battle system, no matter which way they are going with it
    I'd like to disagree, only on the notion that in my opinion, gear should be mostly aesthetic in value, and though more leve gear which will be job specific has been announced, I'd rather raiding gear not become a part of the game, or NM gear which is better than crafted gear. This is because I am of the opinion, that the game's best items should be crafted, not found. I think end-game gear should represent many mechanical and aesthetic choice combinations to give players more control over their appearance than "What produces the best buffs". So in this respect, I would like gear to avoid being set-driven as well.
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  2. #2
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    Physic's Avatar
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    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Augury View Post
    I'd like to disagree, only on the notion that in my opinion, gear should be mostly aesthetic in value, and though more leve gear which will be job specific has been announced, I'd rather raiding gear not become a part of the game, or NM gear which is better than crafted gear. This is because I am of the opinion, that the game's best items should be crafted, not found. I think end-game gear should represent many mechanical and aesthetic choice combinations to give players more control over their appearance than "What produces the best buffs". So in this respect, I would like gear to avoid being set-driven as well.
    ok, might be a bit of misunderstanding here,

    I was more saying that having gear that only one job can use, that has specific traits/values/abilities further makes jobs unique, and that means we dont have to go too crazy trying to make the actual jobs so rigid.

    I do see what you mean about having job specific gear limiting visual choices, but the game is already like that now, if i want an evasion set up, i need specific gear, if i want a defense set up different gear, and im limited based on my class. And frankly thats not enough visual differentiation for most people, i think its only going to get more rigid, whether its crafted or not.

    Personally i would enjoy some type of high level system where you could customize your look, and not be bound by a certain gear look for certain stats, but it doesnt look like most people like that idea. They want monks to look like monks, whm to look like whm etc.
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  3. #3
    Player

    Join Date
    Apr 2011
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    116
    Well that's to be expected though, the game is still in it's very early stages- but I think for the better of the game's future, gear related bonuses and Defense shouldn't increase a great deal, or even be crazy enough to say that gears should only require pLv 50 to use, with no exception, meaning that the player has the ability to grind up to 50 by shifting gear for higher values, but at 50 they have to actually start playing with several options that work for them, which shouldn't be numerical alone. Such a thing is probably a bit of a pipe dream though.
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