lol, i call em jobs as i am used from FFTT.
Kilta, beat it, it does not really matter how you call em, it does not change the facts.
You obviously don’t know about class affinity. Mixing skills only goes that far.
lol, i call em jobs as i am used from FFTT.
Kilta, beat it, it does not really matter how you call em, it does not change the facts.
You obviously don’t know about class affinity. Mixing skills only goes that far.
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It kinda does in a way, if you think it is a job, you will set it up as one.
And I'm not new to the system used in ffxiv, Mabinogi uses a similar system. You just have a character level and make classes based on mix of skills and gear. I made a dual wield rdm on that game, was very fun.![]()
Also a single player game also has a similar point system. And I tried "min/maxing" as an archer and pretty much was gimped in alot of fights, since I couldn't use a sword and such. I had to remake a character who was balanced and wasn't so gimped.
Honestly have you tried being balanced? And personaly. You play how you like, I'll play how I like. The only point is to have fun. And I'm having fun.
Playing other games with seemingly similar systems is a great template for understanding FFXIV, but it's not credible. I will have to say though, it's not difficult to figure out technically. Actually, it's so easy that you can basically eye ball everything, but I don't believe that is acceptable for an attribute system.It kinda does in a way, if you think it is a job, you will set it up as one.
And I'm not new to the system used in ffxiv, Mabinogi uses a similar system. You just have a character level and make classes based on mix of skills and gear. I made a dual wield rdm on that game, was very fun.![]()
Also a single player game also has a similar point system. And I tried "min/maxing" as an archer and pretty much was gimped in alot of fights, since I couldn't use a sword and such. I had to remake a character who was balanced and wasn't so gimped.
I agree, fun should be a high goal, but regarding your thought of being balanced, it is a placebo effect. At a certain point, every player is at best marginally better than another as far as the attribute system goes. This is where you need a little more experience in playing to notice this. However, by the time you get that point... the system will most likely change anyway. So, really... whatever idea you have on the allotment system really make no difference in the long run. All we can do now is understand it fully through testing and point out it's flaws to help the final version of the new formulas.
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