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  1. #1
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    darkstarpoet1's Avatar
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    Darkstar Poet
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    Excalibur
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    Carpenter Lv 60
    to me the easiest change would be a combination of both 1 and 2 and i used that as my comment after the survey. keep the physical level and just allow you to allot points for each class. if you are gladiator and change to conjurer why not allow the points from the last time you used conjurer to be there instead of taking multiple resets to fix your stats for that class. if you decided to be a different form of mage by changing stats you should be allowed to reallot points there in a limited number, but keep the generic stats you set the way they are. there are way too many classes to play and fatigue is reached too fast to make a person take a day to reallot their points. by the time they can get all their points moved that class is fatigued and time to move to another.

    just allow me to use my points based off my physical rank to make each class the way i want and use those as my base stats anytime i go to a different class. sure i understand that would take a while to set each class up the first time, but i would rather take the time and do it once than every time i change to that class from now on.
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  2. #2
    Player
    Rentahamster's Avatar
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    Mar 2011
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    Renta Hamster
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    Sargatanas
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by darkstarpoet1 View Post
    keep the physical level and just allow you to allot points for each class. if you are gladiator and change to conjurer why not allow the points from the last time you used conjurer to be there instead of taking multiple resets to fix your stats for that class.
    Quote Originally Posted by Mr_Gyactus View Post
    Honestly I don't understand why we need to remove the physical level.
    2. Create a Window, where we can create, save, select, and eventually modify 4-5 different setups of stats. I prefer this model, because I can create my own setup of stats (i.e. "healer) and use it when needed in a party, or create a "DPS" setup when I'm solo.
    Quote Originally Posted by Cogs View Post
    Simply put, I think it's possible to keep the physical level, by allowing each class to respec it's attributes and they are then stored for each class so when you switch from one class to another they are what you had set them at. Same for actions too. A way to keep them saved for every class upon switching from one class to another.
    I've mentioned this solution in other threads too, and I think it is a good compromise since it removes the frustration of repeated respecs, without having to drastically revamp the current system.

    So Kiara's first problem with the game was this:

    1. The current Physical Level System makes it too hard to change Classes when needed.
    Having the game save the loadouts (stats, abilities, gear) of each job separately would save us lots of time by not forcing us to use slow macros and tedious respeccing to get back to what our state was the last time we played a particular job. This time wasting is especially hard on me, who has rank 50 in both melee and mage jobs.

    It is arguable, however, that this way of doing things is still too complicated, and it would be easier and simpler to just assign points based on what class you are. I would still like to keep physical level, however, just to emphasize the horizontal leveling aspect of this game. A rank 1 phys level 50 Lancer should, in my opinion, be stronger than a rank 1 phys level 20 Lancer.

    Another argument in favor of automatic stat assignment is because in the current FF14 system, none of the stats are important at all except for VIT and MND. This is the same problem that happened in Diablo II (every build just capped VIT), and so the developers of Diablo III have instituted auto-stat assignment.

    ..which brings us to point number 2.

    2. The current system marginalizes Attribute Points / Stat Points: You have to add an enormous amount of Stat Points (Attribute Points) to see a difference (if at all), with the current system.
    I like the idea of having the freedom to assign your own stat points, but until the issue of stat point imbalance is addressed, everyone is just going to pump VIT and MND anyway. Somehow, I want to make it so that for a melee class, for example, one stat point in STR would have just as beneficial an impact to the performance of your character as one point in VIT or DEX (of course, INT or PIE wouldn't matter as much. The reason this is so hard to balance is because the increase inf VIT and MND has a linear benefit, while STR, DEX, INT, and PIE are stuck with diminishing returns.

    For every point of VIT you add, you get a set amount of HP. This always keeps increasing by a set amount in a linear pattern. However, with a stat like STR, you see a fairly noticeable improvement in damage from 16 STR to 80 STR, a slight improvement from 80 STR to 130 STR, and hardly any improvement in damage from 130 STR to 174 STR.

    This creates an imbalance in the relative benefits of each stat compared to each other and leads to less freedom since the only obvious builds are the ones where you pump VIT first and then leave the rest of the stats as an afterthought.

    Now, point #3 -
    3. Related to the above, by allowing a system that can allow people to move / add HUNDREDS of Ability Points around, it really makes Equipment Stat (Ability) Bonuses feel useless in comparison:
    Taking into consideration what I said above, I think this would be a good change:

    Do away with the "diminishing returns" behavior of STR, DEX, INT, and PIE, and have them improve on a more linear relationship, directly proportional to the amount of stat points allocated.

    Simplify the physical level up process. Why am I getting 22 attribute points on level up? All that leads to is more and more unnecessary clicking. Give me 6 attribute points to freely allocate every level. That's it. With less points to go around, each individual point has a greater impact, and all of a sudden, a +5 str ring doesn't seem so crappy anymore.

    By having a system where you can switch Classes and have most of your Attributes switched over, with *some* Attribute Points to customize your Player, that will make it more fun and easier to change Classes in the game.
    Your hybrid solution also sounds like an interesting compromise. Here's how I would tailor it to the game specifically:

    Your character gets stats set automatically based on two variables only: class, and class rank. Here's where physical levels and character customization come into play - for every physical level up, you get 1 free stat point to assign to your character. So, a rank 1 p.level 1 lancer would have set stats and one free bonus point to assign to however he wishes, while a rank 1 p.level 50 lancer would have the same set stats, but 50 extra bonus points to assign however he wishes.
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  3. #3
    Player
    darkstarpoet1's Avatar
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    Darkstar Poet
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    Excalibur
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    Carpenter Lv 60
    i see what you are saying Rentahamster, but the problem is there are more than 2 different type of classes. yes, we do have the dom and dow classes, but also have dol and doh classes and their offhand and secondhand stats differ as well. i really do like your idea of lowering the amount of points on level would be a good idea, but the question would then come up as how far do they drop them and how much of a difference will each point make. as you pointed out 80-130 is very little difference, but at this point you need that 130 to be effective at lvl 50. if they drop the amounts of points received will they also raise the value of each point when you allot it?

    my biggest problem is i level my battleclasses with a group doing big sp and leve parties. when i am not in party with them i am usually just sitting and crafting up mats until i run out of mats then will go farm more mats with my doh classes. it's frustrating to change from one class to another and try to allot points for a few hrs of farming then have to turn around and allot em again to sit back down and craft. then i get an invite for a nm party and say crap i can't i just dropped all my stats into int for my alc or w/e class i am doing at that time. i feel as though if i am in my pug gear my stats should be set as the last time i was a pug, but if i get into my mining gear my stats should be set to the last set of stats i used for my miner so forth and so on.

    the only real way i can see this giving an optimal update for all would say drop the amount of points you got for each level to say 1 for each rank so a r50 physical would have 50 points total to throw into your attribute points and 50 into your elements. then as you got each level on that class such as pug 1 you would get 1 point for each class level. so a 50 phy on a 32con would have 82 total attribute points to allot on the con. but if you were 50 phy and 12 btn you would have 62 points to add into the botanist. this would lower your overall attribute points in the long run and would allow you to use the points in your class as you level up. it could also be used say if i was using my 50 pug and i used a con cure, but my con was only a 20 my amount of cure ability would be only 40% of a full cure because my pug is 100% cap and my con is only 40% to cap. it could be determined by the lower class and using an ability from a lower class would cause diminished results.
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  4. #4
    Player
    Rentahamster's Avatar
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    Renta Hamster
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    Sargatanas
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    Gladiator Lv 50
    Quote Originally Posted by darkstarpoet1 View Post
    i see what you are saying Rentahamster, but the problem is there are more than 2 different type of classes. yes, we do have the dom and dow classes, but also have dol and doh classes and their offhand and secondhand stats differ as well.
    Hm? In my post I agreed with what you were saying, and I also quoted Gyactus' post too:

    Quote Originally Posted by Mr_Gyactus View Post
    2. Create a Window, where we can create, save, select, and eventually modify 4-5 different setups of stats. I prefer this model, because I can create my own setup of stats (i.e. "healer) and use it when needed in a party, or create a "DPS" setup when I'm solo.
    I have suggested this before: For each job let the player save a particular "loadout" or "bookmark" or "profile" or whatever you want to call it, so that a crafter can switch from mainhand spec to offhand spec to mass production spec to HQ spec at the click of a button, and so that a Melee can swith from tank spec to DPS spec to solo spec at the push of a button as well.

    Of course, this wouldn't be needed at all if stats were set automatically. The devs, of course, would have to tweak how stats affect your main hand and off hand tools in crafting so that you can still optimize in some way for them. Or not.

    Quote Originally Posted by darkstarpoet1 View Post
    as you pointed out 80-130 is very little difference, but at this point you need that 130 to be effective at lvl 50.
    You may need 130 VIT to be effective at rank 50, but you certainly don't need 130 STR or DEX or INT or PIE since the gains are minimal. In the case of melees and tanks, you're better off keeping your strength at 80 and your Fire stat at 55 so that you can receive the "divine" boost from Shepard's Pie.

    Quote Originally Posted by darkstarpoet1 View Post
    if they drop the amounts of points received will they also raise the value of each point when you allot it?
    Yes, of course. That's what I was talking about when I mentioned "balancing". This would also achieve the goal of making a +5 stat ring that much more effective.
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  5. #5
    Player
    Kiara's Avatar
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    Gridania
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    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Hi rentahamster,

    Thanks for the great reply. Yah, however we accomplish it, I think we're hoping for the same thing: Making switching classes easier and making the game more FUN because of it.

    I haven't even talked about Crafting Classes with their "favored Stats" (e.g., Alchemist Main Hand Tool is dependent on high INT, etc.). Being able to let players switch classes and move most of their Stats / Ability Points is the key here.

    And great point on just giving us maybe 6 Stat Points per Level Up (instead of 20+).

    Most of our Armor and Weapons giving Stat Bonuses are marginalized right now. That piece of Armor that grants +2 STR is laughable the way the current FF XIV system is set up, since it adds so little in the grand scheme of points (we can add 200+ Points into STR after a full reassign, what real, noticeable effect am I going to see with the Armor that gives me +2 STR?).

    I just hope Yoshida-san gives us these real changes soon. His latest interview hints at before the end of Spring, so hopefully next month?
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  6. #6
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    Quote Originally Posted by Kiara View Post
    Thanks for the great reply. Yah, however we accomplish it, I think we're hoping for the same thing: Making switching classes easier and making the game more FUN because of it.
    That's all I hope gets done really. There are many methods to do so and I do agree that the current system just makes things difficult.
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