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  1. #12
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,940
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by HerosaurusVex View Post
    @Shurrikhan

    It wouldn't impede new jobs that use the same weapons. Again to refer to Final Fantasy XI. The point is as the game evolves and gains more mechanics is nearly impossible to not have a complementary kit for it. And no one is saying how far it'd change the job. Completely revamping a job would be pointless, but giving them options to expand upon their existing kit is the concept. I myself have come up with ideas how how these changes would be implemented (that I didn't list because that's going way to far) and I'd like to assume a full team of developers could do even better. Ha-ha. But I do see where you are coming from. This is more so a way to combat skill bloat on hotbars, add more unique play styles to existing jobs, more utility, and also means that if they were struggling to figure out new jobs. An expansion could instead expand upon existing resources entirely. Rather than making things from nothing.
    It would indeed impede future designs unless XIV goes the XI route of multiple weapon types available to each job. I hope it will, but at current, weapons are exclusive. Once a type is given, it is never given to another class or job, with the exception only of wands/scepters and canes/staves, which still differ in name. I understood fully what you hoped to accomplish by it, just not how your execution of the idea could accomplish those things. I'm just saying that the alternate-weapon route, in and of itself, may be much less lucrative. By itself, it does nothing. The changes that would run parallel to it that would make it provide more unique play styles and utility are probably what you should be focusing on first. Further, development costs are necessary for revamps or retailoring just as much as new developments, and 'new' developments are rarely entirely new. We received literally five new mechanics in Heavensward: player-caused buff (duration) extension (TD), buff sac'ing (Royal Road), chance combos (WT/F&C), and unlocked combos (Split/Slug/Clean(er) Shot), and player Doom state (Living Dead). Everything else added was essentially reuse. (Heck, two of those were already in the game, just not under player control.)

    :: Btw, you can make posts of over 1000 characters. Just edit them afterwards to bypass the limit. I usually just write out the whole thing, ctrl-x, type 10 chars real quick, post, edit, paste, and done.

    Edit: the "bypassing" would only possibly be an RMT concern for those who are currently recruiting party members. I doubt they'd suddenly become prime targets as a result. If so, though, it'd have to be adjusted so a recruiter can take the option of only accepting Recruitment tells from players who meet the requirements to join the party (or, separately, requirements to send Recruitment tells). The whole point of this is to allow people to recruit and answer tells without having to leave the RMT-blocking mode. Honestly though, if only for the feel of being on a server, I'd rather they just improved their tell-checking...
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    Last edited by Shurrikhan; 01-27-2016 at 05:33 AM.