Page 6 of 11 FirstFirst ... 4 5 6 7 8 ... LastLast
Results 51 to 60 of 105
  1. #51
    Player
    redcurrant18's Avatar
    Join Date
    Jun 2015
    Location
    Roegadyn Sauna (◕‿-)
    Posts
    261
    Character
    Wonder Noblesse
    World
    Brynhildr
    Main Class
    Red Mage Lv 80
    -Beastmaster (fights using charmed overworld monsters)
    -Summoner (so they can summon actual avatars instead of egis)
    -Puppetmaster (the puppet can switch between tank/dps/healer roles)
    -Sage (ancient light and dark magic as a caster dps, switches between burst damage and dot)
    -An actual monster class to turn into, similar to the FFXI system, and even being able to attack players in a form of open world pvp)
    -Orator (able to charm monsters and town npcs to fight with them)
    -Mime (uses other learned job actions, can mimic the last action taken by a player it selects)
    (2)

  2. #52
    Player
    Kogasan's Avatar
    Join Date
    Nov 2014
    Posts
    489
    Character
    Eva Earlong
    World
    Louisoix
    Main Class
    Scholar Lv 80
    None I honestly think the whole limited job thing is a big mistake and just should be scrapped as a fail just like diadem is.
    (18)

  3. #53
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,853
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    None. Or all, in a sense. I'd like to see the open world and our every job augmented in such a way that it feels like each has a sense of solo duty or unique world interactions and content therein without actually having to be sectioned off from real content.

    But, that means a lot of work, potentially the kinds of improvements we'd only see over multiple expansions:
    • The NPC trust system blended smoothly into the typical experience, rather than just as an added Chocobo- or Squadron-esque gimmick. You are assigned duties by the squad commanders of the various huds, can return supplies for their quartermasters, barter, find small clues, park up and start fishing next to NPCs that clearly some dev had way too much fun writing out lengthy conditional dialogue interactions for/with, save some periled hunter or heal a soldier to have their gratitude shown later (or at least some segue into another hidden miniature plot-line if not), share drinks at inns, pick up stories and raise toasts, and most importantly for Bard, you can learn and play folk songs that NPCs can toss you coins for when they want and recognize a specific tune. (And yes, the coin bucket would work for actual players, too.)
    • Guilds, militaries, and other organizations doubled, tripled, and quadrupled down on. You can now level from 1 to 50 almost wholly off MSQ and just hanging out with NPCs you particular enjoy and in doing the tasks of their organization. There's also now a real thieves guild and network, not all of which is policed by Jacke's Rogues, and among whom they are some very... unique characters, and some bridges that -- once taken or burned -- mark some rather large and decisive story arcs.
    • Job quests? How about entire sections of content central to each. Go on pirate raids, courtesy of the Barracudas and the pirate fleets, Expeditions courtesy of the Coral Tower and Yellowjackets, patrols courtesy of the Wailers and hunts courtesy of the God's Quiver and its affiliates. Regional quest hubs now have lasting story lines and progressions. Even doing every piece of content without repetition, despite their reiterability, you'd barely have to touch PotD or FATEs, and no more than each dungeon once, to hit level cap on every combat class.
    • Crafting revised. Many recipes will now allow for alternative ingredients. Others allow you to put in the ingredients first and decide what you're going to make with it, piece by piece.
    • Player levels reworked. Mobs no longer reveal strict levels, except to say that they are approximately your own, a little more, a fair bit more, quite a bit more, a lot more, will probably kill you quickly yet painfully, or will definitely kill you quickly yet painfully -- and with the same number of tiers for mobs beneath you. Levels above what is intended for the zone are sort of "squished"; as a level 70, Bentbranch mobs would still range from the rank of "will be killed instantly yet painfully by you" to "a little weaker than you are". In turn, however, items and materials from these earlier levels are now far more deeply and broadly useful. Even, say, goal leather and fleece still have its uses at level 70, though not mandatory; they makes nice inner lining.
    • Fluid sharding improved upon. If you go on a patrol with the Wailers, expect the unexpected, tailored to your experiences, despite it seeming to largely take place just in the open world (other parts in new pseudo-zones that mark new content types). Hunts reintegrated through clues and tracks alongside this tech.
    • Hunts revised. Though most important to Blue Mages, who carry a trait empowering them against elite monsters when statistically overwhelmed, the story presence of hunts and their more significant rewards makes this relevant to everyone.
    • Verticality and climbing revised. You can now scale cliffs, run along rooftops, and roll out some portion of fall damage. Rogues and Ninjas, especially, do this rather well. Dragoons, on the other hand, can just bound up waterfalls and leap across gaps. Rogues, Ninjas, Lancers, and Dragoons can all convert falling damage into weaponskill or ability damage on the unfortunate enemies beneath them. Just beware of the proportionately loud scream in some cases, calling additional mobs to avenge the suddenly fallen.
    • Stealth now exists for everyone, but as an actual measure of visibility and distraction techniques paired with dynamic animations like hiding crouched against a tree. Rogues and Ninjas just happen to be a lot better at this then everyone else. Bards can use ventriloquism during wind-aspected songs or their guided arrows for further distraction control.
    • Heat and chill are now actual factors, but this just makes DRK, MNK, and WAR stand out more for it. In extreme heat, the Warrior ignores most negative effects but is more likely to go berserk (in a bad way), while MNK can cleanse or ignore effects, and DRK has a higher tolerance, though the same capacity. BLMs can chill themselves or warm themselves with magic. WHMs can draw cooling air or keep the cold gales off their party, draw springwater, etc. In the new frontier content, ASTs can partly ignore the obfuscation of sandstorms, blizzards, and clouds to see the stars behind them for weather readings, spawn hints, and to check dominant starsigns.
    • Mounts revised. They are no longer differed by graphics alone and seem to have a decent semblance of actual physics. You can now own more than one Chocobo and they can be trained for greater sprint speeds, greater average speed, more quickly turn, to jump higher, to jump further, etc.
    • WHMs, BLMs, and MNKs can make use of places of power, though not necessarily the same ones, and not at all times. Some are conditional in their access, to time, weather, exhaustion, aspect, or even the recently slain.
    • /rant
    Essentially, an awesome open world experience, with each job excusing as much improvement as we can get for its own play and that of all the rest.

    But, if I had to pick just one that I'd hope would bring the most benefit to the game... Beastmaster. We badly need our mob AI and pet controls improved.
    (6)

  4. #54
    Player
    Flana's Avatar
    Join Date
    Jan 2016
    Location
    Limsa Lominsa
    Posts
    195
    Character
    Kana Kharanku
    World
    Sargatanas
    Main Class
    Reaper Lv 100
    None. If they want to add "limited jobs" just make more DoH/DoLs. Make Farmer a class or something.
    (12)

  5. #55
    Player
    BillyKaplan's Avatar
    Join Date
    Dec 2015
    Posts
    2,913
    Character
    Lho Polaali
    World
    Moogle
    Main Class
    Conjurer Lv 23
    Quote Originally Posted by Flana View Post
    None. If they want to add "limited jobs" just make more DoH/DoLs. Make Farmer a class or something.
    I was heartbroken when Yoshi introduced Farms, and then said "farmer" wasn't one of the new jobs
    (3)

  6. #56
    Player
    Burningskull's Avatar
    Join Date
    Jun 2014
    Posts
    1,342
    Character
    Markov Dracul
    World
    Gilgamesh
    Main Class
    Dancer Lv 100
    None. A Battle Job in a game mostly about battling should be a full job. Not a half job.
    (14)

  7. #57
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by BillyKaplan View Post
    I was heartbroken when Yoshi introduced Farms, and then said "farmer" wasn't one of the new jobs
    What would it being a Job actually do, though? If we have an actual farm, then you're a farmer regardless of what Job you're on. Depends how the farms they're adding work, but I'm not sure what benefit a Farmer Job would provide given this addition.

    Don't get me wrong, I wanted a 4th DoL Job that effectively was some form of Farmer basically since 2.0. I could imagine it having monsters as gathering nodes to get materials that are currently obtained through slaughter (harvest meat/bone/etc. off corpse based nodes, wool by sheering living animal nodes, etc.), but giving us an actual Farm that we can hopefully do anything with? That could potentially be a lot better and makes the need for such a Job redundant. Very much doubt we'll see something on the level of a game like Stardew Valley, probably best to check the system FFXI has to get an idea for what they're adding, but IDK... If you want to be a Farmer, spend a lot of time working on your Farm and enjoying that content, I hope that's what I'll be doing. They could always give it a level system similar to Free Companies that can be a surrogate Farmer level.
    (1)

  8. #58
    Player
    BillyKaplan's Avatar
    Join Date
    Dec 2015
    Posts
    2,913
    Character
    Lho Polaali
    World
    Moogle
    Main Class
    Conjurer Lv 23
    Quote Originally Posted by Nalien View Post
    but giving us an actual Farm that we can hopefully do anything with?
    It'd be a reskin of the garden where you "plant" animals and can harvest them. The biggest question is whether or not you'll have to remove them at the end of a "harvest" or if, unlike gardens, you can keep them in there.
    I'll be very surprised if we get anything more complicated than that
    (1)

  9. #59
    Player
    Ilan's Avatar
    Join Date
    Aug 2015
    Posts
    3,057
    Character
    Kurumii Tokisakii
    World
    Shiva
    Main Class
    Ninja Lv 70
    Quote Originally Posted by SDaemon View Post
    There is more to the "full game" than endgame dungeons and raids. I mean your first sentence even alludes to that with people finding fun in different things and different ideas. I personally see fun in the approach SE is taking.

    As for the main topic, Beast Tamer would be interesting, a bit Monster Hunter-y but could be fun.
    Full game means EVERYWHERE and not in only a part of the game. Is that too hard to understand?
    (7)
    Quote Originally Posted by Canadane View Post
    Good talk, all. Glad we had it.
    暗闇の力#7805

  10. #60
    Player
    dragonseth07's Avatar
    Join Date
    Aug 2016
    Location
    Manhattan Beach
    Posts
    922
    Character
    Ratithgar Jovasch
    World
    Sargatanas
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Ilan View Post
    Full game means EVERYWHERE and not in only a part of the game. Is that too hard to understand?
    I feel you. Petition to craft armor as a RDM and raid as GSM. Signed.
    (6)

Page 6 of 11 FirstFirst ... 4 5 6 7 8 ... LastLast