Yes. mine was bad example
^ The truth.
As for the last sentence of that statement- yes, yes, a thousand times yes! I really want them to forge a unique identity for FFXIV and for me, it's not there yet. There is just too much of it that still reminds me of FFXI but that is mostly because they haven't yet introduced the details that will, hopefully, sever FFXIV's ties to FFXI.
The promise of focus on making the races individual is a good start. While it may seem like a step backwards it is in fact a step forward. Establishing a solid story for each race will help players stop equating this game with FFXI, even if the characters look similar.
Another distinction I hope they add to FFXIV at some point is new races- which was addressed in a producer letter. ^^
I like skilling up weapons just because it screws with people that choose to PL through the game and forces them to take time to get their skills high enough for them not to be a wasted slot in any party situation.
Back to my dice, your sentence is like saying "You can control the odds of scoring a 20 by chosing a 20-sided-dice over a 10-sided one"
Please...
I don't think FFXIV backfired because it was too different from other MMO, but only because it was poorly implemented.
Except fatigue system, which was just there to cripple hardcore gamers...
In fact, I regret the Stamina Gauge and the Physical Level.
The stamina gauge made the combat system far more active and doesn't require 10s to two-shot a mob for a 2-handed class. You could strike precisely when you want and didn't have to wait for the auto-attack to start. Only drawback is that long fights turned into an overly long X-mashing fest.
For the Physical Level, I think it was a great step towards real multiclass, when you have to sacrifice effectiveness for versatility. Too bad you lose ALL effectiveness if you spread your stat points too much.
In my opinion, the real problem is that instead of imroving these two concepts, they just decide to remove them completely and copy FFXI system.
Skilling up screwed everyone.
You're a WHM, you leveled up in parties healing. Now you want to solo a little and need to skill up your club. Scewed !
You're a WAR, you leveled up in parties with two axes. Now you want to sub SAM and take a Great Axe. Screwed !
You're a COR, you leveled up in parties doing a 4-roll buff. Now, you want to solo with your dagger and marksmanship. Screwed !
The list goes on...
Last edited by Reynhart; 07-14-2012 at 05:27 PM.
No, and I have a few reasons why.
Number 1 is that this system was not designed into the current combat engine. To implemented it would mean that the entire code base would have to be modified. Everyone would be totally screwed at the launch of the new engine unless SE auto-capped your skill.
Number 2 is that your main concern seems to be over people who are Power Leveled under the current system. They have already said that leveling will be totally different in 2.0 and PLing will probably not be available so your concern over PLing is a mute point until it is confirmed wither you can PL or not.
Number 3 is even just leveling through grinding without PL in this game does not really even mean you have learned to play your job. What is really needed is various levels of difficulty party experiences that can teach players to play their jobs.
I'm guessing some of you didn't play at the launch of this game where EXP was totally random if you even got any at all, except for crafting. I don't want to go back to that.
Last edited by Firesped; 07-14-2012 at 06:10 PM.
I thought solo level is bad?
No
Class exp was for your class, not for your skill.
You got class exp and physic exp. The physic exp was for your char (mostly for stats). If you leveled a class but not the char (don't got new stats) your skills didn't level up. Class exp was mostly for quests, equip and skills (to learn them, not to make them stronger).
Last edited by Felis; 07-14-2012 at 08:06 PM.
I think there are people on this forum actively working to make the game fail. I mean we have people like Rokien making threads demanding the game being brought back to a state where it almost killed the game from most people leaving it.
FFXIV has to work in a market where cumbersome leveling mechanics have long since been killed of in favor of putting more content at the end of the leveling process. There is absolutely nothing to gain from making it more arduous to reach the cap. Other than to make it harder to retain new players. A MMO today is measured by the quality of it's activities at the cap not on how long it takes you to reach cap. Anyway with 2.0 focusing leveling on questing and dungoneering pl'ing will fall by the side.
td'lr: There's no way SE will ever re-implement skill ups and it's a non-issue anyway.
Wrong.No
Class exp was for your class, not for your skill.
You got class exp and physic exp. The physic exp was for your char (mostly for stats). If you leveled a class but not the char (don't got new stats) your skills didn't level up. Class exp was mostly for quests, equip and skills (to learn them, not to make them stronger).
Skills were based on you class rank, not your physical level.
So if you gained skill points for you class, you learned new skills, even if your physical level stayed the same.
The only impact of physical level on your skills was the number of action points you had.
Sod it, compromise.
Bring back skill ups, make them non-essential, and just put a really nice couple of ws towards the cap for the people that want to obtain them.
exactly what i said. you learned your skills with the class level, not leveled your skillsWrong.
Skills were based on you class rank, not your physical level.
So if you gained skill points for you class, you learned new skills, even if your physical level stayed the same.
The only impact of physical level on your skills was the number of action points you had.
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