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  1. #1
    Player
    Neptune's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,062
    Character
    Neptune Deepsea
    World
    Balmung
    Main Class
    Thaumaturge Lv 80
    I'm surprised the information sounds like it's in the planning stages, just like it did 6 months ago. Seems like nothing has changed since the first player's poll. Happy that classes are staying, but leveling up a job sounds like a pain.
    (0)

  2. #2
    Player
    Cairdeas's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,759
    Character
    Julie Nymphiel
    World
    Balmung
    Main Class
    Marauder Lv 60
    I hope the job system doesn't lock you into that class for that job.

    IE I don't mind unlocking monk from Pugilist, but Monks were not always Hand 2 Hand fighters and should be able to flex their specialization onto any weapon once its mastered.

    Same for things like Paladin. Paladin can traditionally use Great Swords and Polearms not just Swords and Shields in most final fantasies so I'd hate to have it limited that way. Unlock yes, Use afterwards no.
    (1)
    I have to thank Square-Enix for the amazing job they have done recreating Final Fantasy XIV from Scratch. Especially the inclusion of Missing Genders which we petitioned for in good faith. This was proof to us players that the Developers are truly Sympathetic to our requests and that being honest and vocal can pay off with the amazing characters we have who are Female Roegadyn, Male Miqote, and Female Highlanders. Thank You SE, Thank You Community Team, Thank You Yoshi-P.

  3. #3
    Player

    Join Date
    Apr 2011
    Posts
    4
    would also like to add that i agree with origamikitsune on the hate monitor if you know what your doing you dont need one nuff said
    (3)

  4. #4
    Player
    Perrin_Aybarra's Avatar
    Join Date
    May 2011
    Posts
    925
    Character
    Rand Al'thor
    World
    Excalibur
    Main Class
    Conjurer Lv 38
    I will admit not having read all the posts yet but I will go back to read them all, just wanted to post my thoughts before.

    Skillful play: I am of the ones that feels that this game as it is now is way too easy and there is no incentive at playing skillfully at all. Ranking up is a joke and can be easily accomplished by alternating between 2 spells/abilities, even more when doing group leves or behest. Using anything else than offensive attacks (with the exception of tanks), like DoTs or debuffs, is a waste of time/mp. So to that I say bring on the hate control and the crowd control!!

    Auto-Attack: I really think that this is a needed change as well. I know that a lot of people complained that this is to common to all MMORPG and that it can take away some uniqueness from FFXIV, some even says it goes against the FF feels (although FFXI had auto-attack and felt like a final fantasy world to me), but I think that this opens up a lot more of options for skillful play. There should be a lot more to do, like debuffing or crowd controlling or using abilities, than spamming a regular attack. So +1 for that change.

    New Jobs: YAY!! I am sooo looking forward for this. I really think that classic jobs are a most to final fantasy as it is a trade mark to me. It is a good thing that they will introduce them by quests available at a certain rank of a certain class. Making them geared towards party play is somewhat of a letdown but it can also be fun and different, it will depend on how it is done.

    If I may add, I wished that spells and abilities that we learn when ranking up were not auto-learned upon reaching that rank. There already nothing to do in the game, they should have gone in the FFXI direction and have us learn the spells with scrolls or quests or something… but that’s another subject.

    Batlle regimen: Them saying that they need a complete overhaul is the least they can say... In my opinion they need to be removed completely and the need to make something is the lines of Skillchains in FFXI where timing between melees and mages was the key to them.. A mix with the regimen would be to have the skillchains apply debuffs but the way that regimens are initiated needs to go down the drain.

    Dungeons: Well I have nothing to say other than any content is good. I expect them to be fun and puzzling, not just run from point A to B to kill the boss all while you are watching your TV show.
    (2)
    Last edited by Perrin_Aybarra; 05-19-2011 at 11:29 PM. Reason: Colors

  5. #5
    Player
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    865
    I am a little concerned that if we're going to have a party of 8 with no healer, how are we going to heal ourselves if we are locked out of the Conjurer/Thaumaturge healing abilities?

    My friends and I tend to play without a healer, and we tend to pop heals on each other whenever someone gets too low on HP. We've adapted, and we don't want to see that go away. Finding a healer in our server has been fairly difficulty, especially one that knows WTF he's doing...

    Edit: Also, hate-meter should be a toggle. We should at least have the option to play on "expert mode"!
    (1)
    Last edited by SilvertearRen; 05-20-2011 at 02:05 AM.

  6. #6
    Player
    DeadRiser's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,612
    Character
    Kipp Kaida
    World
    Sargatanas
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by SilvertearRen View Post
    I am a little concerned that if we're going to have a party of 8 with no healer, how are we going to heal ourselves if we are locked out of the Conjurer/Thaumaturge healing abilities?

    My friends and I tend to play without a healer, and we tend to pop heals on each other whenever someone gets too low on HP. We've adapted, and we don't want to see that go away. Finding a healer in our server has been fairly difficulty, especially one that knows WTF he's doing...

    Edit: Also, hate-meter should be a toggle. We should at least have the option to play on "expert mode"!
    That's why you are able to change classes on the fly... so you can adapt to situations. I'd kinda be happy if they kept heals to mostly the mage classes or job specializations. Encourages more party play
    (0)

  7. #7
    Player
    Teknoman's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    1,142
    Character
    Teknoman Blade
    World
    Ultros
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by SilvertearRen View Post
    I am a little concerned that if we're going to have a party of 8 with no healer, how are we going to heal ourselves if we are locked out of the Conjurer/Thaumaturge healing abilities?

    My friends and I tend to play without a healer, and we tend to pop heals on each other whenever someone gets too low on HP. We've adapted, and we don't want to see that go away. Finding a healer in our server has been fairly difficulty, especially one that knows WTF he's doing...

    Edit: Also, hate-meter should be a toggle. We should at least have the option to play on "expert mode"!
    Stick with classes instead of jobs then? Either that or hope they make potions/high potions pretty viable.
    (0)


    "There are many difficult times ahead, but you must keep your sense of humor, work through the tough situations and enjoy yourself".

    http://neogaf.guildwork.com//

  8. #8
    Player
    Abriael's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    4,821
    Character
    Abriael Rosen
    World
    Goblin
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by SilvertearRen View Post
    Edit: Also, hate-meter should be a toggle. We should at least have the option to play on "expert mode"!
    Honestly no, it shouldn't even be a toggle. Something like that should never be implemented, since it forces developers to plan encounters based on the fact that it exists, and as such having it as a toggle would become redundant.
    (0)

  9. #9
    Player

    Join Date
    Apr 2011
    Posts
    4
    I like that things are moving but i have some concerns...
    I like having no auto attack cause it means paying attention to game play...also with auto attack there goes the all time buff for 1 awesome regimen:skillchain (which my group doesn't have a problem pulling off)...also if they restrict more class moves it sounds more like XI then some new idea...i understand that jobs are not exactly singled out by any defining things but the game isn't finished to completion which is why we are not paying for it ...I would like to see changes yes but not a mirror image of XI with enhanced graphics ps the 30 sec damage delay on AM is very sad
    (0)

  10. #10
    Player
    Arya's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    82
    Character
    Arya Nyx
    World
    Excalibur
    Main Class
    Culinarian Lv 50
    Wow!

    That's given me a lot of food for thought.

    First impressions....

    1) I like the idea of changes being driven by the need for encouraging "skillful play". Hopefully, we won't suffer from players struggling with the changes - making fights "too hard", requiring things to be "scaled back" to allow easier fights...etc....

    2) I like the idea of dungeons (or raids/instances, w/e you want to call them). It would be nice to see dungeons be large enough to perhaps not finish in a single session. Obtaining "locks" as you progress in would allow you to pick up where you left off the day before. Resets of all "locks" could be done after 7 days from the time you went in, regardless of how far in you are. But if you're going to give "awesome" rewards to match "awesome" dungeons, please make sure they really are "awesome" and have a reasonable drop rate. There's nothing more annoying than spending weeks working together in a party and learning how to complete a dungeon, only to get to the end and find that not only does the "awesome reward" have so poor a drop rate (I'd recommend it is made 100% rare/ex) that you'd actually need to do the run 100 times to get it for 1 person, but the stats on it and the look of it are so poor that you will wish you had all that time back because apart from the "challenge", you've just wasted your time.

    3) I'm very interested to see how the new Hate Control will be managed. Wondering whether the "most cases" means class specific modifiers, or action specific modifiers might be involved (or perhaps both). Would be very interested in having the ability to not only see your hate (as a percentage bar), but also that of the entire party's - would potentially encourage players to watch what they're doing more carefully in a big fight to prevent wipes...etc...

    4) Auto-attack? The lazy part of me likes, the other part isn't so fond, but overall I'm not too fussed. I wasn't aware implemeting auto-attack would be so hard, though (shows how little I know about these things). I would have thought it was just a matter of converting the "light strike/hit" action into the standard "hit", and setting a reasonable delay between hits. Guess we'll see what they plan.

    5) I like the idea of potentially not having to change gear every time you change class. It would mean you can setup gear/action combos as you like for every class and now have to worry that you're missing a certain needed skill/piece of equipment when you're in a hurry.

    6) I think leaving Battle Regimens till later is a good idea. Fix the basics, then add to it. What's there at the moment will suffice for now.

    7) I'm guessing physical levels might therefore be on their way out completely if attributes are now going to be allocated on Rank? Physical doesn't really have much place in the world if that's the case. And I am looking forward to see what the changed "profound effect" of the attributes will be. Perhaps we will finally see a change in damage/evasion/defense in reality when changes are made, and not just numbers....

    8) Altering who can use what skills for each class? That might annoy some people in the short term who've already levelled a load of classes. Saying that, a lot of the high end actions (especially the Rank 50 ones) are pretty poor compared to some lower Rank ones, so adjusting existing skills and potentially adding new ones instead could be good.

    9) Whoa! Job system?! Wow. Especially the fact that you will need to have reached a certain Rank in the corresponding Basic class before you can do the unlock quest....I guess the question is: "What Rank will that be?". I would guess around 30, but I could see some people arguing for anywhere between 20 to 50. Personally, I think 20 too low, and 50 potentially too high (especially for the casual players). 30-40 would be reasonable I think. And the return of Job Specific Equipment (JSE)? I like the idea of that (AF is likely coming back in some form, lol).

    Bottom Line: Well done Devs, a very good blueprint. Now let's see you put your money where your mouths are, and make this reality.
    (7)

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