Im sure it will be optional, and can be turned off much like the current enemy icons.
On the other hand, how is Matsui and the team going to approach the advantage of various distances in battle? In other words, this:
http://k.min.us/jwpiW.jpg
Also, are stances still going to come into play? It really stunk that they didnt actually go all the way, implementing that aspect:
http://k.min.us/jsnNQ.png
Of course, if Matsui and the team have a better idea in store, then i'm all for it.
And as others have stated, please make enemies have actually weaknesses to certain elements or damage types (blunt, slash, pierce, etc). As well as archer arrows actually having different noticeable effects.
Cool that Matsui specifically made a point that the job system would cater to those looking towards challenging battles and content, while the default classes would be a means of supporting casual players.
I wonder if crafters and harvesters are going to end up having specialization jobs as well...funny how this turned out exactly how most of us wanted it too. I'd like for them to pull some other jobs besides the ones that appeared in XI though.
As for the boss battles at the end of the dungeons: PLEASE MAKE THEM UNIQUE MONSTER MODELS WITH A FITTING UEMATSU COMPOSED BOSS THEME TO GO ALONG WITH THEM.
...ahem.



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). Of course i'd also like to see more original ideas continue to emerge, such as how the job system will play out, what jobs make it into the game beyond the standard set from XI ( the system here seems closer to FFV or 4 Heroes of light, with classes working as a Freelancer), and how the battle regimen system will be reworked...hopefully with accompanied with special effects dictating the regimen taking place.









