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  1. #31
    Player
    Onidemon's Avatar
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    Mar 2011
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    Ul'dah
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    1,414
    Character
    Aaran Oni
    World
    Faerie
    Main Class
    Gladiator Lv 70
    Reading the info again i realized that it is too soon and we have too little info to really understand what they are trying to do with the new armory system. As someone stated before, i too now believe it is a spec system like WOW's talent tree and what other mmos are doing right now.

    You play a conjurer and then you unlock White mage. You remain a conjurer but your Job is a white mage, meaning you get healing spells and buffs etc...


    Just like in wow you can play a priest but you can specialize into healing or damage dealing(shadow priest)


    I believe these jobs will be something resembling the talent trees in wow.
    (1)

  2. #32
    Player
    BruceyBruceyBangBang's Avatar
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    Mar 2011
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    Ul'dah
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    1,678
    Character
    Boye Fran
    World
    Leviathan
    Main Class
    Pugilist Lv 60
    I've always thought they were going to go in this direction because of all of the already implemented lore surrounding the class guilds and by removing them, it would be too great of a task. They'd have to basically change everything regarding the main story line and remove all of the hard work around the class missions.

    Including a job system that is unlocked by ranking a class or multiple classes gives more reason to add lore surrounding the already implemented classes. There could be Red Mages for instance who are mages excommunicated from the Conjurer and Thaumaturge guilds or Thieves who are former Pugilists turned bandits and dropped their H2H for dual daggers. It just makes more sense to do it this way and I'm glad they decided to.
    (1)

  3. #33
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    Mar 2011
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    Limsa Lominsa
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    I don't see mixing and matching jobs with classes working out.

    Assuming each class has two jobs associated with it, we have 14 combinations. If we allow mix-and match, that's potentially 7 classes x 14 jobs = 98 combinations. Far too complex a system to balance.

    As much as I would love to play a paladin with an ax, I'd prefer to see the more limited version succeed rather than a repetition of the problems we originally had with the great-on-paper original armoury system.
    (0)

  4. #34
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    Quote Originally Posted by Lerris View Post
    I don't see mixing and matching jobs with classes working out.

    Assuming each class has two jobs associated with it, we have 14 combinations. If we allow mix-and match, that's potentially 7 classes x 14 jobs = 98 combinations. Far too complex a system to balance.

    As much as I would love to play a paladin with an ax, I'd prefer to see the more limited version succeed rather than a repetition of the problems we originally had with the great-on-paper original armoury system.
    You balance classes and job separately, you don't balance each single combination.

    In XI we had what, 18 jobs? so with the sub-jobs it's 18jobs x 17 possible sub-jobs = 306. It worked out not too bad
    (0)

  5. #35
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    Quote Originally Posted by northernsky View Post
    You balance classes and job separately, you don't balance each single combination.

    In XI we had what, 18 jobs? so with the sub-jobs it's 18jobs x 17 possible sub-jobs = 306. It worked out not too bad
    If you balance them separately, you're doing it wrong. That's how you end up with a broken game.

    At release, FFXI had 11 jobs. (110 ). It also didn't have mix-and-match abilities from other classes. And it worked out not too bad after extensive rebalancing ( not at release ).

    And releasing it in a limited fashion does not rule out opening it up to other combinations later. But, it needs to be right the first time in order for SE to save the game.
    (1)

  6. #36
    Player
    Laughlyn's Avatar
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    Mar 2011
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    1,350
    Character
    Hale Storm
    World
    Masamune
    Main Class
    Archer Lv 70
    1 word: EPIC

    - Looking forward to try this.
    (0)

    I used to be Noomy...then i took shiva's Hail Storm to my knee...

  7. #37
    Player
    Altano's Avatar
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    Mar 2011
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    120
    Character
    Ceiro Zostersias
    World
    Balmung
    Main Class
    Lancer Lv 50
    Quote Originally Posted by northernsky View Post
    You balance classes and job separately, you don't balance each single combination.

    In XI we had what, 18 jobs? so with the sub-jobs it's 18jobs x 17 possible sub-jobs = 306. It worked out not too bad
    How many of those 306 were actually viable? Some main jobs were far from useful as a sub under any circumstance. And many were far from useful under many circumstances. It encouraged experimentation, that's true, and while some experiments succeeded (/SMN for mage comes to mind), many simply were not particularly viable.
    (0)

  8. #38
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    Quote Originally Posted by Lerris View Post
    If you balance them separately, you're doing it wrong. That's how you end up with a broken game.

    At release, FFXI had 11 jobs. (110 ). It also didn't have mix-and-match abilities from other classes. And it worked out not too bad after extensive rebalancing ( not at release ).

    And releasing it in a limited fashion does not rule out opening it up to other combinations later. But, it needs to be right the first time in order for SE to save the game.
    Yup I agree with this.
    (0)

  9. #39
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    Quote Originally Posted by Altano View Post
    How many of those 306 were actually viable? Some main jobs were far from useful as a sub under any circumstance. And many were far from useful under many circumstances. It encouraged experimentation, that's true, and while some experiments succeeded (/SMN for mage comes to mind), many simply were not particularly viable.
    I would say at least 6 combinations per main class were viable, 2-3 were very good. But probably not at the moment they were released as pointed out by another poster
    (0)

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