I miss the open class system most, pre jobs. It had the ability to be such a revolutionary system that ended up just becoming another "put everyone into boxed roles". It was cool how you could set "Cure III" on a tank and stat allocation actually had some form of strategy depending on what you were really trying to do on your character.
The new "jobs" work... but it's exactly what we have in every other MMO. When before the class system was so open and unrestricted it was awesome to think "Wow it would be cool if I had this ability from this class" and you could actually level that class, get that ability and set it.
Also to a lesser degree, I miss how you leveled up your stat allocation seperate from each class. I thought it was cool how you have a general level and more stats when you would switch your class and start over again so you would be inherently more powerful the second/third/etc... time around.
The fascinating thing to me about this is that you can see where it derives from. Sort of.Pff, yeah as if. It's not like one of the most important characters in the main story-
OH WAIT.
Seriously, Papalymo aside though of course they should be able to.
Should it be the least effective thing for their class or somehow disrupt their magic? Sure. Should it lead to an entirely different and equally enjoyable style of play to those who wear robes? Even better!<snip>
Final Fantasy as a franchise comes directly from Dungeons and Dragons. Literally, the first game is the series IS a Dungeons and Dragons campaign, down to the tiniest detail. And FF still borrows elements from the Grandaddy of all RPGs, one of them being "Wizards can't wear armor."
There's a trick there though. Because in D&D, it's not that wizards COULDN'T physically wear armor. It's that they suffered tremendous penalties for it: impeded spellcasting, movement, etc, alongside the restrictions armor places on more capable characters (penalties to activities like swimming and climbing, etc). But the party wizard could still toss on a suit of full plate if he wanted, and as the game progressed various options were introduced (the least of them feats available in the core rules) to allow casters to wear armor if they so wished.
The idea of a 'squishy wizard' in the gear we see Marauders wearing is actually *really neat*; it just hammers against that fundamentally ingrained-over-twenty-years-of-this concept we have that 'wizards can't do that'. There's also the argument to be made of 'class recognizability' that often comes up in online games: The Marauder is the one in beak-y full plate, the White Mage has their iconic robes, the Black Mage is wearing a silly(awesome) hat.
But all the same, the idea of that wizard standing tall in armor whilst hurling spells, and having that be something they devoted time and effort to be able to do, is *neat*. Maybe a bit complex to really work in a game of this sort. But neat.
Last edited by Pyre1million; 10-25-2013 at 03:03 AM.
True enough. But I just wish we didn't sacrifice the aspects that where already good and the original and interesting concepts that needed some tweaking, for the standard and mundane. Right now, we have the base root of all modern MMO's for good and for ill, plus a few additional features exclusive to us. Only time will tell if we either branch off into something amazing, or stick close to the beaten path.
Cassiopeia Hollow, Nanawa Mines, and Mun-Tuy Cellars
I miss the original XP system.. i mean really, when you are hitting stuff with a sword, do you get better at it WHILE you are swinging it at something, or when you successfully kill something? I know its a game and this is only mostly valid.. but im pretty sure there are some people who are pros with guns, bows and swords who have never killed anything before. Having a chance to gain xp during a fight brought another level of realism into the game, and promoted fighting really tough enemies that took a long time to kill as a group for greater returns. Once it was changed, it was more xp to kill 10 things you could kill in 1 hit, then 1 thing you could kill with 10 hits
I stayed in 1.0 because I honestly liked and enjoyed it. It was a different game and offered me something that no other game did to up to that date.
I am now holding on ARR because of what it can become, in hopes Yoshi brings back some of the stuff I liked from 1.0, but after so much waiting on this game, I don't know if I'm going to be able to bother for much longer.
I thought i was the only person who felt this way.. i much prefer 1.23 and it seems like our new "community" bashes anyone who feels that way. Sure it wasnt perfect, but it was a gem.. now we have a gem made in a lab by gluing together pieces of a bunch of other gems. Other than its obvious framework flaws, i havent met a single person that played and did not like 1.22-23, only people judging it by its obviously rushed launch.
Now we are left with a shell of what it was, with a horrible community.. even the NPCs are jerks now! You did the questline, not a single NPC would help you save the world unless you did a list of chores for them first. One of them literally saying he doesn't care what your crisis is, he wont help you unless you help him.
Last edited by Hanabira; 10-25-2013 at 05:41 AM.
EDIT: I see you fixed the image!
Louisouix kinda gets up my nose somehow. I think it's from the impression he would have been so much more interesting and elegantly introduced in the original plan, but because of the rebuild project was just deployed as this walking exposition mechanism/spoiler for the original storyline's middle/later chapters.
Soo... well, I personally do try not to remember him, too much >.> But that said, you're right still. He is another example of the plate-wearing mage rebels!
Last edited by Fensfield; 10-25-2013 at 05:38 AM.
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