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  1. #21
    Player
    kukurumei's Avatar
    Join Date
    Mar 2011
    Posts
    1,160
    Character
    Mei Mei
    World
    Ultros
    Main Class
    Leatherworker Lv 50
    Quote Originally Posted by Mr_Gyactus View Post
    I prefer a system with personal allocation of stats, because there are different point of view when you play a class.
    Someone can say "conjurer is better with stamina and int" someone else can say "I prefer Dex and mind" and some other "I wanna a conjurer with high int and mind".
    Every idea can be great or a complete fail, but we are not in the position to judge how a player wanna develop and play his own character.
    If we force players in only one direction, (stamina/INT conjurer) we create an easy path to follow for new players, but we chop off the imagination and creativity. We should add contents and options, not removing opportunities.

    Now, I'm curious to see an answer from Yoshida-sama.
    That's the problem with instant gratification formulas and reason many MMOs don't allow "stat resets". Once people find their ultimate build, they loose interest and move on.

    That's why stat resets were done the way they were. If people kept changing stats every other day, they would find the perfect mix to do any event as long as they plan for it. AKA cheat character. So the team eventually made stats so small and capped.

    If you want to get into the whole matrix theory of people are happiness when they don't get what they want, this is the best empirical evidence we have. Most private MMOs that let people stat reset tend to die really quickly. But official servers that make them work for their dream build...well that's different.

    You talk about new age and all that, well here's to people leaving eh. A flexible job system and a flexible stat system turns into one of those stereotypical "win" buttons. People get bored and leave.

    It's also no fun for a battle planner to make this big bad dragon, then a guild comes in equiped with a full Defense tank, and full int mages, then once it's all over people go back to partying with a str/dex builds and stam/int builds, then they do crafting, with full dex builds...

    Let's throw in the old RagnarokOnline building example:
    Everyone wants a blacksmith, but a full item blacksmith requires all Luck, so they can't level themselves. So there was a whole sub-culture based around the sought after full luck/dex blacksmith.

    Now let's take the fact that you can reset stats. Full warsmith, then full luck smith. Anyone and everyone has a blacksmith, people get bored, economy crashes, RIP.
    (0)

  2. #22
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by YUGON View Post
    Then a good point of what you say may be giving us both things.

    First of all, down all the stats of jobs. I don't need 150 STR and Lv. 50. Maybe with 60 would be enough, then these points will have more importance (and the stats of the equipment too)

    After that, let each job gain a certain number of static attribute points. something that let you play that job even If your main is a mage, or If your main is a DD and change to mage.

    third, give us some way (Phisical level¿?) to earn some bonus points (1 or 2 in some levels) to allocate wherever we want.

    That way I can allocate these points for DD characters, and still be able to play a mage without being lolMage.

    P.D: Plus I still prefer automatic builds. I don't like to give points to my stats, but I understand the other way to think too. :P
    Hi Yugon,

    Yah it seems like the most popular vote on the Player's Poll goes towards what you're thinking here, with most of the stats switched over, and a few extra points to customize as we please. Hopefully we see this soon.
    (0)

  3. #23
    Player

    Join Date
    Mar 2011
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    174
    Quote Originally Posted by kukurumei View Post
    It's also no fun for a battle planner to make this big bad dragon, then a guild comes in equiped with a full Defense tank, and full int mages, then once it's all over people go back to partying with a str/dex builds and stam/int builds, then they do crafting, with full dex builds...
    Why would any designer have a problem with that? Isn't that exactly what they would want players to do? Using all the game mechanics to their full extend to have fun in every aspect of the game, instead of creating highly-specialized one-trick ponies that are unsuitable for half the game?

    Quote Originally Posted by kukurumei View Post
    Let's throw in the old RagnarokOnline building example:
    Everyone wants a blacksmith, but a full item blacksmith requires all Luck, so they can't level themselves. So there was a whole sub-culture based around the sought after full luck/dex blacksmith.
    You call it a sub-culture? What it means is that this system basically degraded Blacksmiths to afk characters. Since they were unfit for battle, you were either completely dependent on someone else grinding XP for you via party sharing, or you had to grind low-level mobs for ever, which many people avoided by using bots. How is that a good design? How does it in any way enhance your game experience?
    (0)

  4. #24
    Player
    Kiara's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,462
    Character
    Kiara Silvermoon
    World
    Masamune
    Main Class
    Gladiator Lv 60
    Quote Originally Posted by Naqaj View Post
    Why would any designer have a problem with that? Isn't that exactly what they would want players to do? Using all the game mechanics to their full extend to have fun in every aspect of the game, instead of creating highly-specialized one-trick ponies that are unsuitable for half the game?

    You call it a sub-culture? What it means is that this system basically degraded Blacksmiths to afk characters. Since they were unfit for battle, you were either completely dependent on someone else grinding XP for you via party sharing, or you had to grind low-level mobs for ever, which many people avoided by using bots. How is that a good design? How does it in any way enhance your game experience?
    Hi Naqaj,

    Well-said. Again, I think it comes down what the Original (and now New) Team want for Final Fantasy XIV. The fact that the accelerated SP (Skill Point) settings have remained through 2 patches, means that I think Yoshida-san is perfectly happy with the faster SP, faster Leveling.

    Which means way more people are getting to Max Rank 50, with nothing to do. At this point, it's clear that the best option is to start/try another Class and level that to Rank 50, etc. There are plenty of players now in FFXIV that have at least 2 classes to Rank 50 and some have 3 or 4 at Max Rank.

    It really feels like it's set up for something like FF XIII, FF V, or Final Fantasy Tactics, with multiple jobs and you switch them around to use them in different situations. And with that style, there needs to be a much better way to switch Classes, without having to spend nearly a day moving Stat Points around, painfully slow (and too many Stat Points at that).
    (0)

  5. #25
    Player
    YUGON's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    164
    Character
    Kaiso Yugon
    World
    Ragnarok
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by Kiara View Post
    Hi Naqaj,

    Well-said. Again, I think it comes down what the Original (and now New) Team want for Final Fantasy XIV. The fact that the accelerated SP (Skill Point) settings have remained through 2 patches, means that I think Yoshida-san is perfectly happy with the faster SP, faster Leveling.

    Which means way more people are getting to Max Rank 50, with nothing to do. At this point, it's clear that the best option is to start/try another Class and level that to Rank 50, etc. There are plenty of players now in FFXIV that have at least 2 classes to Rank 50 and some have 3 or 4 at Max Rank.

    It really feels like it's set up for something like FF XIII, FF V, or Final Fantasy Tactics, with multiple jobs and you switch them around to use them in different situations. And with that style, there needs to be a much better way to switch Classes, without having to spend nearly a day moving Stat Points around, painfully slow (and too many Stat Points at that).
    Hello Kiara ^^

    Plus all what you said, and I totally agree, I think SE need to stop the way skills can be used for all classes. I don't see a Pugilist being able to Cure, Poison, Blind, Paralyze, Lower def, etc..

    That way, all the jobs lose their uniquness (I spelled it right? lol), plus it makes the game even more easy.
    (0)
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  6. #26
    Player
    Ziren's Avatar
    Join Date
    Mar 2011
    Posts
    6
    Character
    Usha Furacious
    World
    Sargatanas
    Main Class
    Marauder Lv 46
    hmmmm so i would like to add my opinion i think many r not realizing that this game is about caricature flexibility they seam to want a cookie cut class i love the flexibility to create my guy the way i want it to be so bored with every game having the same classes same skills boring might as well just delete and start over why start a new game its the same thing ha ha i believe the point allotment is the foundation for flexibility if its removed and classes r pre set we r stuck in that so i believe keep it expand on it like one guy said allow the option to save a skill point set and not have to reset it every time you switch i also do believe it can get a bit confusing so may be if you scroll over the stats it tells you what it dose for youer caricature would help i also read that point allow mentis what killed other games i don't believe that what kills games is lack of things to do like killing squirrels or dodos for days ha ha i hope to see moore group activates soon so far its like a solo game so hope to see some dungeons soon someplace cool to explore while killing hard mobs and crazy looking boos es with nice rewards to also hope to see more quests and more fun to and raise the leave cap 8 a day come one that's all i do now is my 8 leaves a day grinding just kinda is lime same thing over and over if there was someplace to explore while doing that might be cool
    (0)
    Last edited by Ziren; 03-13-2011 at 08:46 AM.

  7. #27
    Player
    MysteryG's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    43
    Character
    Vehrune Wolfram
    World
    Hyperion
    Main Class
    Conjurer Lv 30
    Great post! Those are some really good observations, and I totally agree myself.

    My favorite thing about XI was the ability to change class on the fly. I feel like this has been thrown out the window in XIV, I really like playing Conjurer, but I find it incredibly frustrating to find myself waiting days to switch my points into a setup more viable for a Botanist! And then trying to switch back, I find myself missing out on 40-50 useless points still left in Str.

    I would love to see an individual set of stats for each class I change to. Physical level doesn't even need to be removed! I think combining that with hard gear stats / level requirements and you're already on your way to a much better system.
    (0)
    "Fairy tales do not tell children the dragons exist. Children already know that dragons exist. Fairy tales tell children the dragons can be killed." (G. K. Chesterton)

  8. #28
    Player
    darkstarpoet1's Avatar
    Join Date
    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    to me the easiest change would be a combination of both 1 and 2 and i used that as my comment after the survey. keep the physical level and just allow you to allot points for each class. if you are gladiator and change to conjurer why not allow the points from the last time you used conjurer to be there instead of taking multiple resets to fix your stats for that class. if you decided to be a different form of mage by changing stats you should be allowed to reallot points there in a limited number, but keep the generic stats you set the way they are. there are way too many classes to play and fatigue is reached too fast to make a person take a day to reallot their points. by the time they can get all their points moved that class is fatigued and time to move to another.

    just allow me to use my points based off my physical rank to make each class the way i want and use those as my base stats anytime i go to a different class. sure i understand that would take a while to set each class up the first time, but i would rather take the time and do it once than every time i change to that class from now on.
    (0)


    http://crystalknights.guildwork.com/

  9. #29
    Player
    Rentahamster's Avatar
    Join Date
    Mar 2011
    Location
    Lindblum MRD50/THM50/LNC50
    Posts
    2,823
    Character
    Renta Hamster
    World
    Sargatanas
    Main Class
    Gladiator Lv 50
    Quote Originally Posted by darkstarpoet1 View Post
    keep the physical level and just allow you to allot points for each class. if you are gladiator and change to conjurer why not allow the points from the last time you used conjurer to be there instead of taking multiple resets to fix your stats for that class.
    Quote Originally Posted by Mr_Gyactus View Post
    Honestly I don't understand why we need to remove the physical level.
    2. Create a Window, where we can create, save, select, and eventually modify 4-5 different setups of stats. I prefer this model, because I can create my own setup of stats (i.e. "healer) and use it when needed in a party, or create a "DPS" setup when I'm solo.
    Quote Originally Posted by Cogs View Post
    Simply put, I think it's possible to keep the physical level, by allowing each class to respec it's attributes and they are then stored for each class so when you switch from one class to another they are what you had set them at. Same for actions too. A way to keep them saved for every class upon switching from one class to another.
    I've mentioned this solution in other threads too, and I think it is a good compromise since it removes the frustration of repeated respecs, without having to drastically revamp the current system.

    So Kiara's first problem with the game was this:

    1. The current Physical Level System makes it too hard to change Classes when needed.
    Having the game save the loadouts (stats, abilities, gear) of each job separately would save us lots of time by not forcing us to use slow macros and tedious respeccing to get back to what our state was the last time we played a particular job. This time wasting is especially hard on me, who has rank 50 in both melee and mage jobs.

    It is arguable, however, that this way of doing things is still too complicated, and it would be easier and simpler to just assign points based on what class you are. I would still like to keep physical level, however, just to emphasize the horizontal leveling aspect of this game. A rank 1 phys level 50 Lancer should, in my opinion, be stronger than a rank 1 phys level 20 Lancer.

    Another argument in favor of automatic stat assignment is because in the current FF14 system, none of the stats are important at all except for VIT and MND. This is the same problem that happened in Diablo II (every build just capped VIT), and so the developers of Diablo III have instituted auto-stat assignment.

    ..which brings us to point number 2.

    2. The current system marginalizes Attribute Points / Stat Points: You have to add an enormous amount of Stat Points (Attribute Points) to see a difference (if at all), with the current system.
    I like the idea of having the freedom to assign your own stat points, but until the issue of stat point imbalance is addressed, everyone is just going to pump VIT and MND anyway. Somehow, I want to make it so that for a melee class, for example, one stat point in STR would have just as beneficial an impact to the performance of your character as one point in VIT or DEX (of course, INT or PIE wouldn't matter as much. The reason this is so hard to balance is because the increase inf VIT and MND has a linear benefit, while STR, DEX, INT, and PIE are stuck with diminishing returns.

    For every point of VIT you add, you get a set amount of HP. This always keeps increasing by a set amount in a linear pattern. However, with a stat like STR, you see a fairly noticeable improvement in damage from 16 STR to 80 STR, a slight improvement from 80 STR to 130 STR, and hardly any improvement in damage from 130 STR to 174 STR.

    This creates an imbalance in the relative benefits of each stat compared to each other and leads to less freedom since the only obvious builds are the ones where you pump VIT first and then leave the rest of the stats as an afterthought.

    Now, point #3 -
    3. Related to the above, by allowing a system that can allow people to move / add HUNDREDS of Ability Points around, it really makes Equipment Stat (Ability) Bonuses feel useless in comparison:
    Taking into consideration what I said above, I think this would be a good change:

    Do away with the "diminishing returns" behavior of STR, DEX, INT, and PIE, and have them improve on a more linear relationship, directly proportional to the amount of stat points allocated.

    Simplify the physical level up process. Why am I getting 22 attribute points on level up? All that leads to is more and more unnecessary clicking. Give me 6 attribute points to freely allocate every level. That's it. With less points to go around, each individual point has a greater impact, and all of a sudden, a +5 str ring doesn't seem so crappy anymore.

    By having a system where you can switch Classes and have most of your Attributes switched over, with *some* Attribute Points to customize your Player, that will make it more fun and easier to change Classes in the game.
    Your hybrid solution also sounds like an interesting compromise. Here's how I would tailor it to the game specifically:

    Your character gets stats set automatically based on two variables only: class, and class rank. Here's where physical levels and character customization come into play - for every physical level up, you get 1 free stat point to assign to your character. So, a rank 1 p.level 1 lancer would have set stats and one free bonus point to assign to however he wishes, while a rank 1 p.level 50 lancer would have the same set stats, but 50 extra bonus points to assign however he wishes.
    (0)

  10. #30
    Player
    darkstarpoet1's Avatar
    Join Date
    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    i see what you are saying Rentahamster, but the problem is there are more than 2 different type of classes. yes, we do have the dom and dow classes, but also have dol and doh classes and their offhand and secondhand stats differ as well. i really do like your idea of lowering the amount of points on level would be a good idea, but the question would then come up as how far do they drop them and how much of a difference will each point make. as you pointed out 80-130 is very little difference, but at this point you need that 130 to be effective at lvl 50. if they drop the amounts of points received will they also raise the value of each point when you allot it?

    my biggest problem is i level my battleclasses with a group doing big sp and leve parties. when i am not in party with them i am usually just sitting and crafting up mats until i run out of mats then will go farm more mats with my doh classes. it's frustrating to change from one class to another and try to allot points for a few hrs of farming then have to turn around and allot em again to sit back down and craft. then i get an invite for a nm party and say crap i can't i just dropped all my stats into int for my alc or w/e class i am doing at that time. i feel as though if i am in my pug gear my stats should be set as the last time i was a pug, but if i get into my mining gear my stats should be set to the last set of stats i used for my miner so forth and so on.

    the only real way i can see this giving an optimal update for all would say drop the amount of points you got for each level to say 1 for each rank so a r50 physical would have 50 points total to throw into your attribute points and 50 into your elements. then as you got each level on that class such as pug 1 you would get 1 point for each class level. so a 50 phy on a 32con would have 82 total attribute points to allot on the con. but if you were 50 phy and 12 btn you would have 62 points to add into the botanist. this would lower your overall attribute points in the long run and would allow you to use the points in your class as you level up. it could also be used say if i was using my 50 pug and i used a con cure, but my con was only a 20 my amount of cure ability would be only 40% of a full cure because my pug is 100% cap and my con is only 40% to cap. it could be determined by the lower class and using an ability from a lower class would cause diminished results.
    (0)


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