

			
			
				This sounds about spot on.Holy's theories based on the drawing and other tidbits:
LNC > DRG (general DRG styling, but is close to DRK, yet still carries a polearm weapon I believe to be a Guisarme)
MAR > WAR (warriors wield axes in previous FF, + red accents)
PUG > MNK (obvious)
CON > WHM (skill set, multiple raise tiers etc)
ARC > BRD (harp embedded in bow)
THM > BLM (skill set and in-game lore)
GLD > PLD (obvious)
They're supposed to release their intended list of new and shuffled abilities for classes when 1.19 is released so they can get player feedback for 1.20. I wouldn't be surprised to see nukes moving to THM to make it more logically in line with BLM.
It looks a little more "Roman" to me than Viking. Still, as MRD will most logically be WAR when jobs come, it seems to fit either way.



			
			
				Looks more like the Corsair kinda pirate get up... least I'm pretty sure he's wearing a jack coat and a tri-corn hat.
p.s.
After looking at the higher resolution picture, it doesn't look as much like a tricorn as I thought and I do see more of the roman look you point out... perhaps a Berserker type, mixing Roman armor with Germanic fur/hide clothing.
Last edited by Ferth; 09-22-2011 at 07:58 AM.

			
			
				The problem with this concept is the lore behind conjurers. Here is a quote from Zam about Conjurer's guildThis sounds about spot on.
They're supposed to release their intended list of new and shuffled abilities for classes when 1.19 is released so they can get player feedback for 1.20. I wouldn't be surprised to see nukes moving to THM to make it more logically in line with BLM.
Personally I don't care if CON or THM lead to WHM, but I have been struggling with this ever since the jobs were announced. If CON lose their nukes, it will contradict the lore but if they become WHM which is likely it doesn't make much sense for the WHM to have the nukes. Not sure which way they will go."The arms of the conjurers are gifts from the bosom of nature, and they enable us to enact her will by imbuing us with her power. The spells of our order require a soul to be cast upon, but exert their influence on those in the immediate vicinity as well. That is to say, we thrive when our enemies and allies are numerous and nearby. We command the six elements to enhance our friends' strengths, as well―another gift for which we are oft sought out. The manipulation of natural forces taxes the mind. We have our own techniques for refreshing ourselves, and aetheryte is available to us as well, but you must know your mind's limitations."



			
			
				what are they doing with server ...... all this time ...?
Rédacteur sur JeuxOnline FFXIV : http://ffxiv.jeuxonline.info/
Twitter : https://twitter.com/JOL_FFXIV





			
			
				And YoshiP posts again at 3:40AM... lol time for me to translate
co-worker at work sick today so I gotta help her stuff first so might take a while to translate, we'll see![]()
http://goo.gl/ez3cl





			
			
				Another post he made right after Accelerator's post. I'll just stick it in here since it's same stuff.プロデューサ/ディレクタの吉田です。
Producer/Director Yoshida here,
ちょこちょこと、少しずつレスをさせて頂こうと思いますが、
まずは吉田自身が大好きなこのお話しから…^^;
I'm going to make smaller responses on some posts but first want to start from the topic I like myself... ^^;
吉田がかつて夢中でプレイしていたMMOでも、エンチャントシステムの部位格差はありましたよー。こうなると、「剣・幻・呪」の3職はマテリアを一つ多く付けられる事になります。
「盾だけが付けれる、盾のステータスにしか影響の無いマテリア」でない限り差が生じてしまいます。
吉田Pはどこかで「PvPは是非入れたい」と仰ってましたし、自分もコロシアムのようなところでPvPはやってみたいです。
が、そうなってくるとこの差は大きいのではないでしょうか?バランスが取りづらくはありませんか?
(This one is regarding putting materia on the shield)
When this is possible it means the 3 classes Gladiator, Thaumaturge, Conjurer gets to attach more materia.
If this materia isn't a materia which only affects the shields status it will make some differences (to overall stats) In the past YoshiP stated that he would like to add PvP, I also would like to have a PvP in a colloseum. However if this happens, I think difference in status (between players with shield/extra materia and without) will be big, wouldn't this make it hard to balance?
例えば盾持ちクラスは、片手武器+盾なので確かに一カ所多くなりますが、
両手武器の場合、その武器につけられる効果の種類が多く、
数値の上限も多いため、個数ではなくトータルでバランス設計します。
In the MMO I used to play full on, they had a enchantment system for different parts.
For example for class that can use shield, they can attach more since its one handed weapon + shield however for two handed weapon they made it so you can attach more types of effects and had higher max/cap so looking at overall it balanced out.
クラスやジョブによる「クラス/ジョブ間バランス」というのは、この部分も込みで設計しますので、
クラス間やジョブ間でのバランスには影響がでないようにします。
(推測されているように、盾に装着できるマテリア効果は、盾持ちクラス/ジョブにしか、
特にならないように、この辺りもバランスは取ります)
We are structuring the class/job balance also thinking about this so we are making sure there isn't much effect in balance between classes or between jobs.
(Will also make sure to balance it as you mentioned where for shield attachment; the materia will only affect those class/job that can use the shield)
また、アーマリーシステムの状態的に、現段階では中々手が付けにくいですが、
片手武器・両手武器・二刀流という部分も、バトル基礎改修が完了したら、
踏み込んで行こうと考えていますので、将来的に部位格差は絶対に生まれます。
つまり部位格差も込みで、クラス/ジョブ間バランス、ということです。
Also, at this time it's still hard to touch up on the armory system but after base structure changes to the battle we are also planning to looking into one handed, two handed, and duel wielding weapons, so in the future there will be differetials between parts. So looking at part balancing out the class/jobs.
ですので、マテリア導入初期から、クラス固有部位には注意をして、
効果や上限、そもそものアイテム性能差を調整しています。
Therefore from the beginning of materia systems implementation we are going to watch carefully to each classes parts and make adjustments to the effects, max stats, and stats on the item itself.
PvPは「全員平均化」した中で戦っても、実はちっとも面白くないのです。
以前のゲームとは異なり、最近のFPSでも相手のKill数によってSkillが成長し、
プレイヤースキル以外に、個体差が生まれるように設計されています。
そもそもクラスやジョブが複数存在するMMORPGでは、
これに輪をかけて、色々な性能差、攻撃レンジ差、HP格差、耐性格差が存在します。
だからこそ、プライドを持って戦えることになりますし、装備に必要なパラメータを考え、
スキルの割り振りを決め、戦略を練って戦うわけです。
その点、本当にPvPのバランス調整は難しいわけですが、
それこそ吉田の楽しみのひとつだったりするので、マテリアひとつとっても、
今から気をつけて調整はしているつもりです
When you play PvP in a environment where everyone is balance it wont be fun at all.
Unlike previous games, new FPS games have system depending on number of kills you make you can gain more skill and aside from player skill making it where each characters are unique. For MMORPG having multiple class and jobs different stats, attack range difference, HP difference, and different resistance exists.
And for that reason, you'll be able to have pride to fight and have to think about the required parameters for equipments, and setting up appropriate skills then setting up a strategy. For that reason PvP balancing adjustments is really hard, but this is one of the fun parts I enjoy so even if it's one Materia we are already being careful on the adjustments.
…めちゃ脱線しました。
Got way off track...
PvPに興味を持って頂けるのは、PvPerとしては、とても嬉しいです
ただ「隣の芝は青い」。いわゆる青芝合戦もPvPの楽しみのひとつかなあ、なんて…
For myself being PvPer glad to see you have interest in this as well
I think it's one way to enjoy if "The grass is always greener on the other side"
(Not sure on this part... more fun having a challenge??)

			
			
				I think PvP would be pretty sick in this game. Hopefully we see it soon.
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