Page 2 of 5 FirstFirst 1 2 3 4 ... LastLast
Results 11 to 20 of 50

Thread: Advanced Jobs

Hybrid View

  1. #1
    Player
    Kopuno's Avatar
    Join Date
    Jul 2011
    Location
    Ul'dah
    Posts
    275
    Character
    Rhizzae Cathedral
    World
    Mateus
    Main Class
    Summoner Lv 70
    Would be interesting, now If they would only reset everyone's SP level back to 1 from all the people who got multiple 50's by exploiting broken game mechanics. (I will pobably get flamed for this, oh well) Anyone who failed Leve's to gain an advantage over and over again knowing damn well that is not how the game is not to be played,.. Which if fairly obvious since SE changed how that work. I am not bitter I don't have multiple 50's as I have been playing since Alpha and just could not bring myself to use broken mechanics and awaited the day the game would be "fixed". Its getting there now.

    -Back on topic- I love your idea's I truly do. You have alot of good idea's that followed somewhat of my own about a year ago when I was excited about the Jobs. Now the ffxiv is finally get patched up with a huge bandaid I can finally say that I am happy where the game is heading.
    (3)

  2. #2
    Player
    Foxdragoon's Avatar
    Join Date
    Jul 2011
    Posts
    6
    Character
    Foxerz Asura
    World
    Balmung
    Main Class
    Lancer Lv 20
    I really, really like this idea for jobs but I doubt SE can/would rework the entire job system THIS much. They would have to create them in bunches and release them in patches, I guess. This is really how the job system should work, though.
    (0)

  3. #3
    Player

    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    896
    I'm in full support of this!

    All of those jobs look fairly unique (and have been in previous installments), so it would be pretty kickass to have that many in the end.

    The only real problem I can see is it would be totally infeasible to make a completely unique set of armour for each one (unless they went the FFXI route and had 3 sets of class-specific armour at different level intervals that were really spread out, then lots of crossover gear in between for better customisation)
    (0)

  4. #4
    Player
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    865
    Though I see some job examples that can be completely omitted from the concept, like Templar/Guard/Sentinel...Templar can easily be a combination of Ronin + Warrior/Warrior+Paladin... Personally, I think the OP needs to try to refine the chart down to something that's more simpler and easier to grasp rather than have something that involves more than 30 jobs/classes. A comfortable zone is 15.

    Here's what I think should be done for the advanced job requirements, and how the base system works. First, the nomenclature:

    Class - the Disciple of War or Magic, at its very core. (Gladiator, for example)

    Core Job (CJ) - The Job that is acquired directly from the Class. (Paladin, for example)

    Advanced Job (AJ) - The Job that requires at least two Classes or Jobs at a specific Level.

    I'd use the OP's chart, but nearly ALL of the advanced classes do not seem to make sense. (Lancer + Marauder should result in Dark Knight, in my opinion.) So we'll use what I just mentioned: Lancer + Marauder = Dark Knight.

    Currently the Level cap in FFXIV is 50. We're getting Jobs in 1.20. So it stands to reason that we will be seeing a level requirement of 50 for the requisite classes before we can do the quests to unlock the Core Jobs. Why? Because, when you think about it, the Core Jobs will NOT require leveling. They already share their required Class level.

    However, what about Advanced Classes? Do they also require leveling? My bet is absolutely.

    Here's how that would play out: You have two classes at L50, Marauder and Lancer. You leveled them before Jobs came out, and now Jobs have come out, and Advanced Jobs are about to be released. Because Advanced Jobs draw from two classes/jobs to unlock, the Advanced Job can't utilize their levels.

    So you have an advanced job at Level 1. So as a Dark Knight that utilizes L50 Lancer and Marauder, you have to go through the grind all over again like a newborn sprat with no diapers.

    A caveat to keep in mind is that Square Enix may choose to raise the level cap after the PS3 launch, and that means your Classes and Core Jobs (Ex. Lancer and Dragoon) would need to be leveled again to the cap. And both would have to be leveled separately.
    (0)

  5. #5
    Player
    SuzakuCMX's Avatar
    Join Date
    Apr 2011
    Location
    Great Gubal Library
    Posts
    2,034
    Character
    Peach Parfait
    World
    Gilgamesh
    Main Class
    Weaver Lv 70
    FENCER Y U NO RED MAGE?
    (2)

    Peach Parfait/Khulan Angura on Gilgamesh

  6. #6
    Player
    OMEGA_HACK's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,260
    Character
    Altrage A'uli
    World
    Zalera
    Main Class
    Lancer Lv 90
    Like I mentioned already it depends on how SE would approach the situation, but based on their past MMOs they do like to play "favorites" (we shall not discuss this here as it's another thing entirely), but this is a new development team. So its hard to say how it would pan out. One thing to note is that all these jobs are from past FF games and each has a different set of abilities that make them unique. Some smart moves for SE to make are:

    1) Plan ahead and have ALL your jobs listed (or just have way more than enough, I would say at least) this way you can plan content with jobs in mind

    2) Make each job have a unique idea to bring to the party. It's fine if some abilities are similar its bound to happen, but imagination is the limit when making abilities. They should remember that no job concept is game breaking, its the strength and total combined effects of the abilities that make jobs overpowered. You could easily have an ability that has instant KO on target (as an example) if you limit it to non-NM and a fairly low success rate you won't be breaking the game, I suppose what I am trying to say is if they focus entirely on balance then each job should flush out nicely.

    3) Basically there are only a few 'roles' in a party: Hate control, support, debuff, damage dealer, tank, healer. The trick is how they get the task done. If you notice there are 4 jobs that require the Sentinel Class leveled and yes you can assume that more than likely means 4 tanks. What would make them different from each other? Easy, Bishop could be an evasion based tank, Defender could be a damage mitigation tank, Paladin can be shield/parry tank, and Templar could be a "take care of myself" tank (ala FFXI Dancer esque; as the Dancer in XIV I would like to be more like the Support Dancer in other FF games) 4 jobs all the same 'role' but they go about it differently, if SE would make this a notion prior to releasing or at the release of these jobs, they can make enemies that each of those tanks work better against.

    Okay, another long post, but I hope that clears some things up.


    EDIT: Fencer does become Red Mage in that setup, Fencer was not a red mage in previous installments of the Final Fantasy series, it was a class on its own.
    (1)

  7. #7
    Player

    Join Date
    Jun 2011
    Location
    Ulda'h
    Posts
    122
    This would be so epic nice job!
    (0)

  8. #8
    Player
    OMEGA_HACK's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,260
    Character
    Altrage A'uli
    World
    Zalera
    Main Class
    Lancer Lv 90
    Oh this is something for the long haul, not something to be implemented all at once; but I feel the problem with FFXI was (with jobs that is) was that they didn't really KNOW what jobs were going to be released until AFTER the initial game was released. Like Dancer and Scholar, they were both really out of the blue jobs, almost felt like they were just pulling names out of a hat.

    If you have a clear set in stone (or pretty sturdy mud) path then you can make a balance of jobs that offer unique abilities and spells to the game and parties. Also like I said you can plan content and monsters that are easier targets with certain job setups (monsters that are only weak to blunt, or only weak to magic or only weak to piercing etc etc) The usefulness of a job isn't what is has, it's what it can use it on effectively. If that makes sense.

    As far as gear goes, since it takes them 6 months to make the gear, having a rough idea on your future jobs makes a lot of sense. Also I would expect to see the current Classes → Jobs we have now to have just about all their own specific gear getting its final touches.

    Also while sitting here (working on my own RPG project) I thought of an idea for Land classes basically it would work the same way except to help narrow down the "search" for certain items they can get various job upgrades to help

    Botanist → Herbologist (increases chances to find small plants "Moko Grass" and the like while decreasing the rate of "lumber")
    Botanist → Arborologist (same as above just visa-versa effects)
    Miner → Gemologist (increases rate of finding precious metals while decreasing all others)
    Miner → Paleontologist (increases rate of finding 'bone' materials while decreasing all others)
    Miner → Geologist (increases the rate of finding raw ore material; iron and the like while decreases all others)
    Fisher → Marine Biologist (increases rate of finding large fish)
    Fisher → Limnologist (increases rate of finding small fish)

    I don't really play as a Land class so I'm sorry if I have not covered all the areas (I've only played Miner a little bit), but something like that would be neat I think, no? Of course it wouldn't make it where you ONLY find those said items but it would increase the rate of finding them.
    (2)

  9. #9
    Player

    Join Date
    Jul 2011
    Posts
    23
    I can definitely see SE developping a similar system in patches far far from now tho.
    It's a great idea because it makes people play the game longer and gives them incentive to level up multiple classes.
    I doubt itell be as expansive, but definitely would be cool to see some oddjobs out there like Mime haha.
    (0)

  10. #10
    Player
    OMEGA_HACK's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,260
    Character
    Altrage A'uli
    World
    Zalera
    Main Class
    Lancer Lv 90
    Okay, now that I am well rested and before I head off to work I would like to first say thank you everyone for such positive and inquisitive feedback on this idea! I am going to update the main post with the recently added thoughts on "Jobs" for the Disciples of Land.

    Also on that note, I am curious as to what the populous thinks about the Disciples of Hand and Land suggestions? Talk it up.

    Edit: I am curious if this has been passed on to the develops and if so, what do they think? Bayohne, or any community representative, I'm curious if this is something they are already working on, thinking about implementing, or if they would like me to join their creation team as an Advanced job creator! (lol about that last part, but serious about the rest as I mean no conceit)
    (1)
    Last edited by OMEGA_HACK; 07-30-2011 at 05:36 AM.

Page 2 of 5 FirstFirst 1 2 3 4 ... LastLast