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  1. #1
    Player
    Judge_Xero's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,228
    Character
    Divine Gate
    World
    Exodus
    Main Class
    Marauder Lv 60
    Thanks Kurokikaze. I'm glad you took the time to group all the collective ideas about this system. The FFT system would be a great addition to class uniqueness as well as filling the role of a Final Fantasy Hero.

    Strong Points

    - Players can still use the Base Classes to maintain their versatility in Solo play. Or they can Specialize into their favorite type of warrior for Party play or Behest.
    - Creates many options for class expansion - Tier 1 Advanced (Dragoon R40) - Tier 2 Advance(Holy Dragoon R60) - Tier 3(Spirit of Kain R80)

    My Preference for this System
    - I like the idea that Advance Classes could be a combination of the Base Classes (Just like FFT) and Require a Base Rank of those Classes to unlock them (Marauder R30 + Pugilist R28 unlocks Berserker (Dual Axe, Decrese on Defense to Increase Attack)
    It wont tie in as well with the Skill Tree, but I feel that it would feel more rewarding to gain access to the Class that you are working towards. Also, Future Advanced Classes could be combined to create higher Tier Classes (Red Mage + Black Mage = 's Summoner)

    Unlocking Advanced Classes below R30 even if it requires 2 classes @ that Rank is too low. Through personal gameplay I've reached R20 on a Single Class in about 6 hours and R30 in about 10. I'm pretty sure it can be done alot faster. This will not allow new players enough time to experience the game as a base class before advancing.
    Advance Classes should start @ R1 and Certain Skills should be learned through quests that tell more story about Eorza, and about what's special about said Class. (The wow Factor of new players seeing a Red Mage at a R10 Camp would be great)

    Advanced Crafting Classes (what about DoH/DoL!?!?!)
    Depending on how the story goes Advanced Crafting Classes could have a catchy title. Blacksmith R25 + Armorer R30 ='s Machinist. (Builds complicated Bombs and tools for war) Botanist R40 ='s Chocobo Breeder. Fisher R40='s Chocobo Caregiver. Miner R40='s Miner R40

    That's all I have for now. See yas in a week or so. Don't forget to Donate to Red Cross.
    (0)
    "I don't always drink beer, but when I do, it's often."
    Temp Forum Ban - July 7th 2016 *** I promise to never call out scrub players again due to it causing a toxic community

  2. #2
    Player
    Calypso's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    16
    Character
    Calypso Vega
    World
    Sargatanas
    Main Class
    Archer Lv 60
    Love the fundamental design idea Kuro. I think it is a large step in the right direction, and I hope the devs will look at your insight and draw from it no matter the outcome. I would like to toss out an idea for your critique. Maybe this gets too complicated but wanted your opinion.

    It took a while to go through the whole thread, so if I missed where you addressed this scenario I apologize. Also, maybe this idea just dove-tails yours except changes one of your initial base assumptions (that you made out of necessity); that we would not be required to re-rank each advanced class separately, but that a 50 Gladiator would have full access to both the Paladin and Dark Knight talent trees.

    Would there be a possibility of maintaining the original classes in a form that expands the basic functionality of the classes. The initial classes we have now can be adjusted to provide general skills that support the base functions of that type. For example, gladiator is a general tanking class. Archer would be general ranged attack skill support.

    A player could choose to follow a specialized, talent tree class at 20, or they could stick to the general class. If they did the advanced class, they would be given the skills of that specialization and everything necessary for the class, but may not have some of the general skills that a generalist would obtain. Traits such as 5% shield bonus, extended guard or parry stance, etc would be available to the general class. Some of the traits or skills could even be shared. (Shield Bash available to Paladin at 35 while 25 for Gladiator) The real balancing would be in the distribution and usage of ability points.

    Why leave the original class? It could be used to provide a limited, carefully balanced group of cross-over skills. They would be expensive to slot and of limited ability, but would give the flexibility some of the broader thinking players may want.

    The general idea would be a three tier system of costs.

    AP = Ability Point
    General Classes = Classes we have now. (Gladiator, Pugilist, etc)
    Specialized Classes = New advanced classes. (Paladin, Dark Knight, etc)

    The 1st tier would be the immediate class one is using, based on the weapon one is wielding. The player could slot any skill within the immediate tree from 21 to 50 in the class tree and 1 to 21 in the general class tree for the normal AP cost.

    The 2nd Tier would be the general class of the tree structure. For Dark Night, the general tree would be the Gladiator class tree, starting from rank 21 and up. These skills could be slotted to specialized classes within the immediate tree for twice the AP cost of the skill.

    The 3rd Tier would be the general classes of other class trees OR for a specialized class skill or trait within the same tree structure. For example, a Dark Knight slotting a Pugilist skill/trait OR a Dark Knight slotting a Paladin skill/trait. These skills could be slotted for four times the AP cost.

    Skills and Traits for advanced tree branches not within the same tree are not available to be slotted.

    I realize this is the same system as you have described with some tweaks. Just wondering if you think an idea like this is feasible, and throwing it out there. If someone wanted to spend crazy AP to slot raise from their 50 Conj to their Paladin, they could, but SE could still subject it to significant cross-class penalties.

    Is the grind of a general class on top of a specialized class to much to ask? I know the min-maxers will do it, but would it be too big a turnoff to casuals?

    /textwall m(_ _)m
    (1)

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