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  1. #11
    Player
    OmegaNovaios's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    273
    Character
    Omega Novaios
    World
    Hyperion
    Main Class
    Arcanist Lv 50
    Quote Originally Posted by CatchaFire420 View Post
    I've enjoyed learning the advantages and disadvantages of the current system. The issues we face are not just systemic, but intrinsic as well. The expectation of our previous FF experience, greatly plays on some our decisions to 're-create' a perceived ideal in which we pick and choose what we thought were the best parts of FF11 or maybe another MMO.

    This set of expectations drives the paradox whether we live or die by the FF11 tag (or a another MMO), or somehow change what what we have come to expect as the defining rules which govern our online experience. The FF tag has lore contained within the franchise: names, histories, battles that are all familiar with the players of the franchise. We are empathetic to those constant reminders that FF14 has failed to provide.I mean if i mention Cid, enough said....

    The current class system has people eager for a review in what can be changed and what needs to be changed, that much I know. However, an analysis in which we make these decisions are sometimes clouded by our need to to voice what needs to be changed, in opposition to analyzing why things need to change.

    I am in agreement with Kuro and his OP, that a more sophisticated system is direly needed. I for one have always appreciated SE's ideals embedded in complexity of thought, uniqueness in implementation, and constant delivery of content worthy of any MMO's appetite. FF11 became a thought, once I heard the name FF14. I have had mixed feelings giving up my 'old friend' in exchange for my 'new one'. I voiced the game wasn't ready in alpha & beta testing and they weren't quite ready to launch this game.It happened, and now I can't go back to 11, the graphics are substandard and the fact I know anything I do in 11 is going to die sooner or later.

    Which brings me to this point of contention:
    The current system is a product of too much freedom in overall choice. While I advocate for the need to cross classes, the wild west of it creates no autonomy in class selection. In the event anyone wants to do a battle regimen depends on the reasons for doing so. I have seen the "Maintains the effectiveness of class abilities when used by different classes" attribute that can be attained in battle regimen but the people I have played with have never had any desire to use it, simply because cross class abilities make you 3-6 classes in one.

    Even I am biased because how truly amazing FF11 was. I mean any game that can make a person play for 9+ years and make it feel like the very first time nearly every time is an amazing feat. Some of you may disagree, but I have been with SE since they were square soft, and they have truly accomplished something special.

    The current classes have been mediocre at best. Simply the notion of advanced classes being more like classic FF jobs is promising, although the method in which this is going to be implemented is a subject of debate.

    The classes described in this game fall short of me relating anything I am doing to the FF of the past. The key to this idea is to culminate the ideas of this OP to properly reflect our expectation that the FF name is alive and well.

    We rebel against anything that disrupts our frame of mind that we aren't convinced this is a FF title.
    I agree that an implementation the OP described: use a point system to determine certain outcomes in class specificity. Use the lore of old jobs to invigorate the jobs of the present. Give relevance to the FF we know.

    Remember we are not the noobs of 2002, the level of sophistication needs to be raised. Never in my life would I have thought chaining Colibri for merits in Aht Urghan could result in a Chain 320 and the only reason we stopped was because everyone had maxed their merits and maxed their buffer.

    It is these limits we broke and forever defined our revolt against the class system that is mediocre in comparison to the jobs we came to appreciate as the height of an advanced class/job.
    This OP is the step in the right direction. Thanks^^
    I agree that FFXI was truly amazing even over such a long period of time because it always had something challenging to work towards, a goal worthy of spending our time on, not just senseless grinding just so we can do tedious battles that do not pose a threat because it is too easy before and after acquiring mmo experience, gear, and/or levels. It gave people a sense of pride and accomplishment not only in attaining goals in battle, but having a truly unique class and being good at it while still giving players a great layout of customization via sub jobs.

    I think the main 2 goals that SE should push towards is creating a challenging environment while forcing players to take a more tactical approach to the armory system. I believe that this OP is a great idea for doing this, but I think there is a much easier approach that fits with the current armory system and allows all of its customization options.

    I believe the most interesting form of creating a class would be have something like Gladiator 10, Thaumaturge 10, and Conjurer 10 unlocks the use of the class Red Mage or Blue Mage, something like this. Now the way I would have the game in these sense is to give an option in the main menu when equipping a sword w/ or w/o a shield that allows you to become a Red Mage or Blue Mage from a Gladiator which would be the default class for equipping a sword. Which could have Red Mage or Blue Mage be leveled form Lv. 1 or start out at Lv. 10 (or could be higher and require higher prerequisites) and gain actions in the same fashion along with having base stats changed to reflect these classes traditionally which would be a jack-of-all-trades stat base rather than pure magic or pure defense base stats.

    Another interesting path in this sense would to change the base stats in the same way but not allow acquiring new skills but instead progress in levels of 1 class of your choice of the prerequisite/default weapon (which should be allowed to use any GLA/THM/CON weapon in this case and have the option to change to Red Mage/Blue Mage) or to progress in all 3 classes evenly at 1/3 the SP rate but for all 3 classes.

    I believe this setup would be fast and effective (giving the players more fun immediately). I'm not sure which would be better/more fun in the long run (both setups would have to be tested) but this certainly could come first and then converted in this threads OP if still not good enough for the community, but either way I see this as a good temporary fix at least or permanent if it works out.
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    Last edited by OmegaNovaios; 03-16-2011 at 01:46 PM.

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