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  1. #1
    Player
    Poipori's Avatar
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    Mar 2011
    Posts
    104
    Character
    Poipori Mordion
    World
    Tonberry
    Main Class
    Black Mage Lv 50

    ZAM's interview mentioned Yoshi-P wants us to debate! Let's do it to get heard

    ZAM: What's the best way for players to get their voices heard?

    Yoshida: The biggest thing is we want players to have that debate. If they have something they want to say, just get out there and start debating it. Get on the forums and tell us. In the end, the dev team makes the decision on what to do, but the stronger the voices are from the public, they'll move a topic up on our priority list.

    Also, this might seem minor, but it's actually pretty big. Anyone can start a new thread. Make the subject easy to understand. If there are thousands of threads that just say “Help!” then nobody's going to look at them. But if it has specific information so we'll see it when we're going through thousands of threads, those are the ones that will catch our eye.
    So, what are you guy's thoughts on the possibility of physical level being removed?

    I personally find that the feature of physical level is one that can be better implemented to effectively reward veteran players. For example, players that already had a rank 50 conjurer(level 40+) will have an easier time when playing rank1 thm.

    I think it is a bad move to just blindly remove it, tweaks could be done so that attribute like str,int need not be useless without removing this feature, which is unique to FFXIV.
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  2. #2
    Player
    Malakhim's Avatar
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    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,545
    Character
    Eisen Marduk
    World
    Hyperion
    Main Class
    Pugilist Lv 60
    Yoshi and his crew have given several reasons as to why they want to nix it, such as it's a programming/balancing nightmare or something to that effect.

    I agree that I wouldn't want to see it go away without being thoroughly examined as I think it's a good idea, but sometimes just 'cause something seems like an awesome idea doesn't make it practical or realistic.

    Regardless though, I hope they're going through testing out all their ideas and determine which is the best to use, as opposed to haphazardly listening to feedback that might not be indicative of anything.
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  3. #3
    Player
    Feldt's Avatar
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    Mar 2011
    Location
    Gridania
    Posts
    124
    Character
    Feldt Gracef
    World
    Masamune
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Poipori View Post
    So, what are you guy's thoughts on the possibility of physical level being removed?

    I personally find that the feature of physical level is one that can be better implemented to effectively reward veteran players. For example, players that already had a rank 50 conjurer(level 40+) will have an easier time when playing rank1 thm.

    I think it is a bad move to just blindly remove it, tweaks could be done so that attribute like str,int need not be useless without removing this feature, which is unique to FFXIV.
    This~! Exactly This~! I also thinks it's a bad idea of removing Physical level and exactly up here:

    For example, players that already had a rank 50 conjurer(level 40+) will have an easier time when playing rank1 thm.
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  4. #4
    Player
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    Mar 2011
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    Ul'Dah
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    678
    It currently serves very little to no purpose and no one cares what your Physical Level is. Also, I'm going to go on a whim and say that as much as you and I love going on Lv1 classes and destroying stuff - that is quite clearly not working as planned. I'm sure they forgot to lower the Rank cap on Physical Levels for the early stages of the game.

    They can trash it for all I care. Make stats predefined by rank/class and use the spot for something better; like specs.
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  5. #5
    Player
    Speeral's Avatar
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    Mar 2011
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    Limsa Lominsa
    Posts
    263
    Character
    Speeral Olbodra
    World
    Hyperion
    Main Class
    Conjurer Lv 70
    Quote Originally Posted by Kurokikaze View Post
    It currently serves very little to no purpose and no one cares what your Physical Level is. Also, I'm going to go on a whim and say that as much as you and I love going on Lv1 classes and destroying stuff - that is quite clearly not working as planned. I'm sure they forgot to lower the Rank cap on Physical Levels for the early stages of the game.

    They can trash it for all I care. Make stats predefined by rank/class and use the spot for something better; like specs.
    I think that was done on purpose making it easier for people to level multiple classes, because of the hp and mp bonusses you would start with. I don't see it as being a problem.

    My biggest issue falls later in the game when I am 40+ conj and then swapping to a melee class to rank up. Being able to convert points and save them per class change would be amazing meaning we can tune each class individually. Since all the classes from DoH/DoL, DoW/DoM use the stats to some extent, moving stats easilly would be a godsend.

    I would be in favour of keeping the system and have SE tweak the formulas for how stats affect combat and actions, but also add in the ability to save stat and ability sets when a player changes classes. This would be the best thing to happen to the armoury system. For a number reasons in fact; firstly the player could be a well rounded adventurer being able to nuke/cure for a bit, find a new group then go and solo some leve's on say MRD, then go do some gathering, and then process their goods and sell them. Making this process easy and the class changes easy and seamless will make the game more playable and most importantly fun.

    Secondly by allowing players to fine tune each class would resolve the need to have "ability trees" or anything like that, saw enough of that in WoW and not a fan tbh. I like picking and choosing what I need when I need it. Also there is balance to this, i find that using say WS from one class to another doesn't work so well but pulling say a dmg increase/decrease ability, or buff of some sort is not debilitating to any player and does not blur lines as much as people say it does. By keeping the physical level system tweaking each class for different roles is a god send.

    Its a neat feature and just needs some more balancing imo.
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  6. #6
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    the current system it's self isn't flawed on a conceptual level, it's just specifically the attribute point system that is a mess.

    I like having the job level and physical levels be seperate, maybe soem kind of system where the physical level plays a parent roll to the job level (I.E. job level can not exceed physical level?) or maybe change the "Physical level" in to "class level" where in you job level would apply to your level as a glad/lance/miner/whatever but you class level would be war/magic/hand/land and you could switch between the 4 in town/at a camp.

    humm ... I'm kinda liking this idea.

    so say that Physical level was done away (job system stays intact) with and replaced by a class system base off of the 4 disciplines. now each on those "classes" could be swapped out in town or camp (basically only at a "safe" zone) and what ever "class" you have active gets the EXp that would normally go into your physical level. instead of having stat points that we assign, each class will progress in a linear fashion enhancing the stats associated with that "class" (I.E. if you level your war class your STR and VIT will get better, making your war based jobs better). however when you switch classes your attributes get reset to those of your current class (going from war -> hand means you will loose the attribute bonuses from the war class but gain the bonuses of your hand class).

    peoples major complain with the physical levels is that they would grind to 50 assigning stat points for their glad, but once they maxed out that build and wanted to level their magic based classes they would be gimped due to not having attribute points to assign into the magic dependent attributes. if the physical level system was expanded so that you could, in essence, level up several different "physical level" builds it would solve all that.
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  7. #7
    Player
    Poipori's Avatar
    Join Date
    Mar 2011
    Posts
    104
    Character
    Poipori Mordion
    World
    Tonberry
    Main Class
    Black Mage Lv 50
    Quote Originally Posted by SogiYa View Post
    the current system it's self isn't flawed on a conceptual level, it's just specifically the attribute point system that is a mess.

    I like having the job level and physical levels be seperate, maybe soem kind of system where the physical level plays a parent roll to the job level (I.E. job level can not exceed physical level?) or maybe change the "Physical level" in to "class level" where in you job level would apply to your level as a glad/lance/miner/whatever but you class level would be war/magic/hand/land and you could switch between the 4 in town/at a camp.

    humm ... I'm kinda liking this idea.

    so say that Physical level was done away (job system stays intact) with and replaced by a class system base off of the 4 disciplines. now each on those "classes" could be swapped out in town or camp (basically only at a "safe" zone) and what ever "class" you have active gets the EXp that would normally go into your physical level. instead of having stat points that we assign, each class will progress in a linear fashion enhancing the stats associated with that "class" (I.E. if you level your war class your STR and VIT will get better, making your war based jobs better). however when you switch classes your attributes get reset to those of your current class (going from war -> hand means you will loose the attribute bonuses from the war class but gain the bonuses of your hand class).

    peoples major complain with the physical levels is that they would grind to 50 assigning stat points for their glad, but once they maxed out that build and wanted to level their magic based classes they would be gimped due to not having attribute points to assign into the magic dependent attributes. if the physical level system was expanded so that you could, in essence, level up several different "physical level" builds it would solve all that.
    This is a great idea, ie. it would make sense to be stronger in thaumaturgy if one had experience in other magical classes.
    An experienced musketeer(or gunner) would be better at archer skills than a novice.
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  8. #8
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    Mar 2011
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    Ul'Dah
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    I don't think thats the only thing people are complaining about... You seem to miss the fact that stats DO NOT WORK.
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  9. #9
    Player
    AmyRae's Avatar
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    Mar 2011
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    550
    Character
    Amy Rae
    World
    Hyperion
    Main Class
    Conjurer Lv 32
    Quote Originally Posted by Kurokikaze View Post
    I don't think thats the only thing people are complaining about... You seem to miss the fact that stats DO NOT WORK.
    Stats work, but most of your "power" comes from your gear. It's easy enough to test that INT improves spell damage, but it's not nearly as dramatic an effect as using a good weapon.
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  10. #10
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    Quote Originally Posted by AmyRae View Post
    Stats work, but most of your "power" comes from your gear. It's easy enough to test that INT improves spell damage, but it's not nearly as dramatic an effect as using a good weapon.
    Gear doesn't work either... Are you even looking at the list of problems?

    As I said previously, what you mentioned above is not working as intended. I see SE nerfing that sooner or later.
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