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  1. #11
    Player
    roninoftagrm's Avatar
    Join Date
    Oct 2014
    Posts
    69
    Character
    Darius Stormheart
    World
    Goblin
    Main Class
    Archer Lv 50
    Quote Originally Posted by Duuude007 View Post
    Wen I roll a character in wow, they get 3 options for customization and swapping between, the skill tree.

    FFXIV on the other hand gives 10+ options for customization and swapping between, the armoury system.

    Quite frankly I don't see the issue.
    this is about adding more to the game without stepping on toes, the armoury system can have an added tag on it for those who want real customization, roles, with a desire for freedom inside a class and not using a class because thats the freedom is shallow, i want to use swords, maybe spears, but mostly swords

    enabling playstyles(class is not a playstyle)/skill options would add more, both to the individual player and to the companies pockets
    (0)

  2. #12
    Player
    Duuude007's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,954
    Character
    Duuude Bismarck
    World
    Hyperion
    Main Class
    Armorer Lv 80
    Quote Originally Posted by roninoftagrm View Post
    class is not a playstyle
    Quote of the day. thanks for the laugh.

    Seriously though, what is wrong with the way they are adding more classes? What you are asking is a huuuge undertaking with little to no gain.

    Were you around in 1.0 when anyone could borrow abilities from any class? No uniqueness to class, everyone effectively a blue mage.

    If you want this to be a compelling suggestion, you need to provide a risk-value argument that shows the costs of these changes don't outweigh the benefits. Right now I just see one idea in a sea of amateur ideas. How can you make your's stand out?
    (1)

  3. #13
    Player
    Orenji-kun's Avatar
    Join Date
    Jan 2015
    Posts
    17
    Character
    Kuristina Ornitier
    World
    Gilgamesh
    Main Class
    Carpenter Lv 50

    Quests

    Quote Originally Posted by roninoftagrm View Post
    ...why do quests for new actions when there can be a new exp bar specific to this, like a mastery or proficiency system...
    There are a number of reasons for doing this system as a nonlinear series of quests. First, it would create a tree of options while using all of the mechanics already present in the game, which is really easy for devs to implement and test. Second, it would keep it down to simple choices of which quest and subsequent reward you want at the moment, and even if you check online as most do, new skills and quests can be added at any part of the tree so devs can adjust it as time goes on.
    (0)

  4. #14
    Player
    Orenji-kun's Avatar
    Join Date
    Jan 2015
    Posts
    17
    Character
    Kuristina Ornitier
    World
    Gilgamesh
    Main Class
    Carpenter Lv 50

    Illusion of Choice

    Quote Originally Posted by Sibyll View Post
    Given that the cross class skills for each class are more or less illusion of choice...

    ...I really liked Rifts class system and the skill trees, but the "customization was basically in the last 15 points after you'd capped a tree.
    This is exactly what I want to avoid, the illusion of choice. Rather than a mastery system, which would just be another exp bar for you to fill up, just like using points in a skill tree, having a skill tree that you are free to explore with only specific branching points determined only by your choices would be more like those last 15 points. Also, by making these actions related to your main role only by being dependent on your performance in said role, it would remove the idea of optimization.
    (0)

  5. #15
    Player
    Orenji-kun's Avatar
    Join Date
    Jan 2015
    Posts
    17
    Character
    Kuristina Ornitier
    World
    Gilgamesh
    Main Class
    Carpenter Lv 50

    Illusion of Choice cont.

    For example, a dps that subs evade tanking would not have more damage output than one who subs mp support, but they each would have situations they're more suited for. The evader would have a bit of flexibility by being less dependent on the tank's aggro, but the mp support would be well suited for magic focused parties. Also, because their sub's performance depends on their main's, they wouldn't be focused on using their sub to improve their main but instead on maximizing their main's performance so their sub is most effective.
    (0)

  6. #16
    Player
    Pterois's Avatar
    Join Date
    Feb 2014
    Posts
    572
    Character
    Pterois Volitans
    World
    Excalibur
    Main Class
    Gladiator Lv 60
    since i only like to focus on a few jobs, not the lv them all to 50 kinda person, i would totally like to see this. Would just have to ensure the benefits at the mastery level are all as equally awesome, and if one isn't don't nerf everything else... come up with a better benefit for the particular one that sucks.
    (0)
    "Try not. Do or do not. There is no try."

  7. #17
    Player
    roninoftagrm's Avatar
    Join Date
    Oct 2014
    Posts
    69
    Character
    Darius Stormheart
    World
    Goblin
    Main Class
    Archer Lv 50
    Quote Originally Posted by Orenji-kun View Post
    There are a number of reasons for doing this system as a nonlinear series of quests. First, it would create a tree of options while using all of the mechanics already present in the game, which is really easy for devs to implement and test. Second, it would keep it down to simple choices of which quest and subsequent reward you want at the moment, and even if you check online as most do, new skills and quests can be added at any part of the tree so devs can adjust it as time goes on.
    i included the idea of the action log as well, which would act much like achievement log but add new skills to a new tab, which would take less effort, and is better for the devs than my desirable mastery/prof system, the part of adding quests requires some form of story behind it, while a log merely adds things to do thats more or less already there
    (0)

  8. #18
    Player
    roninoftagrm's Avatar
    Join Date
    Oct 2014
    Posts
    69
    Character
    Darius Stormheart
    World
    Goblin
    Main Class
    Archer Lv 50
    Quote Originally Posted by Duuude007 View Post
    snip
    i wish i could play 1.0 right now... but its not possible

    the skills are already there, limiting how many you can put in your CC subbar(5 for job 10 for class) is already there, adding a button here or there, a new log for unlockable alternate skills:say youd/id prefer a drg combo on paladin, using the logical animation system(assuming thats what it is) already there, you can use dps while soloing without coding new skills as a whole(impulse drive looks good on pld), balancing issues are only necessary on the source class not the CC'd class, and heres where the playstyle is in the hands of the players, use the limited CC to prevent OP function and done
    (0)

  9. #19
    Player
    Sibyll's Avatar
    Join Date
    Jan 2014
    Posts
    438
    Character
    Sibyll Belmont
    World
    Mateus
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Duuude007 View Post
    Quote of the day. thanks for the laugh.

    Seriously though, what is wrong with the way they are adding more classes? What you are asking is a huuuge undertaking with little to no gain.

    Were you around in 1.0 when anyone could borrow abilities from any class? No uniqueness to class, everyone effectively a blue mage.

    If you want this to be a compelling suggestion, you need to provide a risk-value argument that shows the costs of these changes don't outweigh the benefits. Right now I just see one idea in a sea of amateur ideas. How can you make your's stand out?
    I mean this is how crafting is. No uniqueness between crafting classes. Every DoH is essentially the same with the exact same rotation and cross class skills. A lot of the DoW/DoM have more Cross class choices than viable options.

    Quote Originally Posted by roninoftagrm View Post
    i wish i could play 1.0 right now... but its not possible

    the skills are already there, limiting how many you can put in your CC subbar(5 for job 10 for class) is already there, adding a button here or there, a new log for unlockable alternate skills:say youd/id prefer a drg combo on paladin, using the logical animation system(assuming thats what it is) already there, you can use dps while soloing without coding new skills as a whole(impulse drive looks good on pld), balancing issues are only necessary on the source class not the CC'd class, and heres where the playstyle is in the hands of the players, use the limited CC to prevent OP function and done
    If Combat classes were like this I guarantee you every DPS would take Raging Strikes, Blood for Blood, Internal Release and Invigorate. So much variety.
    (1)

  10. #20
    Player
    roninoftagrm's Avatar
    Join Date
    Oct 2014
    Posts
    69
    Character
    Darius Stormheart
    World
    Goblin
    Main Class
    Archer Lv 50
    Quote Originally Posted by Sibyll View Post
    snip
    you named already accessible skills, this topic has the idea of broadening that to useful abilities that cant be used by others, example:rog/nin has stealth and trick/back attack as well as mug, everything else is non exclusive(class not job), while cc is intended for nonexclusives like goad and the combos

    my real support for the idea could be enabling combo skills for brd, and helping any class get something actually useful, like a CoS -enmity for a smn, to lower their weakpoint in groups
    (0)
    Last edited by roninoftagrm; 01-15-2015 at 09:06 AM.

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