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  1. #1
    Player
    Leeloo's Avatar
    Join Date
    May 2011
    Posts
    307
    Character
    Zirnuwil Wyznlorhsyn
    World
    Ultros
    Main Class
    Alchemist Lv 50
    The way I understood it was that the new jobs are simply more focused play styles of the original classes. Monk being a specialty that you can earn as a pugilist rather than being a completely new job to level from 1-50(for example). That's how it came off to me in the battle reform blueprint anyway:

    Rather than being advanced versions of classes, we would like players to think of jobs as specialized playing styles optimized for partying. While playing as a particular job will render you unable to equip certain actions of other classes, you will be compensated with access to exclusive actions, which can be acquired through quests.

    In practice, players will find the existing classes effective when playing solo or in certain party setups. Jobs, however, will shine in party situations where specific skill sets are demanded.
    If that's the case then that takes care of some of your concerns up there. It doesn't seem as complicated & redundant when I look at it that way.
    (4)

  2. 08-21-2011 02:36 PM
    Reason
    Reposted

  3. #3
    Player
    Gennosuke's Avatar
    Join Date
    Mar 2011
    Posts
    287
    Character
    Gennosuke Kouga
    World
    Ragnarok
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by Leeloo View Post
    The way I understood it was that the new jobs are simply more focused play styles of the original classes. Monk being a specialty that you can earn as a pugilist rather than being a completely new job to level from 1-50(for example). That's how it came off to me in the battle reform blueprint anyway:

    If that's the case then that takes care of some of your concerns up there. It doesn't seem as complicated & redundant when I look at it that way.
    Thanks for your input, i agree this scenario does make the most sense out of them and it does address the concern of leveling up for example which would have definitely been a pain.
    Yet again, my question as posted before, why not make the current classes these jobs instead of having 2 different modes? Surely, it can all be combined into one mode. Classes can be renamed to Jobs, and job names and can be replaced with the traditional job titles.

    The only nice explanation is that SE is trying to be creative by adding this extra layer. I just cant help but feel it will introduce more harm than good in the long run. Time will tell.
    (0)

  4. #4
    Player
    AmyRae's Avatar
    Join Date
    Mar 2011
    Posts
    550
    Character
    Amy Rae
    World
    Hyperion
    Main Class
    Conjurer Lv 32
    Quote Originally Posted by Gennosuke View Post
    Yet again, my question as posted before, why not make the current classes these jobs instead of having 2 different modes?
    The problem is it would be outrageous (to some if not most) to have all their year-long efforts placed in the current "build-your-own-class" system wiped out forever and replaced with a rigid, role-specific class/job system (that most people want) in its place. If the game were being redeveloped without being online, and a total wipe was possible, maybe it wouldn't need this convoluted two-tiered approach. Alas, this is the hand we are dealt with.

    And so, we continue with an armory class system that will take a back seat to (and co-exist with) a new well-defined-role job system. The neat trick will be in making the two somehow work together so they don't seem completely at odds with each other, but I'm not sure how that will be accomplished.
    (1)
    Last edited by AmyRae; 08-23-2011 at 10:11 AM.

  5. #5
    Player
    Gennosuke's Avatar
    Join Date
    Mar 2011
    Posts
    287
    Character
    Gennosuke Kouga
    World
    Ragnarok
    Main Class
    Conjurer Lv 50
    Quote Originally Posted by AmyRae View Post
    The problem is it would be outrageous (to some if not most) to have all their year-long efforts placed in the current "build-your-own-class" system wiped out forever and replaced with a rigid, role-specific class/job system (that most people want) in its place. If the game were being redeveloped without being online, and a total wipe was possible, maybe it wouldn't need this convoluted two-tiered approach. Alas, this is the hand we are dealt with.

    And so, we continue with an armory class system that will take a back seat to (and co-exist with) a new well-defined-role job system. The neat trick will be in making the two somehow work together so they don't seem completely at odds with each other, but I'm not sure how that will be accomplished.
    Yes, i agree with what you say. This is my feeling regarding their approach too.
    I suppose it's a big impact on current playerbase to just replace the job system with what in reality i feel is a fail legacy Armoury system, and they may well be playing the card of flexibility to give it justification. I wouldn't be surprised if they abolish the Class system completely in the future and this turns out to be a transition state. I think this would please the majority who aren't playing the game now but dissappoint many of current players.
    In the end, reality is whatever brings the best in the game and attracts most players outside of current playerbase will come to pass. We're more guinea pigs in beta phase now. I personally would hope for this outcome, i think it's in the best interest of the game, it worked better and i think they realize that well now.

    All speculation though, we'll see.
    (0)
    Last edited by Gennosuke; 08-23-2011 at 10:43 AM.