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  1. #21
    Player

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    Mar 2011
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    1
    The current system is nice but need a lot of work to make it better. i have thought about it and i came up with an interesting concept. i built it upon the current system and what the devs said they want to do( specifically reverting the class names to "classic FF names").

    the first thing is the physical lvl. it serves no point at the moment. to fix this i think adding a PL requirement to weps, this would be the recommended lvl alredy on the wep or 10 lvls below it, the devs have said they are thinking of doing this XD. another thing is making attribute points work proper, And finaly at PL 50 there is an unlock quest, this quest should unlock the other classes "unlock" quests.

    Instead of reverting the names of classes to the classic ones i think we should keep the ones we have now as a base class list. At lvl 30 for all the classes there will be a "unlock" quest (this quest unlocks the potential of the class)(lvl 50 PL quest required before you can do these quests) that allow you to progress into a more specialized class.
    for example, doing the lvl 30 pug unlock quest will alow you to play as ether a monk or theif, this brings back the classic names without changing everything to do with puglist. another example of more advanced unlocking would be pally. too unlock you need to do the GLA and CONJ unlock quests and then a final you can do the Pally quest to play the pally.

    And beyond the specialized classes you can go further. lvl 30 black mage unlock quest and the red mage unlock quest done you could then do a blue mage class quest
    or maby White mage + Red mage to do the summoner quest

    This adds tons more content to the game in the form of quests, many many quests, and different weapon and armor sets. and allot of story for each class and its development.


    here would be a basic breakdown. it could get much much more complex
    (spelling is bad sry)
    GLA---> Knight
    GLA+CONJ---> pally
    GLA+THRG---> Dark knight
    MRD---> 2handed sword/ax user( dont know the proper name)
    Mrd+PUG--->corsair
    Pug---->monk
    Pug---->theif
    Lancer--->Dragoon
    Lancer+GLA----> fencer
    Ranger--->archer
    CONJ--->white mage
    CONJ--->Black Mage
    Conj---->Red mage
    Thrg--->scholar
    THRG--->Blood mage(thrg has blood magic seems like a natural transition)
    (0)

  2. #22
    Player

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    Mar 2011
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    Ul'dah
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    761
    Quote Originally Posted by Onidemon View Post
    This is exactly the pointless comments i was asking pple from refraining to post. You don't like the idea of this thread? Then please go look at the hundred of threads there is out there and maybe you will find something that interest you. And maybe then you will be able to post comments that are constructive and not just plain negative.
    Being negative isn't what im trying to do but i understand your point. Why create a thread that will be pointless to help the game? The odds of them saying forget the polls and lets just follow what this one english forum thread is talking about is very...Far fetched... But ok im out of place so with this I leave.
    (0)
    Want to have more freedom on how you look!? Support this thread!:

    http://forum.square-enix.com/ffxiv/threads/39544-To-The-Devs-A-World-of-Individuals

  3. #23
    Player
    Alyssasidhe's Avatar
    Join Date
    Apr 2011
    Posts
    18
    Character
    Alyssa Skyfire
    World
    Balmung
    Main Class
    Conjurer Lv 30
    If anyone has ever played FFV, my suggestion is to keep the armoury system and use your current physical level as the "Bare" job level. Bare would still be fully customizable in every way, but jobs would also be implemented that are not customizable. To make the other jobs worth having they will be stronger than Bare is at the beginning, but as with FFV when you master various jobs Bare will actually get hardwired stat bonuses. For instance reaching certain levels in the Paladin job would give Bare permanent defense increases.

    In this way you would still have the armory system to use completely with Bare, but with the other jobs you would only be able to equip job specific weapons. That said, once you have ranked up in a weapon class that weapon class would remain ranked up. So the system would look like this:

    Jobs Classes that get major bonuses
    Bare Any
    Warrior Any DoW
    Monk Pugilist or a Stave Based Class
    Thief A Dagger based class or Gladiator
    Red Mage Gladiator, Conjurer, Thaumaturge, a dagger based class
    White Mage Thaumaturge, Conjurer
    Black Mage Thaumaturge, Conjurer
    etc.

    While some jobs may have a lesser amount of classes that they receive bonuses for, they would correspondingly be more specialized to those classes. Each job would have it's own skills/spells, and if they same spells were received from the class the job is in then that spell will receive a major potency increase (for instance a whitemage conjurer who is high enough in both job and class to have learned cure will have a much more potent cure.)

    This is just an idea I had. While I doubt this is the system that will get implemented, it is still a cool idea. The great part about FFV was that once you mastered all of the jobs you could switch back to the Bare (jobless) job and create a custom character that had higher stats than any other job because of the bonuses. By adding traits like WHM and BLM to Bare and equipping powerful weapons you could essentially be a powerful caster with good gear. The potential for the same is present in this game, and I love it. No longer do warriors have to go without magic and mages have to go without armor. They may not be at full potential in either one, but a mage can still swing a weapon and a warrior can still throw a fireball. Imagine if summoner is added as well... You could go back to normal physical levels, make a balanced character, put some powerful summons in as abilities, add a few buffs and heals, then wear high def/vit armor and equip a bow to do damage from afar... The possibilities are endless.
    (0)

  4. #24
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    Mar 2011
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    After seeing countless of different threads all discussing the same topics over and over i decided it would be a better idea to have it all in one place.
    Pardon me, but who are you and why is it that you think you're the one who should decide how things are done here?
    (0)

  5. #25
    Player
    Cairdeas's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,759
    Character
    Julie Nymphiel
    World
    Balmung
    Main Class
    Marauder Lv 60
    Physical Level - Remove It, Get rid of Point Allotments. Give each skill a Stat and Element it enhances if you have it equipped.

    Armoury- Keep It As It Is. Rebalance the skills that are causing problems with people cross classing at high levels.

    Job System- Implement it as a bit of a Title System. Each Job Title has 10 Levels. Each Odd Level (1,3,5,7,9) Grants a new Job Specific Skill. Each Even Level (2, 4, 6, 8, 10) Grants a Job Trait. Job Levels are granted by a Point System determined by using your Job in Party Based Events like Behest, Dungeons, Etc. A bit like Faction Points from Leve Quests.

    Any Weapon, Any Job A bit like the Subjob system from FFXI, No Weapon Class is restricted from a Job. The Weapon instead alters how the player performs the skills of the Job. the Job Defines the Role, the Weapon Defines how its performed. A Paladin/Gladiator uses a sword and shield to bolster defense. A Paladin/Lancer uses damage dealt to maintain hate. A Paladin/Marauder can maintain the hate of multiple targets all at once. etc. Yes some options will be obviously inferior choices but this should be up to the player to decide not the game. Just like we did in XI with the subjobs.


    Bonuses From Stats on Skills based on Jobs- Every Skill is granted a "Familiar" Job. "Cure is Familiar to White Mage, Red Mage, Paladin"'. When you have a skill equipped that is Familiar to your Job, you get double the stats and elemental alignment from the skills you have equipped. Some Skills have a Counter Job. Equipping Skills counter to your current Job remove or lower the stat bonuses from that skill. "Cure is countered by Black Mage, Dark Knight."
    Some Jobs are Neutral and do not grant or remove bonuses from skills. "Cure is Neutral to Dragoon, Monk, Thief."

    Area of Effect Modifier One of the skills learned by most mage jobs is using a Spell it is Familiar with in a AOE Capacity. Even if your Equipped Class is not a Magic User. "White Mage gets Brilliance. Casts Cure as an AOE from target." "Black Mage Gets Corruption. Casts fire as an AOE from Target."
    (0)
    I have to thank Square-Enix for the amazing job they have done recreating Final Fantasy XIV from Scratch. Especially the inclusion of Missing Genders which we petitioned for in good faith. This was proof to us players that the Developers are truly Sympathetic to our requests and that being honest and vocal can pay off with the amazing characters we have who are Female Roegadyn, Male Miqote, and Female Highlanders. Thank You SE, Thank You Community Team, Thank You Yoshi-P.

  6. #26
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    I think physical level was supposed to serve the purpose of specializing your charachter, but they probably gave too much freedom.
    rework how stat works, decrease or eliminate diminishing returns from stats, however.
    Physical levels should have base stats maybe slightly different for each race, maybe not. for example
    lvl 10 highlander

    base stats

    str 20
    vit 22
    dex 18
    mind 18
    int 17
    pie 21

    at 50

    str 90
    vit 98
    dex 86
    mind 82
    int 84
    pie 90

    *the stats here are arbitrary, im just using them for example, they could also be overall lower, once again just an example.
    now there would be some status points you could freely alot, so as to customize your charachter, say you have 20 to 30 skill points you could a lot freely. Id say you can completely reset your freely alotted points once per leve reset. the idea is, this is your base charachter growth, this is who you are, I'd make it permanent but i dont think most people would get behind that.

    far as the armory system, i dont think anything is wrong with it at all, some skills may need to be exclusive, or have how well they work on sub reduced, but overall thats already in place, buffs buff for less, take longer to recast, cures are about half as effective but still cost the same on DoW, same with magic,
    for class uniquness, i think most native weaponskills should have unique animations, by animation i mean how the charachters move, not just the special effect. The job system will further add uniquness with special traits, and skills, the also should continue to have certain discipline specific skills learned via quests, and guild marks.
    (0)

  7. #27
    Player
    Lavinia's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    61
    Character
    Lavinia Ferris
    World
    Hyperion
    Main Class
    Warrior Lv 80
    So i suggest this model that follows to certain extend FF Tactics and FFXI

    Tree of Skills, yes this may be seem on several other MMOs and many dont like them but.

    We could have Tree Skills for each Job and for each Weapon.
    Also make that the physical level and attribute allocations be worth something and share points used to get skills too
    Since I pointed the basic idea ill do an somewhat detailed example using classes
    Black Mage, Gladiator and Culinarian

    So lets start with what kind of allocate system would we use. I say something like FFX
    lets call them AP /not ability points Aetherite points/. You would need a certain amount of EXP to earn one or several points

    With this lets say that we have access to basic classes/jobs those being the actual armory system and lets say the 6 basic jobs from FFXI

    So lets start with the attributes section to maintain the balance of the game we should be allowed to add just a certain amount of points in general.
    The actual threshold in the system work nice that after you add certain number you would need more points to increases the attribute

    Lets go to a Black Mage now, we have all basic magic fire/water/stone/aero/thunder/blizzard, each magic should have a small attribute requirement for example all these basic magic should have something like 12 INT 5 MND basic requirement to obtain. Now each spell should have tiers like we have right now tier one should have the stat mod like 100% INT+ 100% Elemental attribute the next tier should increase the mod to 120% until certain cap.
    Now to continue getting along the path lets say we want to learn Fira again certain requirements should be met on the attribute section but you would need Fire II in order to learn.
    This can be done for all spells in all elemental families Blizzard/Blizzara/Blizzaga/Freeze
    with the elemental DoT at a somewhat similar degree.
    Job Traits should come along the same road but the requirements should be harder since they should add nice bonus. Job abilities too only after learning certain number of spells and some job traits you should be able to learn them and just like merits in FFXI and the tiers in the spells making them stronger or lower the recast in them.

    Now lets talk about the actual classes we have.
    Gladiator /Sword User or Practitioner/ That should be the actual introduction from the Japanese name but since our localization is odd like always it lead to a lot of mistakes.
    So i will call it the Sword Skill Tree, in FFXI we had this and after certain levels of mastery we would get skills, I believe something along that path

    Just Like Black Mage each skill should have certain requirements in the attribute area and that we could have certain Weapon Traits to learn in this case if we use a Sword after learning this Trait we should have the bonus only if we use a Sword and not if we use other kind of weapon. This should have some affinity to them too let say certain Weapon Traits Get additional effects or bonuses when you pair them with other Job Traits something similar to the Passive Traits you got mixing spells with Blue Mage.
    So what jobs use Swords Warrior/Paladin/Blue Mage you can guess that sort of mix

    Now for the crafting area Culinarian in this example.
    You should add Ranks lets say this you learn Amateur this should have you learn some basic Class Traits just like those you learn with Guild Marks but on a more varied tone
    You wanna learn to cook something from certain family of products you have to learn it and after each rank Amateur/Aprentice/Veteran/Craftman (for example) you get better tier of those Traits witch make you more proficient cooking that

    Now many people would complete disagree to me since they would think all the work they done would be for nothing getting those 3-4 classes to 50. Well why not make all that SP into points to allocate how you see fit.

    I Think this way they can add the new jobs /even advanced jobs/ without making us stick to a role allowing us to make our character however we want them to be. But Like we know being unique doesn't meant you are useful this could make us decided on certain roles and maybe making them stronger from other classes like how the armory system was intended to work. Also AP should be in a certain way available to obtain but each time you get the next would need more EXP making this something more goal-oriented leveling since we want to get AP to get new skills/abilities/traits to become stronger.

    Also if you like the idea here presented but think it can be better please help me so!
    (0)
    Last edited by Lavinia; 05-03-2011 at 01:56 PM.

  8. #28
    Player
    Akira's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    404
    Character
    Akira Torytomi
    World
    Balmung
    Main Class
    Reaper Lv 100
    or another fix would be to get rid of physical level and make points class based so you can still have the freedom to customize your stats how you want but changing from a DoW to DoM will be less of a pain and either have it so you can reallot all points or keep it as is and put a npc in where you pay a certian amount of gil to reallot all
    (0)
    i7 12700k/EVGA RTX 3080 Ti FTW3 Ultra

  9. #29
    Player
    Join Date
    Mar 2011
    Location
    リムサ ロミンサ
    Posts
    1,084
    Can someone translate this?

    http://www.gmcg.net/ff14_bin/FF14_job_battle.pdf

    I think it's a Japanese player's take on the job system, I found it on the Japanese forums.
    (0)

  10. #30
    Player
    Cairdeas's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    2,759
    Character
    Julie Nymphiel
    World
    Balmung
    Main Class
    Marauder Lv 60
    [Class] [Effects of various status;
    An indicator of whether or not fighting rearguard or avant-garde position
    [Action]
    What indicators are specialized or dependent on what weapons and skills
    The rank and learning abilities of each (abolished or reduced rank error correction)
    [Job]
    Job action suit
    The level of compensation and status of special abilities
    Job-level and physical ※, the level set for each job
    The base value is automatically allocated the remaining (10) allocated to the players
    [weapons]
    Amarishisutemu each job to become
    - desire for battle
    Reduction or elimination of the extreme difference in rank ① correction
    Increase the impact of status ②
    Reset the intensity of each monster ③
    ④ PT Status - The more you make a few corrections
    (to leave a possible solo) but ※, PT is to add a bonus training.
    ⑤ PT time to reverse the high level of compensation higher than the low-level training.
    Add each weapon ⑥
    ⑦ status review of the concept of
    Elimination of the gauge action abolished or recast ⑧
    Based on the implementation of auto attack ⑨, proper spacing attack
    Change the main tool of tools Gyazara sub ⑩ (sub only take bait fisherman)
    Reviewing the meaning of the various status ⑪


    STR: Attack, AP volume
    DEX: Accuracy, drop rate
    VIT: Defense, HP
    INT: Magic Attack, cast speed, magic weakness duration
    MND: the amount recovered, enhanced strength, weak magic effects, ability to manipulate
    PIE: Magic Accuracy, speed of attack
    (0)
    I have to thank Square-Enix for the amazing job they have done recreating Final Fantasy XIV from Scratch. Especially the inclusion of Missing Genders which we petitioned for in good faith. This was proof to us players that the Developers are truly Sympathetic to our requests and that being honest and vocal can pay off with the amazing characters we have who are Female Roegadyn, Male Miqote, and Female Highlanders. Thank You SE, Thank You Community Team, Thank You Yoshi-P.

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