This. There are only so many points that can be distributed. Also, there's affinity to keep in mind. Sure, somebody can farm massive numbers of guild marks for each class they need to boost said affinities, but if they spend that much time gaining that many guildmarks, it SHOULD give them some benefits.
no, sorry i was not saying that some people do not like the system in general. i am saying that if someone doesn't like the doing multiple classes then don't. there are people that feel the same as you do. on the other side there are people that enjoy the freedom and that is the people i play with. how you play your game does not affect me in any way so i do not mind how others play it. that is the inability to handle that i was referring to.
all i was saying is that people keep saying THIS is the reason the game is in poor shape. even if se did exactly this system and used the job/subjob system this game would not be fixed. there are many problems with this game other than this. i enjoy the system and i play with people that feel the same so what is the problem with if someone wants a job/subjob and play with that group that feels that way and does things that way? if you only want to play a marauder play as a marauder. that is part of the freedom to choose how to play the game the way you want.
http://crystalknights.guildwork.com/
Kimahri,
See, I told you I wasn't the only one who was enjoying the AS. :P
"I've never watched a nuclear explosion myself. That's a couple of degrees of stupid above my limit"- Old Man Harris
IF you want to be stuck at lvl 20, feel free to do so, it's freedom. If you want to fight a boss naked to add more challenge, feel free to do so. If you want to jump off a bridge feel free to do so.
Do you realized that's the most stupidest argument to put to a theory. There's no such thing as feel free not to win.
Right behind, "don't copy me".
I do not think there is a problem with teh current skill/job system. Rather by taking esoteric's idea, you can expand on it and get a lot of ADDITIONAL features, without loosing any flexability. For instance, once you implement a certain job by combining the correct balance of skills, you unlock certain features, or maybe even start climbing a different tree of skills
For example:
lets say theres a class, thief
to become a thief, you must equip 20 action points of pug, and 10 of gld and once you do, you are a rank 1 thief. Perhaps you could do this from either direction, so you could be a blade wielding thief, or a punching thief. Perhaps tehre could be an initial pug guild pt cost to unlock it.
Now, as a thief rank 1, all new sp goes into thf, you can not rank up the source jobs without dropping the ratio (balancing this system also creates inherent limits, like you can not have a gld heavy pug without slipping into thf) as you gain ranks, you of course gain more points for attaching skills, and so you can use the thf specific ones this way, and of course you can go back to basic class and use some of the thf skills you've earned thus far.
you cuold always implement extended class specific weapons, so a dagger that is fragile/weak/lacking in special power unless you become thf after equiping it
it doesn't prevent you from adding new base classes, but it makes it very tricky (and not really practical untill leve cap increase) to make a 3rd tier of classes (so for instance, thf+samurai = ninja) which isn't really critical, sam+pug could be ninja too, and mighty fine at it given the list of pug skills...
also you could have another type of job, lets call it sub-job, made by specializing another one. So blm could be conj without healing skills equiped, and whm could be conj with no damaging skills equiped. Perhaps this capacity could be unlocked at the guild (buy blm subclass with guild points and when conditions are met, start ranking blm and gaining those spells, and perhaps a bonus, such as stronger bonus from your element attribute to relevant spells as long as you are blm)
this has the advantage of leaving a potentially lightly filled action bar to start eh subjob, whereas, as described above, extended jobs would have a relatively filled (unless you lower reqs) bar.
yep, i choose not to, but does not mean you are not more than welcome to. i don't see how this is a stupid argument. if you are not willing to level multiple classes then you do not have to. i gave my opinion and if you do not agree with it then give a rational response to show where i am wrong. i can sit and have a rational conversation with people that disagree with me, just like i have with others, but i will not resort to 3rd grade arguments such as these.
http://crystalknights.guildwork.com/
Um..........Yeah, how about you scroll up to my post that you quoted? How about YOU give me a rational response to show where I am wrong. As regards to your other posts that sort of states, "I like this game, but you don't." please scroll up and examine IGN's review on Dynasty Warriors 7. Until then, stay in your delusional realm.
Now to Sivant.
First of all let me say thank you for actually posting up some actual theories instead of just pulling some half-a**ed strike back like a lot of people are doing.I do not think there is a problem with teh current skill/job system. Rather by taking esoteric's idea, you can expand on it and get a lot of ADDITIONAL features, without loosing any flexability. For instance, once you implement a certain job by combining the correct balance of skills, you unlock certain features, or maybe even start climbing a different tree of skills
For example:
lets say theres a class, thief
to become a thief, you must equip 20 action points of pug, and 10 of gld and once you do, you are a rank 1 thief. Perhaps you could do this from either direction, so you could be a blade wielding thief, or a punching thief. Perhaps tehre could be an initial pug guild pt cost to unlock it.
Now, as a thief rank 1, all new sp goes into thf, you can not rank up the source jobs without dropping the ratio (balancing this system also creates inherent limits, like you can not have a gld heavy pug without slipping into thf) as you gain ranks, you of course gain more points for attaching skills, and so you can use the thf specific ones this way, and of course you can go back to basic class and use some of the thf skills you've earned thus far.
you cuold always implement extended class specific weapons, so a dagger that is fragile/weak/lacking in special power unless you become thf after equiping it
it doesn't prevent you from adding new base classes, but it makes it very tricky (and not really practical untill leve cap increase) to make a 3rd tier of classes (so for instance, thf+samurai = ninja) which isn't really critical, sam+pug could be ninja too, and mighty fine at it given the list of pug skills...
also you could have another type of job, lets call it sub-job, made by specializing another one. So blm could be conj without healing skills equiped, and whm could be conj with no damaging skills equiped. Perhaps this capacity could be unlocked at the guild (buy blm subclass with guild points and when conditions are met, start ranking blm and gaining those spells, and perhaps a bonus, such as stronger bonus from your element attribute to relevant spells as long as you are blm)
this has the advantage of leaving a potentially lightly filled action bar to start eh subjob, whereas, as described above, extended jobs would have a relatively filled (unless you lower reqs) bar.
I do not think that this, however, would be a viable solution. From what I gather, a combination of two classes results in a said 'new' class? It would seem rather limiting considering there are only seven basic classes of war and magic. I'm not counting DoL & DoH because they have no abilities to bring to the table and are hence 'crafting' classes so would not soak up well in this theory.
The only way they'd have at adding basic classes would be through expansion sets. If they were to add a traditional three basic classes, that would end up being a potential 21 new classes. I like the sound of being more free to level a class, but holy christ that's a lot even for SE. It's best to leave that system in it's respective place. It'll be best to keep the basic classes like they did in XI and just add additional classes at expansion time.
The problem with this system isn't it's lack of classes. Remember that XI started with only six jobs....This is starting with seven. The problem is the access to cross mostly any ability to any class disregarding rank. You unlock Stygian Spikes off Thaumaturge at level 16 and can only access it at Thaumaturge's level 16, but you can then slap it on a level 1 Conjurer? That's the problem. It will only provide motivation to leveling a class to only support another in a sense of developing a "Ultimate" class.
Abilities need to be accessed at optimal levels for all classes, and a lot need to be class specific to give an influence to it's character of being that said class. Then also some of those abilities that are crossed over can not have the same effect on other classes. If you want a couple examples from FFXI, I'd be glad to.
I. Utsusemi: Ni used as any other job other than Ninja resulted in 3 shadows relative to a Ninja who would assume 4 shadows.
II. Sneak Attack would add a critical strike to your weaponskill, but the DEX modifier was less potent than a Thief's.
Ok, just a simple question.
SE cancels every class in this game, and you have every skill at lev1. The only restriction is the number of skills you can add in a bar.
Worse or Better?
I have 10,000 needles,
I'm not a weaver,
and I'm not scared to use them.
Cancels as in Resets?
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