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  1. #1
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    Sep 2011
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    5

    [dev1072] Abolishment of Physical Levels and food bonus

    Everyone seems to be enjoying (or complaining) about the abolishment of physical levels and point allotment. Unfortunately I have not heard anything about what will happen to the food bonus come this update. Will we have to go 1 - 2+ months with no bonus? What about the attribute bonus and if they even decide to bring it back post 1.20? I find it negligent on their part of changing that with no mention of food edits and a huge blow to the class of culinarian. Any thoughts or rumors on the subject?
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  2. #2
    Player
    tymora's Avatar
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    Mar 2011
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    1,724
    Character
    Tymora Estrellauta
    World
    Balmung
    Main Class
    Thaumaturge Lv 90
    At the very least, can still get roughly 3% bonus I think...unoptimal food bonus that is...
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  3. #3
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    Jun 2011
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    3
    dev1072 abolishment of physical levels and food bonus

    The physical level system was developed so that crafters would not begin their adventures at a disadvantage with the server being level 80 while they would be at level 1 and have nobody to play with. I assume gear will be level restricted too, which further nerfs crafters. Why abolish food bonuses? Why not just tell us in an FAQ what the food does rather than making us guess what it does? People are probably not doing CUL because there will be no money in it until we know what the food does for us.
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  4. #4
    Player
    tymora's Avatar
    Join Date
    Mar 2011
    Posts
    1,724
    Character
    Tymora Estrellauta
    World
    Balmung
    Main Class
    Thaumaturge Lv 90
    "We" already know what food does and how to activate it. Poke around on the forums for that post.
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  5. #5
    Player
    Ramsey's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    362
    Character
    Ramsey Asterdahl
    World
    Sargatanas
    Main Class
    Armorer Lv 60
    The physical level system had nothing to do with crafters specifically...

    If you're familiar with the Final Fantasy series, you know that the games come in two types more or less (some straddle the line.) The Job System (FF1, FF3, FF5, FF10-2, FFT, etc.) and a Job-less System (FF6, FF7, FF8, FF10, FF12, etc.)

    The original vision for this game was a Job-less system, one where a character had a level, and the classes were just weapons, that resulted in skills learned as we leveled them.

    Whatever the problem was, whether it was lack of planning ahead of time, too much pressure to make compromises, who knows, but the end result was that the development team failed to really commit to the idea of a Job-less game, and the classes became far more focused and specific. Cross-class skills were nerfed, stats were made almost meaningless in their contributions because they really had no idea how to balance a system that did not have specific jobs, with specific sets of skills and stat growth and equipment.

    What we got was a butchered attempt at a Job-less system, that really had classes anyways. All the mechanics necessary to make a job-less system work were broken, and repeatedly nerfed, to make the classes more and more distinct.

    Instead of trying to salvage the job-less system, we're getting slow, phased changes to make each class more and more distinct, and remove the idea of a job-less system. To go along with that, jobs and classes will have their own levels. They will no longer represent skills that a player learns, but their entire existence when they are on that job or class.

    This is a bit of a derail, so I digress, but make no mistake, the removal of physical levels is not a nerf targeted at crafters.
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  6. #6
    Player
    Reika's Avatar
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    Mar 2011
    Location
    Limsa Lominsa
    Posts
    4,429
    Character
    Reika Shadowheart
    World
    Durandal
    Main Class
    Armorer Lv 80
    I think the food bonus based on attributes is too complicated anyways. I hope in the future food just gives its "Divine" stat increase regardless of what you have setup.

    Or they can base it off of race/clan, like how Tuna Miqo'bob's are favored by Keeper of the Moon Miqo'te's, as the flavor txt says. They would have to change a lot of stats around for that tho, instead of making all fish pretty much accuracy/control or all meat str/hp as they kinda have it now.
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    Last edited by Reika; 09-14-2011 at 11:06 PM.

  7. #7
    Player
    Griss's Avatar
    Join Date
    Mar 2011
    Location
    The Void
    Posts
    1,806
    Character
    Griss Stilgar
    World
    Sargatanas
    Main Class
    Machinist Lv 100
    Ya know I rather like what they ended up doing with the food effects in xi.

    For those not in the know xi's food bonuses were also reliant on effective stats. How ever instead of relying on physical stats str,dex ect and elemental points. It was based on att, acc def. things we or at least I refer to as offensive/defensive stats in xiv. and foods had a hard cap on performance enhancement and a "effective range" with in those stats.

    This led to a lot of different foods being used by players in the know while leveling up. And a general idea of what foods did what to players who were fuzzy on the system. It made a lot of aspiring and established cooks happy and added to the weight of a lot there pocket books. Now i do not normally find my self in the well hell just copy what you did in xi camp. But i am of the opinion that this is something that i would welcome seeing implemented.
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    An Aware, Informed, and Critical community is vital for the success of a game.
    ~ John "Totalbiscuit" Bain

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