Stat allocation for each job separately would be pointless, they may aswell add a little to the current stats because everyone would do the same thing.
Stat allocation for each job separately would be pointless, they may aswell add a little to the current stats because everyone would do the same thing.
How is it pointless ? It allows players to adjust there character for many reasons. It allows players to have more freedom for playstyle and personal preferences. Some people like there character to have more surviveability and feel it suits them better to do less damage. They may feel tha if they can out last the enemy with there survivability, that they can wear the enemy down and conquer.
Others may want to be all damage out put and minimul defence/health. A glass cannon if you will. Others may want to pump up certain stats to specialize there class/job into more defined aspects. Whats to stop any player from doing all this? Keeping the system as it is, auto alocating stats so we have no choice but to be statistically identical. The only variation at that point is gear/materia. Which offeres very little variation. So much materia is limited to certain slots, restricting ones ability to stack one stat or another.
This games greatest apeal to some, is the armory system, and the fact that they have freedom to move fluidly from one clas to another, developing there character as they desire by leveling various classes and customizing there ability bar. Why should our ability to do so with stats be oppossingly restricted?
It is highly unlikely that this system will provide the freedom you describe. We'll probably end up with one correct build that everyone must follow or they're doing it wrong. For instance, you're not supposed to ever emphasize survivability unless you're in a tanking position, so any LNC putting points into anything other than STR will find much resistance from other players.How is it pointless ? It allows players to adjust there character for many reasons. It allows players to have more freedom for playstyle and personal preferences. Some people like there character to have more surviveability and feel it suits them better to do less damage. They may feel tha if they can out last the enemy with there survivability, that they can wear the enemy down and conquer.
Others may want to be all damage out put and minimul defence/health. A glass cannon if you will. Others may want to pump up certain stats to specialize there class/job into more defined aspects. Whats to stop any player from doing all this? Keeping the system as it is, auto alocating stats so we have no choice but to be statistically identical. The only variation at that point is gear/materia. Which offeres very little variation. So much materia is limited to certain slots, restricting ones ability to stack one stat or another.
This games greatest apeal to some, is the armory system, and the fact that they have freedom to move fluidly from one clas to another, developing there character as they desire by leveling various classes and customizing there ability bar. Why should our ability to do so with stats be oppossingly restricted?
While that may very well be true, I don't think your example will be accurate. While survivability is not an emphasis for DPS jobs, you can't exactly completely ignore it either and become a glass cannon that dies in one hit.It is highly unlikely that this system will provide the freedom you describe. We'll probably end up with one correct build that everyone must follow or they're doing it wrong. For instance, you're not supposed to ever emphasize survivability unless you're in a tanking position, so any LNC putting points into anything other than STR will find much resistance from other players.
They may also impose other limitations such as diminishing returns.
Really? It works in every other MMO. Point is, there is no such thing as one correct build. You desire us all to be pigeon holed into one build? Really?
SO many of you think that materia really lets you have statistical diversity?
I am fine with those of you that want to be statistical clones of one another, thats your business. What I don't understand, is why everyone is so concerned that me and others with my view ned to be convinced that we would not actually have any build freedom ?
Now I can respect your opinion untill you said
"For instance, you're not supposed to ever emphasize survivability unless you're in a tanking position"
Unless you mail me $50 to cover the original purchase price of my game, and set up so that you pay my monthly fee once they start charging, then you can go shove it if you think your gonna tell me how I am supposed to play.
Look everyone, he's one of those guys. What a special little flower you are.
No, it never worked in any MMO. There is always 1-3, usually just one, optimal builds for every class. Doing anything else is doing it wrong.
Nobody can tell you how to play the game, however, they can tell you to spec their way or GTFO of their group/LS/etc.Unless you mail me $50 to cover the original purchase price of my game, and set up so that you pay my monthly fee once they start charging, then you can go shove it if you think your gonna tell me how I am supposed to play.
BUT THATS OK THOUGH!!
i enjoy a good solo/duo/trio with friends as much as i enjoy a good endgame party.
with the option to change your stats you can go back to your pidgeon holed stat build for endgame grinding and again back to your solo pleasure stat build.
why is that a bad thing?
The entire concept is to build your stats according to your about to do.
and take the half hour consequence for instance. do you know how many hours i had to wait for anything to happen in FFXI? waiting a half hour for me to go back to uber tank mode so i tank something for friends is a small price for them to pay.
Last edited by Dreadnought; 11-07-2011 at 11:17 AM.
15 abilities each? what is this... Kindergarten?A jack of all trades WHM... what is this 1989?
Oh yes it did. Ragnarök Online did it, and did it extremely well. There were indeed 1-3 builds at least for every class - and then there were god knows how many bizarre and still highly effective builds achieved through creative use of stat deployment and choice of gear, particularly gear that enabled the use of non-standard skills.
A few particular examples would be: the Battle Priest/Acolyte, a physical attack-based character inside a primarily magic-based class that capitalised either on high strength and vitality supported by their ability to heal, or certain items that converted high int to physical attack power. Or perhaps the Plagiarist Rogue, a normally physical character that could give mages a run for their money by stealing spells then using naturally high dexterity to hurl them back twice as fast. Or the Battle Sage, a high-strength magic-based build that relied on a quirk of a particular secondary skill that enabled spells to be fired in response to physical attacks. Then there's the Instant-Cast Super Novice, the Perma-Novice, Mug-based Rogue, Battle Mage, Magic Knight...
The long and short of it is that with the way it worked, RO's open stat assignment (with limitations coming from particular classes having to spend more on particular stats and the obvious downsides of having low numbers in particular fields) was able to support a stupidly large number of effective builds.
Another game did it extremely well was Mabinogi, which is completely class-less. Characters defined their roles simply through their stats and skills - and this is in a successful, casual MMORPG that didn't necessitate and would have died in the event it forced its players to breakout the spreadsheets.
So.. yeah, Ragnarök's one of the MMORPG's that defined the genre after Ultima Online and Everquest. Declaring free stat application has never worked serves no purpose besides illustrating just how little experience you must have within the genre. .. Lay off the blanket statements. The only issue is when the community gets stuck in the mindset that one build and one build only can be effective, itself a consequence of high-efficiency raiding and so forth that developers should be doing everything in their power to mitigate. Experimenting with builds and seeing people who fight in wildly varying ways within their own class is one of the things I happen to find really fun in this genre.
Frankly the only argument against free player-controlled character builds I can accept as logical is that the inevitable number of creative builds possible becomes difficult for the developers to keep in balance, the obvious example being in PvP. Not to mention PvE - one Sage build could, under certain very specific circumstances, rotate a skill that cast random abilities (including some GM ones like monster spawn control) until it was able to summon an endgame monster of their choice. There's also one Priest build that through a high luck (admittedly to the exclusion of everything else) was able to farm some of the highest-end bosses in the game using anti-undead spells.
Last edited by Fensfield; 11-08-2011 at 02:56 AM.
Roleplay Profile: http://ffxiv-roleplayers.com/showthread.php?tid=961&pid=15275#pid15275
I tottally agree with Coglin Play how you want should force to to play a job a certain way. I for one only play MMO's to solo ^^
(and yes my butt is very sore from the last patch)
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