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  1. #31
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    Jul 2011
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    Quote Originally Posted by Maea View Post
    Why do you say they can't coexist?
    Because a system which is suppose to give you absolute freedom can not coexist with a system that restricts you, both are mutually exclusive and should be common sense to you. What we have today isn't even the original concept of the armoury system, it's a shell of its former self, so the new development team proved me right by their slow destruction of it in preparation for the new Job System.
    (0)

  2. #32
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    Mar 2011
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    174
    Quote Originally Posted by Isaveron View Post
    What we have today isn't even the original concept of the armoury system, it's a shell of its former self, so the new development team proved me right by their slow destruction of it in preparation for the new Job System.
    What we have to day is actually much closer to the original vision of the Armoury than anything we've seen since launch.

    The offical website has since been updated, but there used to be a short story to visualize how players are intended to use the Armoury, and it was pretty much exactly what we have now: You can have multiple classes spread over the 4 disciplines, and freely switch between them, with a few selected skills to use cross-class.

    The idea was never to level all classes and build your own hodgepodge class.
    (8)
    Last edited by Naqaj; 12-21-2011 at 07:42 PM.
    the above should not be taken seriously under any circumstances.

  3. #33
    Player
    Neptune's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,062
    Character
    Neptune Deepsea
    World
    Balmung
    Main Class
    Thaumaturge Lv 80
    Quote Originally Posted by Jennestia View Post
    They can co-exist just fine because that's exactly their purpose -- Classes themselves needed a ton of work to begin with since despite what many want to believe...you simply can't balance absolute freedom, which is what the original armory system was trying to give -- too much freedom and not enough balance.
    Do you disagree with or dislike anything the current dev team has planned or has done?
    (2)

  4. #34
    Player

    Join Date
    May 2011
    Location
    Limsa Lominsa
    Posts
    48
    They can delude new players into thinking they have customization and have an easily balanced system for max levels!
    Its a slam dunk...

    Hopefully the increase in the max level adds a verity of skills worth using but as it stands now everyones going to have 2nd wind, cure, and invigorate on their pallet.


    I'd rather have a more streamlined system then this pathetic excuses for "customization" that goes for the point allotment system as well...

    Still though it seems like they're setting the job system to be the bulk of endgame content, saving classes for the more mundane content they've displayed so far (collecting seals, making materia, and hunting NM's)
    (0)

  5. #35
    Player
    OMEGA_HACK's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    1,260
    Character
    Altrage A'uli
    World
    Zalera
    Main Class
    Lancer Lv 90
    by mundane you really just mean the solo/low-man group stuff (just an honest observation) which to some are not really mundane at all?

    Which brings it back to my point all to well, Classes are being designed for low man / solo play while jobs will specialize in full party events. IF that means you only want to do let's say Primal Fights from here until the end of time, then yes, the classes will become obsolete to you, but that is your own choice, not the choice of someone who needs to add the additional DPS, or healing to support him/her-self or a single friend while solo/duo-ing. Because Ill say it just this last time, because Im not here to try and persuade anyone, but Im going to be my class when needed to make a support or "jack of all trades" role, especially since I probably wont be able to heal as a DRG. (yes cure will probably be locked out)
    (4)

  6. #36
    Player
    Jennestia's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    3,039
    Character
    Kanikou Escaflowne
    World
    Sargatanas
    Main Class
    Archer Lv 50
    Quote Originally Posted by Neptune View Post
    Do you disagree with or dislike anything the current dev team has planned or has done?
    I dislike plenty of what is planned, i.e lack of a Dark Knight job, going the route of pure instances for dungeons (even though Shopsae proves open world dungeons work just fine), lack of focus on open-world content or tier based content from the get go, i.e Assault styled systems which they could have easily implemented alongside of Guild Leves but it doesn't blind me towards what I feel they've actually done right in regards to overhauling what got rushed out.
    (3)

  7. #37
    Player
    SwordCoheir's Avatar
    Join Date
    Dec 2011
    Posts
    866
    Character
    Sword Coheir
    World
    Hyperion
    Main Class
    Gladiator Lv 60
    Eh I read most of the thread, but the majority of what I got from what everyone was trying to say is.

    We want versatility, but retain class uniqueness: TBH if they build up off this with the job specific traits that they redid in 1.20 I think it would easily let jobs retain their unique roles and strengths while allowing that same freedom of flexibility from pre-1.20.

    and...

    Will the new jobs destroy the current classes: I think this one is still too much up in the air, personally I havent seen or heard how they planned on implementing the new jobs. From what I've seen from the pre-listed abilities from a few weeks ago however, they seem to be using a promotion system like what was introduced in FF1 which just grants new abilities and stats, rather than treating the new jobs as an entirely new job to level up. The thing I'm curious about however is will there be the option to still use preexisting abilities from the old jobs that got upgraded that the new job does not have, and if there would be some way to still play both the old and advanced job (Since Yoshi insinuated there would be some differences in the way they play.)
    (0)

  8. #38
    Player
    Malakhim's Avatar
    Join Date
    Mar 2011
    Location
    Limsa Lominsa
    Posts
    1,545
    Character
    Eisen Marduk
    World
    Hyperion
    Main Class
    Pugilist Lv 60
    Quote Originally Posted by SwordCoheir View Post
    Eh I read most of the thread, but the majority of what I got from what everyone was trying to say is.

    We want versatility, but retain class uniqueness: TBH if they build up off this with the job specific traits that they redid in 1.20 I think it would easily let jobs retain their unique roles and strengths while allowing that same freedom of flexibility from pre-1.20.

    and...

    Will the new jobs destroy the current classes: I think this one is still too much up in the air, personally I havent seen or heard how they planned on implementing the new jobs. From what I've seen from the pre-listed abilities from a few weeks ago however, they seem to be using a promotion system like what was introduced in FF1 which just grants new abilities and stats, rather than treating the new jobs as an entirely new job to level up. The thing I'm curious about however is will there be the option to still use preexisting abilities from the old jobs that got upgraded that the new job does not have, and if there would be some way to still play both the old and advanced job (Since Yoshi insinuated there would be some differences in the way they play.)
    If you haven't already, you should look up and read Matsui's(Battle Director) original battle blueprint, of course it's just as nebulous as most of this thread and any interview where Yoshida has been asked about the Job system.

    The way they've introduced the new abilities in patch 1.20, I'm worried that either jobs are going to be superfluous "class skins", or that classes are going to go the way of the dodo in terms of relevance. I honestly don't know how the two are going to coexist anymore.
    (2)

  9. #39
    Player
    Velhart's Avatar
    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    2,849
    Character
    Velhart Aurion
    World
    Hyperion
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Isaveron View Post
    Because a system which is suppose to give you absolute freedom can not coexist with a system that restricts you, both are mutually exclusive and should be common sense to you. What we have today isn't even the original concept of the armoury system, it's a shell of its former self, so the new development team proved me right by their slow destruction of it in preparation for the new Job System.
    And why not? The way I see things set up, CLASS is more flexible on solo play, and JOB is geared towards party play.

    I like the way things are going, gives opportunities like GLA to branch off. Like if they released Dark Knight, it would be a job stone for GLA. Can switch between PLD and DRK within one class. I like this idea.
    (2)

  10. #40
    Player
    Pyretta_Blaze's Avatar
    Join Date
    Sep 2011
    Location
    Gridania
    Posts
    625
    Character
    Hazel Meade
    World
    Excalibur
    Main Class
    Fisher Lv 51
    I was surprised that they restricted the class abilities so much. I really thought they would leave classes to be more of a jack-of-all-trades and then jobs would be very restricted and only able to perform a single role.
    (4)

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