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  1. #1
    Player
    MeowyWowie's Avatar
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    Mar 2011
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    Character
    Meowy Wowie
    World
    Balmung
    Main Class
    Pugilist Lv 70

    Armory/Job system I would have preferred (Probably too late, but whatever)

    The more I think about the coming job system, the more I'm underwhelmed by it. There are various parts about it that I find either too restricting or just not well thought out. I know we really don't know much about it yet and none of us have tested it for ourselves but, judging by the information we do know, I think they could have done much better.

    The main problem I see with the job system is that they're locked to their weapon class (I'm fairly sure this was confirmed). Another thing that kind of bothers me, which others may actually welcome, is that some jobs in the future will be unlocked by leveling a combination of classes. This may seem like a good thing to some (more jobs to choose from overall) but I view it as a bad thing (less weapon variety). There's also the fact that jobs themselves don't have levels, but the system I'd prefer doesn't have them either so I won't go there.

    I'd rather see a system where 1 weapon class unlocks 1 job. Jobs could still be "equipped" with job stones, but the jobs themselves can be equipped while wielding a variety of weapons. So you'd be able to have a Thief with either a sword, dagger, sai, etc., not just a dagger. Having more weapon classes also gives us more to actually do in the game. Even though it's just grinding, it's still something that would keep us busy. The more the better.

    Here's an example of the weapons I'd like to see as well as the jobs they'd unlock.

    Knuckles -------------- Black Belt
    Pole ------------------ Monk
    Dagger ---------------- Thief
    Sai ------------------- Dancer
    Sword ----------------- Paladin
    Great Sword ----------- Lanista
    Axe ------------------- Viking
    Great Axe ------------- Warrior
    Scythe ---------------- Dark Knight
    Spear ----------------- Dragoon
    Katana ---------------- Ninja
    Great Katana ---------- Samurai
    Bow ------------------- Ranger
    Crossbow -------------- Sniper
    Gun ------------------- Corsair
    Whip ------------------ Beastmaster
    Megaphone ------------- Puppetmaster

    Hammer ---------------- White Mage
    Wand ------------------ Black Mage
    Rapier ---------------- Red Mage
    Saber ----------------- Blue Mage
    Mace ------------------ Green Mage
    Rod ------------------- Time Mage
    Sceptre --------------- Arcanist
    Staff ----------------- Evoker
    Instruments ----------- Bard
    Bell ------------------ Geomancer
    Book ------------------ Scholar

    All of the above ------ Onion Knight


    28 weapon classes and 29 jobs (30 if you count Freelancer), 17 DoW and 11 DoM. Jobs would still not have their own levels. The level of your equipped weapon (main hand) would be the level of your job. Not all weapons would be available for use on each job, but each job would have multiple weapons to choose from. All jobs would be ambidextrous. Different combos of weapons could be dual-wielded (Sword + Dagger, Axe + Saber, Rapier + Rod, etc.).

    By playing as a weapon class only, AKA: Freelancer (no job stones equipped), you would be able to swap abilities from all other classes, baring some class-specific abilities. The abilities from the weapon you have equipped would be at 100% affinity, while those from other classes would be weaker. Weaponskills, however, would not be interchangeable as they are tied to their weapons (some job weaponskills do not follow this rule).

    With a jobstone equipped, only the abilities from the job itself and the weapon you have equipped would be available for you to use. Affinity for abilities would be slightly higher than what they would be if you were a Freelancer to compensate for the restriction of available abilities to choose from.

    Jobs themselves would have unique weaponskills as well. Some may be used with a number of weapons, while some may only be available to one weapon class. For instance, a Paladin could use Flat blade with either a Dagger, Sword or Saber equipped while Knights of the Round would be exclusive to swords.

    Naturally, as I'm sure you can see, Jobs would be more catered to party environments whereas a Freelancer is more for solo.

    This system also opens the doors to the Onion Knight job. This is very similar to Freelancer except for a few key differences. First, the Onion Knight would be able to equip all abilities from all classes (baring weaponskills) regardless of the weapon equipped. Second, all abilities would be at 100% affinity. And third, it can not equip any Ultimate weapons, though it would have a set of Onion Gear to call its own XD. Specialized jobs would still be better in party situations due to the boost in affinity, so this job would be best suited for solo. Consider it your Freelancer +1 reward for capping all classes.

    The whole system is very similar to what we know about the job system so far except the major difference that weapons are interchangeable between jobs. I know the chance of getting them to reconsider their system is very unlikely, but let's be honest, we barely got any information on the job system when it was likely still open for feedback and suggestions and since then we still haven't received any new info. I don't know, maybe there's a chance that the job system is still not 100% concrete and they might reconsider certain aspects of it.
    (5)
    Last edited by MeowyWowie; 02-08-2012 at 08:50 PM.

  2. #2
    Player
    Catapult's Avatar
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    Mar 2011
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    Lotus Gardens
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    3,240
    Character
    Thal Icebound
    World
    Ravana
    Main Class
    Dancer Lv 100
    That, my dear, would be very complicated and take a lot of work.

    That sort of scale, to me at least, is going over the top.
    (3)

  3. #3
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    I am sure patch will comes every 6 months now if they had to balance 29 jobs/classes.
    (2)

  4. #4
    Player
    yukikaze_yanagi's Avatar
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    Mar 2011
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    Ul-dah
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    2,059
    Character
    Yuki Ynagi
    World
    Ragnarok
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Chardrizard View Post
    I am sure patch will comes every 6 months now if they had to balance 29 jobs/classes.
    Every patch
    (2)

  5. #5
    Player
    MeowyWowie's Avatar
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    Mar 2011
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    Meowy Wowie
    World
    Balmung
    Main Class
    Pugilist Lv 70
    Well, of course I'm thinking long term here lol. I can't imagine any developer releasing so many jobs at one time.

    By comparison, FFXI has 20 jobs and 16 weapon classes. There's no reason FFXIV shouldn't be able to trump that. Just think of all that variety! XD
    (1)

  6. #6
    Player
    Shneibel's Avatar
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    Character
    Shneibel Panipahr
    World
    Excalibur
    Main Class
    Alchemist Lv 80
    Quote Originally Posted by MeowyWowie View Post
    Well, of course I'm thinking long term here lol. I can't imagine any developer releasing so many jobs at one time.

    By comparison, FFXI has 20 jobs and 16 weapon classes. There's no reason FFXIV shouldn't be able to trump that. Just think of all that variety! XD
    varie is good but that is way to much and class end up classing each other
    (1)

  7. #7
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    Oct 2011
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    Quote Originally Posted by MeowyWowie View Post
    Well, of course I'm thinking long term here lol. I can't imagine any developer releasing so many jobs at one time.

    By comparison, FFXI has 20 jobs and 16 weapon classes. There's no reason FFXIV shouldn't be able to trump that. Just think of all that variety! XD
    I suppose it's easy to miss because FFXI has been out for 10 years now and everyone's pretty much unlocked everything, but FFXI actually only starts you out with 6 jobs. So going by that logic, FFXIV already tops FFXI with 7 - and that's only counting the DoW/DoM classes.

    That isn't to say they're not going to release no more new classes/jobs in FFXIV. In fact, they've pretty much confirmed that they are going to in the future.
    (1)
    Last edited by Stanislaw; 02-08-2012 at 10:01 PM.


    Stanislaw | Durandal Server

  8. #8
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    Quote Originally Posted by MeowyWowie View Post
    Well, of course I'm thinking long term here lol. I can't imagine any developer releasing so many jobs at one time.

    By comparison, FFXI has 20 jobs and 16 weapon classes. There's no reason FFXIV shouldn't be able to trump that. Just think of all that variety! XD
    Yes and look how many useless classes are there in FFXI. Varieties is good if u can keep them relevant.
    (2)

  9. #9
    Player
    MeowyWowie's Avatar
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    Meowy Wowie
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    Balmung
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    Pugilist Lv 70
    Hmm, although I do like variety, maybe I did list too many weapons/jobs. Just look at them as examples of possible jobs. It seems everyone is focusing on that instead of how the system would work.

    Regardless of how many classes/jobs we do get, I'd still prefer a 1:1 ratio for weapons and jobs simply because it gives us more things to keep us busy. By giving us jobs that come from combined classes (ie: CNJ + THM = RDM) they're taking away one class we could have had to level up.

    The other part is being able to equip different weapons on one job. A Paladin with a Rapier would give you a magic based tank. A Warrior can dual-wield 2 axes or an axe and shield and become an efficient tank (Viking would be a tank job while Warrior would be a DD in this case). A Ninja with ranged weapons. A Red Mage with Time Mage spells that would otherwise be class-specific. I could go on and on.

    Sure, you can swap abilities between classes in our current system, but cross-class skills are always weaker. In this system they are as well, but again, only when cross-classed. The difference is that when a job equips a weapon not usually meant for its class, it would get 100% affinity with the weapon's native abilities. It's far more effective than FFXI's subjob system (sub class abilities would actually be worth using) and it opens up a lot more customization to the players.

    More difficult to balance? Sure. But in the grand scheme of things, I'd say it's a sacrifice worth making.
    (0)

  10. #10
    Player
    Fiosha_Maureiba's Avatar
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    Mar 2011
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    Ul'dah -> Gridania
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    Character
    Fiofel Zalalafell
    World
    Balmung
    Main Class
    Lancer Lv 1
    With the newer FF jobs, Red Mage doesn't lend itself well to cross job concepts.

    A tangent here.

    Red Mage in olden days used many Fighter weapons, medium tier armor just not the plate, a shield, with access to most white and black magic. In Ivalice, there's the introduction or popularization of Green and Arcane magic. And then there's Time magic.

    If jobs don't exist for Green, Time, and Arcane, then those spells can be rolled into White, Black, and Red Mages.

    And if Red Mage becomes a specialist, then he isn't following the hybrid design. Which leads to spells no other job has or that the Red Mage is a superior caster on this.

    Just pondering aloud.

    /tangent
    (0)

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