Both of those ideads sound fun but I'd imagine skillchains doing more harm than good in our great community.


Both of those ideads sound fun but I'd imagine skillchains doing more harm than good in our great community.
You're good at the game? You're an elitist.
You're using a parser to better yourself? Elitist.
You're making suggestions on how someone can improve themselves? E l i t i s t.
You wipe a farm party constantly but you're having fun playing your way. Nah you're fine dude.
This community astounds me at times.
Bazaars served a couple purposes in XI. First, some items could be traded between players, but could not be sold on the market board. Bazaar was the way to make those sales without spamming in shout that you were selling something. Second, you only got 7 sale slots on the market board. If you want to sell more than that, bazaars was another way to do that. The market board did not let you choose quantity when selling stackable items. You either listed an entire stack or you only listed items 1 at a time.
The downside is these items had to be in your inventory, taking up space. You had to be logged in to bazaar items. People would have the game running 24x7. I think the retainers in the housing area was an attempt for a bazaar like system, but not being able to place them anywhere hurts visibility. For example, last year I was buying attachments fot my PUP. There is an NPC that sells them all. There was a guy bazaaring the same attachments for a cheaper price. He camped out right next to the NPC so people would see him. Saved almost 500k gil buying from him. Had he been stuck in town, I would have missed him.
For skillchains, obviously an exact implementation in XI would never work in XIV. They could have something like it if they got rid of group limit break, replaced it with a personal limit break bar(like pvp) then certain combos of personal LB could create a chain. Though I doubt something like that would ever work in this game. Skillchains require group communication and coordinating. Two things that the community doesn't like to do.




Skillchains, or Battle Regimen's as XIV had them, worked better due to slower paced combat.
2.0 ramped up the combat and it'd be a lot harder to chain properly. Not impossible, but def not how people would imagine.
Bazaars would work again, just the same as 1.0 had them. But since there's significantly more placed to idle around now, and not just one city-state everyone congregated at, it'd be harder to 'go shopping' so to speak. Avoiding market board taxes would be nice though.
http://king.canadane.com
I'd rather go the other way and integrate a living world economy. I'd like to buy cloth goods from a cloth stand, weapons from a weapons trader, etc. etc. Sell items to or through in-town vendors with vendors paying as much as, say, a market bot on the quick flip.


They're used again currently. Both in xp and bosses.From what I understand people in FFXI eventually stopped caring about Skill Chains and Magic Bursts. They also weren't that great on NM's since people didn't want to let melee hit the boss because that would give the boss TP and allow the boss to do moves rather than just auto attack.
Having a BLM or SMN that can magic burst for 99999 consistently is not something to scoff at. They had to buff skillchain effectiveness, but yeah... quite common now.
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Last edited by Callinon; 02-23-2019 at 03:28 PM.
I certainly couldn't see them adding skill chains to the current system. The attacks just come out too often to make skill chains viable.
But I could see them adding new abilities in a new expansion that facilitated skillchains. Unique attacks that had something like a 5 minute cooldown and could work in conjunction with other jobs' long cooldown abilities to make a skillchain/magic burst. I think this could be a fun system that adds a small extra bit to FFXIV's combat.


To answer the OP's question, I don't think skillchains belong in FFXIV. They work well in FFXI because of how combat works in that game, but XIV is just too different to just port the system over.
As for bazaars, I mean sure I guess. My thing would be not wanting to devote precious inventory space to selling things when the market board exists and is good at that.
With any new design or new system you want to think about the first question should always be: does this solve a problem or improve something in need of improvement?
Skillchains don't solve a problem or enhance anything. They actually just create problems both in design and play, so they're out. Bazaars MIGHT solve a problem of being able to buy/sell things away from a market board. BUT you'd still not be able to do that in an instance which is the only time it'd really be valuable because just teleporting to a market board isn't that onerous.




http://king.canadane.com
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