Not a bad idea, but I get the feeling that moogles in their current state would feel that it's beneath them to serve the common races as mere storage merchants and mail couriers. Seriously, I feel like it would belittle the potential of the current moogles to downplay them so much like this. They're capable of much more than this kind of thing.
It's not difficult to swap, macro or not... >_>
Would you rather go to a specific NPC at a specific location every time as this thread suggests?
Either way, switching will be even easier with 2.0 and the mannequin system.
This forever.Not a bad idea, but I get the feeling that moogles in their current state would feel that it's beneath them to serve the common races as mere storage merchants and mail couriers. Seriously, I feel like it would belittle the potential of the current moogles to downplay them so much like this. They're capable of much more than this kind of thing.
Well you got a point it might not be a perfect fit in this game, I for sure dont know much about the lore in this game
But but... not all moogles in this world must be "evil/greater existance"? ^^ I want cute and friendly moogels!
Summing up moogle lore from what I've picked up during my playing..
Moogles basically serve as protectors and peacekeepers of the Twelveswood (The Black Shroud) in which Gridania now sits, predating the current player races by a long shot. For this reason you will likely never see them outside of the forest's boundaries.
They commune with the elementals, seedseers and conjurers, and often serve as intermediaries when problems arise within the forest. Other than the aforementioned, most individuals are incapable of understanding the Moogle's dialect at all (player adventurers being rare exceptions due to having the power of the Echo).
They also tend to be the first on the scene when something goes wrong, and most of the time, problems stem from the player/npc races messing something up out of ignorance. While moogles are often babysitting us to try and keep us out of trouble with the elementals, they also believe in our future potential, so in the end, they are on our side.
The exceptions, of course, being the Good King Moggle Mog's rowdy bunch, which seeks to cleanse us from the Twelveswood entirely.
Last edited by Inaaca; 03-25-2012 at 08:25 PM.
That was nicely put together. Thanks^^Summing up moogle lore from what I've picked up during my playing..
Moogles basically serve as protectors and peacekeepers of the Twelveswood (The Black Shroud) in which Gridania now sits, predating the current player races by a long shot. For this reason you will likely never see them outside of the forest's boundaries.
They commune with the elementals, seedseers and conjurers, and often serve as intermediaries when problems arise within the forest. Other than the aforementioned, most individuals are incapable of understanding the Moogle's dialect at all (player adventurers being rare exceptions due to having the power of the Echo).
They also tend to be the first on the scene when something goes wrong, and most of the time, problems stem from the player/npc races messing something up out of ignorance. While moogles are often babysitting us to try and keep us out of trouble with the elementals, they also believe in our future potential, so in the end, they are on our side.
The exceptions, of course, being the Good King Moggle Mog's rowdy bunch, which seeks to cleanse us from the Twelveswood entirely.
What do you think about weapons being the Class?
As it is right now i think its pritty bad put together. But I could see them either remaking it, or adjusting it into something good. Maybe make it so some jobs fit into more then one class? I would love to see for example, Monk being able to use staffs.
Might be hard to adjust such a big part of the game.
If moogels doesnt fit, im sure theres more ways to make it work similar.
No problem. :` I like the lore a lot.That was nicely put together. Thanks^^
What do you think about weapons being the Class?
As it is right now i think its pritty bad put together. But I could see them either remaking it, or adjusting it into something good. Maybe make it so some jobs fit into more then one class? I would love to see for example, Monk being able to use staffs.
Might be hard to adjust such a big part of the game.
If moogels doesnt fit, im sure theres more ways to make it work similar.
As far as the Armoury system in which Class/Job = Weapon Type, I think it's a unique idea that works well for what it seeks to achieve. That being said, I admit it does feel a bit more limited compared to, for example, FFXI where every job could equip multiple weapons, so they had that option and it was nice to have. On the other hand, though, despite FFXI having those options, it really boiled down to only one weapon type being the best for each job anyways, so that ended up being what everyone used for the most part. So really, while it does feel a bit more limited, I don't think that it really changes much in the grand scheme of things.
As far as whether I think they'll change it, I really really doubt it, mainly because they ALREADY overhauled all of the priority major game systems and mechanics months ago. Aside from 2.0, we're past the big game reconstruction projects, and considering the system works well as is, and people seem content with it, I don't think it's going anywhere.
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