While playing FFXIV I came to the conclusion that SE was attempting to create a combination Class-based and Skill-based system. This was done by expanding the old class-based system to have more of a skill based system for actions. Unfortunately, it seems as though the initial attempt has confused many players due to a lack of structure in player roles. I believe this was caused because the game was approached from the class based side, which has more structure, but lacks the traits necessary to support skill-based decisions. Due to this I am proposing a basic system that attempts to keep a similar feel to the initial game, as well as adds in concepts that give a class-based feel. Some of these ideas are built off of suggestion by other people on the forum. I have made no suggestions regarding content because while I am good at system analysis, I suck at content analysis and creation. Also having experience in programming, I have attempted to structure suggestions and ideas in a way that they are simple to understand and easy to implement, though there are some drastic changes suggested.
In my proposed system I am breaking the connection between class and roles. The player’s role will then be determined by their specialization, while their class controls their current level as well as what abilities they are learning.
In order to structure the system, a player’s specifications change upon weapon switch. This allows players to play multiple types of characters. A player’s specification are as follows, Level, Primary Specialization, Secondary Specialization, Title, Abilities, Weapon. The player’s level determines the number of attribute points to be assigned. The player’s specializations will have some minor benefits, and may lead to a title. Titles are unlocked and provide a minor unique ability to a character with appropriate specializations. The players abilities are determined by the player, though limited by the points available for ability assignment. The player’s weapon may also unlock some abilities, however it primarily indicates the tract of abilities currently being learned.
As this is confusing I will represent parts in a graphical manner.
Player Name: xxxxxx
Level: XX
Primary Specialization: xxxxxxx
Secondary Specialization: xxxxxxx
Title: xxxxxx
Ability Bar
Weapon
Attributes now control all character attributes including HP, MP, etc……. remove the class modifiers.
The specializations are chosen in the attribute menu:
Primary Specialization: xxxxxx
Secondary Specialization: xxxxxxx
Attributes Table
The player can have a number of specializations that provide minor benefits, an example table is below
Specialization ------- Primary Benefits ----------- Secondary Benefits
Melee Damage ------ +5% physical damage ---- +2.5% physical damage
-------------------- +5% physical accuracy --- +2.5% physical accuracy
Defense ------------ +5% physical defense ---- +2.5% physical defense
-------------------- +5% magical defense ------ +2.5% magical defense
Magical Attack ----- +5% magical damage ------ +2.5% magical damage
-------------------- +5% magical accuracy ---- +2.5% magical accuracy
Support ------------ +5% Healing -------------- +2.5% Healing
-------------------- +5% Buff Duration -------- +2.5% Buff Duration
These specializations can then be used to access titles, which give some unique minor benefit.
An example of how this works is below.
Primary Specialization ----- Secondary Specialization ---- Possible Titles
Melee Damage ------------- Melee Damage ---------------- Warrior
------------------------------------------------------------ Monk
Melee Damage ------------- Support------------------------- Dancer
Melee Damage ------------- Defense ------------------------ Soldier
Melee Damage ------------- Magical Attack ----------------- Dark Knight
Support --------------------- Support ------------------------ White Mage
Support --------------------- Melee Damage ---------------- Bard
Support --------------------- Defense ------------------------ Cleric
Support --------------------- Magical Attack ----------------- Scholar
Defense --------------------- Melee Damage ---------------- Guardian
Defense --------------------- Support ------------------------ Paladin
Defense --------------------- Magical Attack ----------------- Mystic Knight
Defense --------------------- Defense ------------------------ Defender
Magical Attack -------------- Magical Attack ------------------ Black Mage
Magical Attack -------------- Melee Damage ----------------- Red Mage
Magical Attack ------------- Support ------------------------- Sage
Magical Attack -------------- Defense ------------------------- ?????
These titles could have quests to unlock them, and simply show as ???? and provide no benefit until unlocked.
The point of this system is to allow players to have some of the old FF feel while keeping the new feel and variety of choices available.
The Weapon that you are wielding simply becomes what set of abilities you are learning at the time, similar to equipment in Final Fantasy Tactics Advance. The weapon might also allow access to some unique skills, like speed surge.
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Character Creation Defined. Next Step: Party Formation
First, while I like the idea of reducing the workload on party leaders, the current system does not allow players access to as much information as the FFXI party seek. The system needs a major face-lift and overhaul.
Methods of Party Creation
a. Party Seek Function
b. Party Positions Available
Step 1:
Party seek allows for the display of a large amount of information, such as how many people are looking for parties, what jobs people are playing, what level these people are at.
People should be allowed to toggle a party flag and add their name to a list of people looking for a party.
Information added to list:
Player Name, Level, Weapon Icon, Primary Specialization, Secondary Specialization, Title
Next add a search function where players can look for people by specialization.
Step 2:
Party Positions Available
Party Size is expected to decrease to a maximum of 8 people.
Layout:
Number of People to Search For: xxxxx
1. Level Range, Specialization Desired
2. Level Range, Specialization Desired
3. Level Range, Specialization Desired
4. Level Range, Specialization Desired
5. Level Range, Specialization Desired
6. Level Range, Specialization Desired
7. Level Range, Specialization Desired
Lets people know what roles are desired and what level range to be in.
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Party Formation Defined. Next Step: Party Play
There is already stuff to do when in a party, most notably Levelquests
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Party Play companion: Combat
Changes……
1. Removal of the stamina system
Any game needs a timer for ability balance. However there is already a universal cool down associated with abilities, the second universal cool down is unnecessary and adds to the amount players need to keep tract of. As of now it seems to serve no useful purpose and adds annoyance to many players. Toss it.
2. Shield Blocking
Again, spamming a single button is not fun, this also has discrepancies with the other forms of damage mitigation. Evade and Parry do not require button presses, why should blocking with a shield. (especially since blocking is parrying with a shield). Adjust Shield Blocking to reduce the need for spamming. One possible way to do this is to have a base blocking rate based off of the shield, and turn guard into a longer duration stance that increases blocking rate.
3. Give Area of Effect to everyone. Make Area of Effect Spells cost 3x MP and give the ability to everyone.
4. Change optimal level to required level (A level 1 character is casting Ultima ?!?!?!)
5. An ongoing balance of abilities. (needed in every game and is a continuous process).
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Combat System now determined, moving on to: Equipment
Changes: remove favored classes, remove required classes.
The equipment already favors certain classes over others with the attributes. As attributes become more important there is no need to have favored classes which can add confusion and restrict variations.
Can add a required specialty, but again, not needed.
Unique Armors:
Do not require a specific weapon to be wielded to use the armor. (This armor benefits Damage Dealers, but because you are attacking with fists you can’t wear it……????)
Could be obtained on quests that require a specific level 50 weapon.
Could instead require a specific title for use, which would make sense.
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While I am suggesting some drastic changes, I feel that the proposed system would fix a large number of the current issues and would provide a unique game to the Final Fantasy Series.