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  1. #1
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    Nov 2012
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    The level link between Jobs and Classes

    This is going to be very difficult for me to articulate properly to the masses but nevertheless I'm going to give it a shot. I know that I'm going to be met with some resistance, which is understandable, and that some are just going to outright dismiss what I have to say on the grounds that this type of thing has been discussed before.. but here it goes...

    To start off I just wanted to say that I like the armoury system.. is it perfect? Not at all.. but can it be perfected with a little work? Yes it can.. to outright do away with it would be an extremely silly thing. It has so much potential for solo play and just in terms of job diversity that I don't want to see it go.

    There are so many combinations and possibilities for unlocking new jobs that it actually excites me and makes me want to level classes and jobs that I normally wouldn't. Eventually for more advanced jobs you could get into having to have an actual job at level 30 or 50 and another job or class at level 15 or 30. As the level cap raises there is more potential for more interesting things.

    Now to get into what really matters to me. The one thing that really worries me about this game above all else. The one thing that I think could actually harm it in the long run and be its eventual downfall.. the way in which jobs and classes are linked. I've tried to be open minded with it but I simply can not see it working.. and I can't see it building any interest in any new jobs as long as it exists.

    Don't get me wrong.. when the first wave of jobs were implemented it was something that could be tolerated simply because there was, for the most part, nothing else... in the future I just can't see it helping the game.. especially if we are sticking to the current armoury system.

    I don't want to imagine playing ARR and when a new job is released I'm automatically level 50 with a wealth of abilities to acquire. It simply takes all of the fun and interest out of learning how to play.. there is absolutely nothing to look forward to. Sure.. you could work around that, but then you'd have to implement a new class for every new job and that presents a whole different set of problems and just further restricts the games potential.

    I try to look at things logically.. and logically I can't see them starting jobs at level 1 after you acquire them. They would have to create so many more basic abilities that already exist on different classes and create more quest lines to unlock more job specific abilities before level 30. Not to mention it would set the launch of the game back a few more months most likely...

    Now what could work is starting jobs at level 30.. granted I don't make games and have no idea how long it would take. But I do believe it wouldn't take as long as what I said above... it would fix everything.

    I know some of you won't agree with me. But for the good of the game jobs and classes needed to be leveled up independently of one another. I truly want this game to succeed.. and I understand there will be things that I do like and things that I don't like. This I do not like.. but don't get me wrong. I don't want to change it simply because I don't like it, that's extremely selfish and stupid. I want it to change because I want this game to last for many years and do as well as it can..
    (3)
    Last edited by NoctisXZ; 11-29-2012 at 08:17 AM.

  2. #2
    Player
    Renen's Avatar
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    May 2012
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    Character
    Renen Angel
    World
    Excalibur
    Main Class
    Thaumaturge Lv 50
    So, u want a core part of the game to be reworked?
    Devs MIGHT listen to small suggestions, but not this.
    (3)

  3. #3
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    Quote Originally Posted by Renen View Post
    So, u want a core part of the game to be reworked?
    Devs MIGHT listen to small suggestions, but not this.
    Yes.. if it means that ARR can sustain a large enough player base over the span of many years than that's exactly what I want.

    As it stands right now I just can't see that happening with the way classes and jobs are currently linked together in terms of level. With the way things are currently a great deal of the interest of having a new job is taken away by the simple fact that by the time they're released everyone will already be level 50.. there would be no growing with your job and learning the ins and outs of it.. where is the fun in automatically being level 50 anyway? Not to mention that unless they had a new class along with each new job than that would mean that a great deal of the world would become barren and dull. No one would be leveling after a certain point because they've already maxed out all of the classes, hence.. with each new job, unless they added a class/job each time, that would also be level 50.

    I don't want to play in a game where I can't level with other people because EVERYONE is already level 50. I don't want to play a game where it becomes impossible to do mid-level content after a certain point because EVERYONE is already level 50 and there is no point to it.. and I certainly don't want to live in a world where most of it is dead save for the few endgame areas.

    I've tried to see the positives of keeping things the way they are.. but I can't see any at all. The negatives on the other hand keep stacking up. It might not be an immediate problem.. but if this game is to have a future than at a certain point it will become a HUGE one.

    I'm not bringing this up simply because I don't like how things are now, even though I don't, but because I want this game to last as long as 11 has and be a success.

    I've thought about it extensively and the one solution that I can think of that can keep the game somewhat on track and fix this little soon to be big problem is to have jobs start out at level 30. Or whatever level the main class/job used to unlock it is.. that way you don't have to go back and add extra abilities on top of the new ones already being added and it won't affect the quests and story already set up for each job.

    I don't develop games or have any idea how long it would take to change something like that.. but it couldn't take as long as having to go back and add new content. You aren't adding anything to the game.. just removing the algorithm used to have classes and jobs level up together. So how long would that realistically take?

    Having classes and jobs linked together in terms of level just isn't going to work in the long run.. they need to be independent of one another.
    (0)
    Last edited by NoctisXZ; 11-29-2012 at 11:49 AM.

  4. #4
    Player
    WinnipegJet's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    311
    Character
    Onion Guardian
    World
    Excalibur
    Main Class
    Gladiator Lv 50
    Long as they add a new class along with each job it won't be a problem really.
    (1)

  5. #5
    Player
    Shougun's Avatar
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    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by WinnipegJet View Post
    Long as they add a new class along with each job it won't be a problem really.
    Until there are so many classes that clash and incompatibility proliferate the system and balancing becomes a nightmare beyond even the best strategy and mobas consider.. XD

    I think the only sustainable response without crashing the current system is to introduce asymmetry.. (discussed in another thread) not my suggestion but its the best worst option imo.
    (0)
    Last edited by Shougun; 11-29-2012 at 05:19 PM.

  6. #6
    Player
    Zyph's Avatar
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    Aug 2011
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    Hecking my bed
    Posts
    804
    Character
    Zafeira Zhalwann
    World
    Sargatanas
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Shougun View Post
    Until there are so many classes that clash and incompatibility proliferate the system and balancing becomes a nightmare beyond even the best strategy and mobas consider.. XD

    I think the only sustainable response without crashing the current system is to introduce asymmetry.. (discussed in another thread) not my suggestion but its the best worst option imo.
    Because FFXI's 22 different jobs has been a logistical nightmare.
    (0)

  7. #7
    Player
    Shougun's Avatar
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    Jan 2012
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    Ul'dah
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    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Zyph View Post
    Because FFXI's 22 different jobs has been a logistical nightmare.
    Is that for or aganist me? I cant tell lol

    And yeah just like what is going to happen in FFXIV, too many jobs being able to pull from each other (classes in FFXIV) will make a nightmare, and in FFXIV there is no level requirement so the nightmare is even less manageable. Level cap raises are going to be fun XD.
    (0)

  8. #8
    Player
    Zyph's Avatar
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    Aug 2011
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    Hecking my bed
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    804
    Character
    Zafeira Zhalwann
    World
    Sargatanas
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Shougun View Post
    Is that for or aganist me? I cant tell lol

    And yeah just like what is going to happen in FFXIV, too many jobs being able to pull from each other (classes in FFXIV) will make a nightmare, and in FFXIV there is no level requirement so the nightmare is even less manageable. Level cap raises are going to be fun XD.
    It's against you. First of all, this "too many jobs" concept is for the devs to decide. If they feel there's no more room for new classes/jobs, they'll stop. This whole "going to happen" thing is something you cannot possibly know.

    As for right now, there's plenty of ways to make new jobs FEEL unique even if their performance and raw numbers are similar to other jobs on paper. See the twenty two unique jobs that XI has.

    They will have an extremely hard time pulling this off, however, if multiple jobs use the same base class.

    Also level requirement? For what?
    (0)

  9. #9
    Player
    Kraggy's Avatar
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    Apr 2011
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    445
    Character
    Kerin Kor
    World
    Phoenix
    Main Class
    Pugilist Lv 90
    For me the original concept was fine, sadly too many XIV players were stuck in XI mode and wanted to feel unique snowflakes in whatever 'role' they played, so they complained about the 'multi-classing' nature of the game as it was released.

    Sadly SE caved in to this demand for retro-style character development and we went back to an XI-kinda structure, but without the simplicity of XI's job/subjob structure.

    Worst of all worlds, it didn't appeal those who liked the more free-form character construction of the original nor to those stuck in the 2002 world of rigid 'dual-classing'.
    (1)

  10. #10
    Player
    Shougun's Avatar
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    Jan 2012
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    Ul'dah
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    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Kraggy View Post
    For me the original concept was fine, sadly too many XIV players were stuck in XI mode and wanted to feel unique snowflakes in whatever 'role' they played, so they complained about the 'multi-classing' nature of the game as it was released.

    Sadly SE caved in to this demand for retro-style character development and we went back to an XI-kinda structure, but without the simplicity of XI's job/subjob structure.

    Worst of all worlds, it didn't appeal those who liked the more free-form character construction of the original nor to those stuck in the 2002 world of rigid 'dual-classing'.
    Agreed ( mostly - Yoshida himself wanted classes to be more structured ). It screwed a lot of its pros and just introduced more cons XD

    put that jackie chain mind blown image here.jpg

    Why not just tell everyone you are scrapping the system.. or dont and keep what made it good.. lol
    (0)
    Last edited by Shougun; 11-29-2012 at 06:21 PM.

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