they said arcanist was being in beta o.O they said summoner wasnt until after launch



they said arcanist was being in beta o.O they said summoner wasnt until after launch
"Thy life is a river to bear rapture and sorrow
To listen to suffer to entrust until tomorrow
In one fleeting moment, from the land doth life flow
Yet in one fleeting moment for the new leaf doth grow"

FFXI 2002-2011 SMN BLU SCH BLM NIN
FFXIV 2010 - 2012 Ver1.0 Blm Drg whm
FFXIV alpha beta drg blm
FFXIV beta 2 Drg
FFXIV beta 3 and 4 Drg SMN blm



While the argument that with the armory system not needing to unlock a class before you can use it is certainly valid, it doesn't necessarily mean it has to work that way. In FFXI there were 6 jobs that you could use at the beginning, it didn't matter what you started as you could switch between those 6 whenever you felt like it, then the advanced jobs were unlocked later.
And while it is not an exact correlation, I could easily see a situation where to become an arcanist you need to complete a quest or series of quests and then are rewarded with your first grimoire, and that is the only level one option available to you, which would pretty much close the class off until you actually did them.


A cheap reply to this reasoning would be that you could just borrow somebody's grimoire.While the argument that with the armory system not needing to unlock a class before you can use it is certainly valid, it doesn't necessarily mean it has to work that way. In FFXI there were 6 jobs that you could use at the beginning, it didn't matter what you started as you could switch between those 6 whenever you felt like it, then the advanced jobs were unlocked later.
And while it is not an exact correlation, I could easily see a situation where to become an arcanist you need to complete a quest or series of quests and then are rewarded with your first grimoire, and that is the only level one option available to you, which would pretty much close the class off until you actually did them.
A serious reply is that they've focused on Arcanist before every other job just to give another magic class available to players, because currently we only have two magic classes opposed to five melee classes.
The idea of "advanced classes" could work, expecially for more exotic classes or classes whose guild, for example, it's not in one of the starter cities. But I think I understood that increasing the magic classes available to players was a priority for the devs.

This is a good point, after all having to many jobs in the beginning can be confusing when starting a game new. There are some MMO's that started out with having 13-14 jobs you could pick from in the beginning? Then there was a skill tree that allowed you to train you skill points to pick what you want. It was extremely flexible and you could make customize a class to almost anyway you wanted. However it was extremely hard to balance because there was so many variances.While the argument that with the armory system not needing to unlock a class before you can use it is certainly valid, it doesn't necessarily mean it has to work that way. In FFXI there were 6 jobs that you could use at the beginning, it didn't matter what you started as you could switch between those 6 whenever you felt like it, then the advanced jobs were unlocked later.
And while it is not an exact correlation, I could easily see a situation where to become an arcanist you need to complete a quest or series of quests and then are rewarded with your first grimoire, and that is the only level one option available to you, which would pretty much close the class off until you actually did them.
Only giving a new player a handful of typical classes that every MMO player is used to to gently get them accustomed to the new gameplay mechanics. Then open up the game to allow them to select from the full gambit of classes that the game has to offer!
This way a new player can be introduced to the new classes through Veteran players, NPC's they encounter in the other classes, and introduced to them through Main Story quests or job quests.
And this is why I shouldn't post till I read the entire thread! lol
Last edited by Linkurrra; 01-26-2013 at 07:40 AM. Reason: updated



Four melee classes, two of which are tanks*
Also, remember that the starting tool or weapon for each class was U/U.
I personally don't care how they do it either way, though. Usually, the quests to unlock a new job weren't all that hard. There were maybe some that took a while due to them making travel to other half of the world and back, but most were relatively simple, so I don't care whether they make us do a quest before or not.
Adding little bit of lore as introduction to the class wouldn't hurt, though. That was something that the job quests did in XI.
Last edited by Klefth; 01-22-2013 at 09:02 AM.




I wonder if the guild will still be located in Limsa Lominsa or if it will be elsewhere...hmmm


If it wasn't, the only characters who would be born in Limsa would be the Marauders :c
In ARR, our "starting city" depends on our class, and exactly where the class' guild is located. Ever wondered why the Alpha test only allowed Lancer, Archer, Conjurer, Botanist, Carpenter and Tanner? Those are the guilds of Gridania.



I'm not sure how I feel about this. On one hand, it makes a lot more sense lore-wise and now the guilds will probably be more important. On the other, I'm restricted by which class I can start out with if I want to be from a specific city.If it wasn't, the only characters who would be born in Limsa would be the Marauders :c
In ARR, our "starting city" depends on our class, and exactly where the class' guild is located. Ever wondered why the Alpha test only allowed Lancer, Archer, Conjurer, Botanist, Carpenter and Tanner? Those are the guilds of Gridania.


Actually, they've made it so (as I understood it from the interviews) that your starting city will be just.. the city in which you spawn in the game world. Instead of FFXI where you chose your allegiance knowing NOTHING of the game and only seeing a nice picture and a description of your city, XIV is taking a route where it puts you in the game, neutrally. Lets you experience the world, lets you visit all three cities, lets you know all three Grand Companies, makes you do quests for all of them, and only then, makes you choose your allegiance to a Grand Company and, with it, to a city state.
Ishgard, Ala Mihgo, Sharlayan. The three non-starting city states to be added in future updates/expansions could easily have other, different guilds. Say each of them has 2 to 4 combat classes guild, and maybe a gatherer/crafter guild too. There's plenty of room for adding new jobs.
Imagine travelling all the way to, say, Sharlayan, sign up for kendo classes at the local dojo-- eh, I mean, the samurai guild, and learn how to use a Katana, because in Limsa there's no bushido master to teach you. There you have it, you've just unlocked a new class.
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