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  1. #11
    Player
    Dzian's Avatar
    Join Date
    Feb 2012
    Location
    Ul'dah
    Posts
    2,837
    Character
    Scarlett Dzian
    World
    Sargatanas
    Main Class
    Bard Lv 76
    Quote Originally Posted by Sypherblade View Post
    Develop them further? Thats what the job system is in this idea. Your going from being a novice to mastering the whole class. From broad range, to a focus.

    In the Conjuror example...the armory system still applies... White Mage, Green Mage, and Geomancer all still share a weapon.
    that doesnt seem to change anything though. other than save you a bit of levelling it doesnt seem to have any real purpose.

    How is levelling cnj from 1-30 and whm 31-50 any different from levelling whm 1-50? how does the armory system make that whm any different?

    under your system it seems the only real gain would be that if i then went to level green mage i'd have 30 less levels to grind. but that green mage would then be closely connected to whm and cnj and restricted.

    if you were to level green mage from 1-50 without that connection then you have infinitely more freedom in what that greenmage can be.

    this is why i kind of see the armory going one of 2 ways if it stays. either we'll have 20 classes and 20 jobs to go with them. (kinda pointless) or a situation where se are restricted. to release one new job they must release 8 or 9. otherwise you get unbalance with one class having 2 job options and another class having only 1. and also each of those jobs being further restricted to the frame of the last. for example to make a dps job for a gladiator you would need to change a gladiators mechanincs which in turn would change a paladins mechaincs because it is built on the same frame. just seems far to restrictive.

    Anyway all of this is based on the old of 1.0 so I'm going to go eat some dinner and cross my fingers for ARR
    (0)

  2. #12
    Player
    Kallera's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,160
    Character
    Etoile Kallera
    World
    Mateus
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Sypherblade View Post
    Develop them further? Thats what the job system is in this idea. Your going from being a novice to mastering the whole class. From broad range, to a focus.

    In the Conjuror example...the armory system still applies... White Mage, Green Mage, and Geomancer all still share a weapon.
    Another attempt to destroy classes. This is getting ridiculous. This would become far more convoluted and doesn't offer the chance to make a build for solo play.

    Also, people have already leveled their conjurers to 50.
    (1)

  3. #13
    Player
    Ikkenoe's Avatar
    Join Date
    Dec 2011
    Posts
    90
    Character
    Scientific Progress
    World
    Balmung
    Main Class
    Alchemist Lv 21
    there's really no point having classes stopping halfway to 50. either they go to 50 as designed and branch off into jobs from there, or abolish classes altogether.
    (2)

  4. #14
    Player
    Kallera's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    4,160
    Character
    Etoile Kallera
    World
    Mateus
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Ikkenoe View Post
    there's really no point having classes stopping halfway to 50. either they go to 50 as designed and branch off into jobs from there, or abolish classes altogether.
    I hope they are taken as far as any level cap. As a crafter I do a lot of farming.
    (0)

  5. #15
    Player
    Sypherblade's Avatar
    Join Date
    Mar 2011
    Posts
    174
    Character
    Mirri Ross
    World
    Excalibur
    Main Class
    Lancer Lv 45
    Quote Originally Posted by Dzian View Post
    that doesnt seem to change anything though. other than save you a bit of levelling it doesnt seem to have any real purpose.

    How is levelling cnj from 1-30 and whm 31-50 any different from levelling whm 1-50? how does the armory system make that whm any different?

    under your system it seems the only real gain would be that if i then went to level green mage i'd have 30 less levels to grind. but that green mage would then be closely connected to whm and cnj and restricted.

    if you were to level green mage from 1-50 without that connection then you have infinitely more freedom in what that greenmage can be.

    this is why i kind of see the armory going one of 2 ways if it stays. either we'll have 20 classes and 20 jobs to go with them. (kinda pointless) or a situation where se are restricted. to release one new job they must release 8 or 9. otherwise you get unbalance with one class having 2 job options and another class having only 1. and also each of those jobs being further restricted to the frame of the last. for example to make a dps job for a gladiator you would need to change a gladiators mechanincs which in turn would change a paladins mechaincs because it is built on the same frame. just seems far to restrictive.

    Anyway all of this is based on the old of 1.0 so I'm going to go eat some dinner and cross my fingers for ARR
    I see exactly what your saying, and I agree...but SE seems dedicated to the Class > Job system...which makes it harder for future classes to appear without just being clones of the current ones with just a handful of different abilities.

    Perhaps take it a step further... and have Jobs stemming from the same class can share some of the same abilities...like a White Mage can use SOME of the Geomancer spells too...
    (0)
    Last edited by Sypherblade; 02-16-2013 at 03:31 AM.

  6. #16
    Player
    IndigoDarkwolf's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    141
    Character
    Sepia Windsword
    World
    Hyperion
    Main Class
    Lancer Lv 60
    Quote Originally Posted by Sypherblade View Post
    I see exactly what your saying, and I agree...but SE seems dedicated to the Class > Job system...which makes it harder for future classes to appear without just being clones of the current ones with just a handful of different abilities.

    Perhaps take it a step further... and have Jobs stemming from the same class can share some of the same abilities...like a White Mage can use SOME of the Geomancer spells too...
    That's going to leave you with the problem of GEO/WHM feeling even more similar than they would be if they each offered unique, exclusive powers beyond their base class, which was part of the problem people had with the original Armoury implementation - everyone built characters out of the same "best" powers.

    @fusional: FWIW, I suspect by now most people have already talked themselves to death of the things that were actually broken from 1.0. The devs know, hopefully 2.0 will fix them, but until we get into the beta we won't know. And even then, that'll be a topic for the beta forums, not the public ones.

  7. #17
    Player
    yoshikwalla's Avatar
    Join Date
    Apr 2011
    Location
    Ul'Dah
    Posts
    407
    Character
    Edge Faire
    World
    Mateus
    Main Class
    Pugilist Lv 90
    ...Or you could accept the fact that this game has both an armory and a job system, and instead urge the developers to make each system distinctly different from each other, use different game mechanics, and be equal in power to each other to enhance player customization. Then, revamp whatever tutorial ARR has to support each armory/job mechanic and make it to where people stop automatically coming to the conclusion that jobs > professions.

    Making the Pugilist and Monk completely different character archetypes that fit their respective lores, for example. Hired thug and bar fighter does NOT equal meditating spiritualist from the mountains. Give both systems different animation patterns, exclusive skills and alternate forms of existing skills, and add a questline with a plot that adequately explains why a bar fighter becomes a monk. The current quest does not count. Archaeology doesn't magically give bar fighters the ability to become a full-fledged black belt in a spiritualist kung fu-esque martial art.

    There are exceptions to the norm already (*cough* THM and CON *cough*), so why not just make the system more lenient towards adding more exceptions to the norm?

    The current systems - especially the armory system - could work very well with each other (and opposed to each other) given a few gameplay updates, tweaks and refinements. Switching completely to a new system would not.
    (2)

  8. #18
    Player
    Join Date
    Mar 2011
    Posts
    4,948
    Making the Pugilist and Monk completely different character archetypes that fit their respective lores, for example. Hired thug and bar fighter does NOT equal meditating spiritualist from the mountains.
    Monks are not necessarily "meditating spiritualists from the mountains" nor are pugilists necessarily thugs and tavern brawlers.
    (0)

  9. #19
    Player

    Join Date
    Mar 2011
    Location
    Ul'Dah
    Posts
    422
    Classes are useless. This is the truth.
    (2)

  10. #20
    Player
    Seirra_Lanzce's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    2,938
    Character
    Kuro L'anzce
    World
    Masamune
    Main Class
    Gladiator Lv 70
    I agree as of 1.0 class are pretty useless not sire how it will turn out in 2.0 but i do hope they balance it out for classes to have benefits as jobs are. Have to wait and see
    (1)

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