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#1 Feb 06 2011 at 5:02 PM Rating: Decent
16 posts

Greetings,


I read from the Producer's letter that there are talks of changing class names, rather than to simply change the names, why not do something in the way of creating advanced jobs to kill two birds with one stone? SE Dev Team seems to be exploring options to create goal-oriented game play for XIV, one of the most powerful goals in XI was the thought of rising through the ranks to become a legendary Paladin and protect allies, or a Dark Knight, destroying all that stands before him.

Be it Final Fantasy 1, Final Fantasy Tactics or Final Fantasy XI the class change, advancement systems of the games aforementioned have been the stuff of legends. I remember my childhood (and adulthood) best friend and myself figuring out how to unlock all the awesome jobs in FFT, then stewing over how awesome Agrias Oaks was, and how much she got trumped up by Cidolfis Orlandu!

My main thing with XI and XIV has been: Why would you drop all the beautiful things of the FF series thus far and get rid of the elements that made these games so successful?

Ending my rant, here's some of what I'm thinking of in a nut shell for characterization.

- A draft for renaming the classes into Classics.

One doesn't wake up and say, Oh, I'm a Paladin, or White Mage etc. (obviously not in the real world) but if we were within Eorzea we must take to things that would kind of encourage us down paths aforementioned.

A young Gladiator fights for coin in the pits of the Court in the Sands, when he is brought across the path of brigands and malefactors seeking to disturb the balance of power in Ul'dah and Eorzea as a whole by ushering an ancient evil into the world, thereby being sent on a reeling journey to discover the hallowed ways of an ancient Hero, name X , a Paladin. (Similar to some of the AF armor quests on FFXI, one would reach 30th level GLA and make a transition to Paladin, thereby changing many of the skills post 30).

Second scenario, instead of the Gladiator being pulled down the path of the light-wielding defender, a man from the far east journeys to Ul'dah, seeing him display his skill with the local sword arts, he decides to share something from his homeland (Introducing Samurai into the game through GLA.).

--Now 1 Scenario being entertained doesn't mean it's your only 1, it just means this is a way of unlocking an even greater journey through Eorzea.

Rather than to have to pretty much make an entirely new game, in this sense you could augment all of the classes and provide 1 or 2 paths for them to go. QED. A Thm could just as much become a powerful Black Mage, or end up coming across a sand dervish with a secret art form to tame the evil powers of the beast tribes and use them (Blue Mage).


**Renaming

From all apparent signs, many classes were rolled into one with a lot of the XIV models. In theory, Gladiator and Marauder could easily be merged to optimize the change processes intended, becoming Warrior. Simply equipping a Sword Class Item, Axe or -pokes SE- Great Sword, you become a Warrior. This might seem a a blow to those who rolled Marauder for Marauder or GLA for GLA, but that blow would be eased when they realize they can become what they -really- want to be and advance to Paladin or Dark Knight!




Some further applications:

Rename Pugilist to Thief providing-: Monk / Ninja (Weird, but picture a hapless brigand coming across a wayward Monk who wants to stabilize his life, and again across a clan of Ninja whom intended to bring him to death but saw his strength and parted with their knowledge)

-- Already a classic FF Class: Archer: Ranger / Beastmaster

Conjurer-- Leave as is, Magic seems lost to Eorzea and needing to be rediscovered making Classic magic clases needing to be sought after: Summoner / White Mage

-- Already a classic FF Class: Lancer: Dragoon / ----

Rename Marauder to Warrior: Dark Knight /


That about wraps up my thoughts from the top of my head for this post:


Thanks,


Trion Valere


#2 Feb 06 2011 at 6:57 PM Rating: Decent
Scholar
29 posts
its a good idea, but the mage jobs need to be rethought, as most of the blm spells, (nukes) are on the conjuror, and thauma, has mainly the buffs, damage over time, etc..

so both conjuror and thauma spells need to be redistributed, and reclassified, so that a thauma can become a BLM, and the Conj can become a WHM/SMN..

#3 Feb 06 2011 at 7:34 PM Rating: Default
16 posts


Yes,


I was thinking that myself, but I think the Dev Team has 2 priorities that they need to balance most likely:

Priority 1:) Keeping subscriptions, and getting more.

Priority 2:) Budgeting in light of the many failed launches by SE recently (not meant as a bash, I've been a die hard Squaresoft and subsequent SE fan since I could read and write.), which means that they probably don't have the resources yet available to do that serious of an overhaul, that'd require rewiring a LOT of things in the game.


To be honest, SE could really appease about 50% of the player base that quit by simply:


A.) Dropping Durability off of Items, then replacing the repair function of the craft classes with upgrade. Craft classes should be heroic too right? So why can't they do amazing things like craft a blazing sword of fire power by drawing out the essence of a fire crystal during forging? Kill 2 birds with one stone there.

B.) Adding Chocobos, I am certain this would not be too much of a strain on tightened budget, and would bring a :-) to people, also, just let people have them as a mount, none of this renting or raising business. Could do faction specific choco's IE, Chocobos living in Thanalan might be awkward, Black, Purple, and since they probably were raised by something under syndicate employ they'd carry an Ul'dah banner. Many other applications could be had there with the other city states.

C.) Sprucing up the classes, adding more particle effects to abilities such as: Rage of Halone, Chaos Thrust, Godsbane, Storm's Path, Howling Vortex, Moonrise, Heavy Trammel, ALL OF THE ANCIENT MAGIC SPELLS, All of the Tier 2 and 3 magic spells, providing a particle effect for Spirit Dart/Phantom Dart in accordance to the type of arm equipped, and also particle effects for Shocking Spikes/Stygian Spikes.

D.) Upping the limit to how many leve quests you can carry and do at once to something around 20 Solo per camp, per day, 10 Party per camp per day (not including those linked). Should be able to have goal-oriented leveling 24/7, not 2 hours of your gameplay then force to grind etc.

E.) Augmenting what happens when I switch from say THM to Miner, I shouldn't incur an MP loss because I see a node and I want to mine it, another easy convenience fix.




#4 Feb 06 2011 at 9:02 PM Rating: Decent
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241 posts
I feel the solution to the mages lies giving them powerful stackable limitbreaking 5, 10, 15, and 30 minute abilities. White, Black or Red mage can all have whatever healing or elemental magic they want to put in their action bar, but the abilities that come with the advanced jobs will amplify in select ways. I'm thinking of things like Elemental Seal from XI. MP regen is a great passive ability. Inherent Mag ATT up. If we truely do get advanced jobs, I want the advanced part to build UPON the basic job abilities.
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#5 Feb 07 2011 at 10:13 AM Rating: Decent
10 posts
I think something like this would also make the majority happy that are upset about no specialization. Having unique skills only available to that job. Not able to use them on any cross class. So still be able to use cross class skills of the "core" classes with your own unique skills once you switch to that advanced job will still give some good versatility.
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