As long as I'm not returning to the days of the constant "party vs. one" design. I've had years of that, and it was enough.
As long as I'm not returning to the days of the constant "party vs. one" design. I've had years of that, and it was enough.
While also limiting one's freedon once a tree has been chosen. Do you really think this is a great idea? What if I want to nuke on my CON every now and then? Restart the game or wait hours to reset everything?
These specs already exist in FFXIV and they're accomplished with the ability slots. You can't equip every ability/spell in your list so you need to decide which role you're going to fit in. This however does not limit your choice in the future if you ever get tired of healing or tanking.
You can decide to either focus on healing (while also getting abilities/spells from other classes), focus on nuking or a mix of both if the situation calls for it.
Why you want to limit everyone's fun is beyond me. The system needs fixing but this is not the part that's not working.
If they go back to FF jobs there won't be any specs at all because each job will focus on one thing only except the hybrids like Red Mage unless what they're talking about is something else entirely.
Other MMOs need skill trees because you're usually limited to one class per character. FFXI and XIV instead offer the freedom to change to any class you want so if you want to focus on healing magic you switch to WHM and if you want to focus on magic damage you pick SMN,BLM,SCH or BLU. It's basically the same thing.
Why do people always think that when I explain things I agree with it too? I don't. It's shit but a logical direction when it's hard to pinpoint why people play these games in the first place. I don't like it.
"Eww, why did they take ideas from old MMO's? Everything about them sucked."Since they basically copy pasted Ultima Online as it is, might as well get a little newer MMO influence by taking something from Everquest.
But can't get enough of the amazing quest grind alone system eh?As long as I'm not returning to the days of the constant "party vs. one" design. I've had years of that, and it was enough.
So being able to switch playstile to avoid boredom is not having fun? In that case I strongly suggest you quit playing said game because you're not enjoying it to begin with.
In FFXI if I'm tired of healing I simply hit a button and jump on another job that does something else. If we had skill trees not only some jobs wouldn't even exist but I'd be forced to play in one way and never change.
What if my LS asks me to play healer Conjurer all the time? If I want to switch to an aggressive setup I wouldn't be able to because the system forces me to pick a path and stick with it.
Limiting freedom is NOT where this game needs to go.
I think Yoshida's "mini-quests" mean normal MMO quests with no cutscenes, issued by random NPC's or perhaps the public companies. So we'll have guildleves, quests and miniquests. And of course the main scenario.
I think quests and guildleves will feature encounters against NM's and beast tribes and such in the open world and perhaps mostly in a group setting, while mini-quests are simpler in nature and probably soloable. Perhaps some additional mechanics can be applied to them, like some kind of "faction" conquest style system but with the companies instead of city-states. They could also expand this to the beastmen strongholds and issue raids there, as they exist to "combat the threat to Eorzea". Main scenario quests would then become more like XI's BCNM style arena fights in instances.
Also if beast tribes are coming soon-ish, they can pretty naturally increase the size of the tribes as the game's story progresses and the attacks to the Hamlets begin, now with the tribes being much larger and varied.
Whatever happens, they really need to step out of the many vs one fights already.
The armory system isn't the issue, it's the lack of unique/exciting skills currently in the game. Keep the current system of mix-and-match but add skill trees to allow players to actually differentiate themselves from others.
If your LS asks you to play a healing roll all the time, just respec (inb4 wow sucks) to an aggressive roll when you want to (maybe at the cost of a few Anima?). There are ways to implement 'defined class roles' while adding variety while not pigeonholing players.
Guys guys guys! I got two words for ya: License Board! Think about it bro. Just think about it.
Or Sphere Grid. I mean reality is we've had talent-tree like systems in Final Fantasy games for a while now.
I think stat point allocation should be removed as it's just another hinderance. Get rid of physical level all together really as it is kind of redundant to have two levels. I can see the idea behind it but I don't think it really works, or works well, in the current incarnation. I think basing stats around Class Level + Abilities slotted + Traits slotted would work better and allow for gear stats to have (more) meaning. That's just me though.
I wish Yoshi discussed fixing the ridiculous exp system in the game. I am all for socialization and group based activities but...grinding in this game is beyond repetitive. When I do 8 leves and make barely 5k skill points (1/4 of a level)....I feel cheated and frustrated. And good luck finding groups to exp with (which even then is pretty poor). Perhaps leves should either have their SP rewards GREATLY increased or SP should be part of the overall rewards.
License Board and Sphere Grid can be opened up towards the end. It's not really a good example of what people are suggesting here <.<
And no, I didn't miss any point. We already have to wait hours to reallocate stats and you want to wait more hours to reallocate abilities and traits as well?
What's the point if simply switching class has the same effect?
Want to focus on healing? Hop on White Mage. Want to nuke? Black Mage. How is this any different than skill trees?
Instead of having one path to pick you pick a job, it's really not hard to understand. It's exactly what FFXI did by allowing everyone to change jobs in the game.
I think these should applyI wish Yoshi discussed fixing the ridiculous exp system in the game.
Improvements to skill point acquisition for parties
Optimization of enemy size for ease of play
Release of beast tribe monsters as both roaming and quest-related enemies
although I think that they're pretty close already.
I agree with Dakin. Also you're pretty limited in the game as it is. Everyone speaks of pigeonholes as if you aren't already in the game. Every class is too closely related, and this makes for a very bland ass game. So please dont fret over the more unique assignments to the current classes because they DESPERATELY need them. In my opinion this major designation is needed, and with that major designation blended with this style of buffet of skillsets it makes for some very interesting and useful combinations to avoid pigeonholing. At that point if there is (and there will be) you need to shine the light at the playerbase and not at game mechanics. Sub skills are far more useful to a caster than they ever were in XI. It will be very hard to come across a huge disparity as in XI. There is nothing wrong at all with specializations. Everyone say it with me. Also for the first 4 pages of arguing about jump. You guys.. what the fuck? Who gives a shit? Last thing anyone should care about in relation to xiv.
All in all the changes sound good. Maybe i'll level my thm again with my brother, but I'm not in a hurry to come back. For now i'm watching from afar.
I think it has been proven various times that this is false. Depends what kind of specialization we're talking about of course- specialization of roles? Fuck no. Specialization as in "different ways to accomplish the same results"? Sure.There is nothing wrong at all with specializations.
Keep the same system and same core classes, just implement some way for players to enhance/learn different abilities for only the class they are on.
CON will still be able to Nuke/Buff/Heal, but would have options to expand on one aspect greatly, or strengthen each a little less.
THM will still be able to Nuke/Debuff/Heal. "
MAR would still be able to Tank/Damage. "
That's pigeon holing.
What I mean is that MAR, PUG, LNC, GLA and ARC would all do damage/tank, but in different ways. These characteristics should be strengthened and made more obvious. Let's call it the "theme" of the class. Equipment and questlines can also enhcnace the theme.