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  1. #1

    Sweaty Dick Punching Enthusiast

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    The Battle Reform Blueprint

    It needs its own thread.

    http://forum.square-enix.com/ffxiv/t...995#post138995

    This is what I've been not-so-patiently waiting for. Click the link cos I'm not formatting the quote:

    Battle Reform Blueprint

    Dear fans,

    It is with pleasure that I announce the release of the battle reform blueprint. My apologies to have kept you waiting for so long, but due to my primary patch commitments, this document has been longer in the making than intended.
    But without further ado, please allow me to take you through the blueprint and explain in detail the planned changes and the driving force behind each of them.

    Akihiko Matsui
    Lead Battle Planner

    Reform Concept

    Fostering Skillful Play

    Creating a battle system that fosters skillful play.
    The above is, in a sentence, the rationale behind the coming battle changes. Not exactly the punchiest catchphrase around, but perhaps there’s kindly a soul out there who could word it better. */poke Yoshi-P*

    To elaborate, we are aiming to address issues such as the following:

    Victories coming with little reliance on skillful play.
    Lack of information needed for skillful play.
    No sense of accomplishment even with skillful play.

    In light of the above, our objective is to implement a battle system that rewards player effort and innovation in such areas as equipment, hunting grounds, and party structure.

    Lastly, in conceiving these changes, we have kept one fact close to heart: simply making enemies stronger does not equate to an environment that fosters and rewards skillful play.



    Battle Content

    Dungeons

    Dungeons, the proving grounds for parties, will be released in 1.18. We will be implementing two types to begin with, with future updates to usher in additional maps and battle concepts.
    This content takes the form of raid missions in which players slash and burn their way through a labyrinthine area before finally squaring off against a formidable final foe. Dungeons are intended to push teamwork to the limit, and players can expect a level of satisfaction (and spoils!) befitting the challenge.

    To coincide with the addition of dungeons, a number of actions and skills will receive tweaks ahead of time, the details of which will be released at a later date.

    Notorious Monsters

    We will continue to introduce new NMs on a regular basis, although numbers may be modest for patches boasting large-scale features such as dungeons. Players can look forward to engaging in more epic struggles and acquiring spectacular spoils.



    Partying

    Skillful Partying

    Alongside our ongoing endeavors to make solo adventuring ever more rewarding, we are also injecting effort into making full-fledged partying more enjoyable. At the heart of this undertaking is a series of plans to draw out the uniqueness of each class (details in the Armoury System section below).
    It goes without saying to those familiar with MMORPGs, but the masterful manipulation of the following facets of battle is the cornerstone of effective partying.

    Enmity (hate) control, which governs the enemy’s attack target.
    Crowd control (CC), the act of rendering enemy groups incapable of attacking.

    Enmity (Hate) Control

    Following review, we have deemed the current algorithm unnecessarily complicated, and as such have decided to simplify the system as follows:

    Damage will convert to enmity at a one-to-one ratio (in most cases)
    Players will have the means to examine their own current hate value.

    A hate conversion formula will be applied to actions that target friendlies or do not inflict damage.

    Furthermore, a player’s enmity will be made constantly visible as a percentage of that of the party member being attacked. A feature whereby players may examine hate values for all party members is also under consideration for a future update.

    Crowd Control (CC)

    As crowd control tactics are expected to gain in prominence with the introduction of dungeons, a host of adjustments is being planned centered around the following:

    The reforming of crowd control methods
    Tweaks to crowd control actions and their distribution among classes.

    Solo Play

    Solo play is the preferred choice of those short on time, and we intend to preserve the balance wherein adventurers can take on foes of the same rank unaided. Even as we work to further accentuate the uniqueness of each class, we will make it so that all classes are capable of ranking up via solo play.



    Auto-attack and Other Systems

    Auto-attack

    We will be implementing auto-attack. As the workload for this is expected to be considerable, however, the feature will be introduced in stages alongside revisions for other systems.

    For the first stage, we will implement the core mechanics of auto-attack and perform provisional adjustments to the accompanying damage algorithm. The next stage, planned to take place after the aforementioned crowd control and action/skill revisions, will involve a fine-tuning of the auto-attack algorithm. Other algorithms will also undergo revisions, which will be explained further below. In so doing, we hope to further draw out the unique flavor of each weapon. At this same time, we will also carry out motion and other graphical revisions to accommodate auto-attack.

    Action Bar

    We realize that having to reequip gear and reset actions every time you change class is a source of chagrin. Although we are unable to indicate a timeframe, discussions are underway with the UI team on ways for players to retain equipment and action data for each class.
    As battle revisions encompass not only tweaks to areas such as classes, items, and monsters, but also entail improvements to user interface, we wanted to share with you this aspect of our plans as well.

    Battle Regimens

    We are afraid to inform you that work on the Battle Regimen system has been postponed, as adjustments and additions alone will not suffice to address problems. There is a need to rework the system from the ground up, and we will lay the foundation stones after other changes have been seen to completion.



    Character Development

    Battle Attribute Allotment

    When it comes to battle, class rank should, by logic, be more important than physical level. The reality of the situation, however, is that attribute point allotment is dependent upon physical level, something that is causing complications in our endeavor to improve the battle system.

    In the recent battle poll (thanks to all who participated), we learned that a considerable number of players would be willing to forgo physical levels, but wanted to retain the ability to customize characters through attribute allotment. Armed with this knowledge, we proceeded to formulate the optimal solution.

    The decision: attribute point allotment will no longer accompany gains in physical level, and will instead occur when characters rise in class rank. Although the amount in frequency of points awarded will be lower than previously, players will find that each point will have a more profound effect.

    Algorithms

    In light of changes planned for the Armoury System, the need to revise algorithms has arisen. At the same time, we will also carry out the changes below in order to streamline areas made overly complicated.

    Abolishing the rounding formula based on standard rank values *1
    Optimizing the value ranges for the influence of attributes *2

    Many in-game elements are known to influence algorithms, and we are working on identifying them all regardless of the extent of their impact.

    We believe that the above changes will allow players to more keenly feel and appreciate the myriad benefits offered by magic and equipment, which will lead to a new depth of enjoyment in attributes.

    *1 The algorithm whereby values associated with rank are rounded up or down to be as close to the standard as possible.

    *2 The system whereby enhancing statuses (whether obtained through attribute allotment, equipment, or magic) are influenced by incremental sets of values.



    Armoury System

    Classes

    Actions will undergo major revisions, along with both the underlying mechanics and conditions.

    By major revisions, not only do we mean the tweaking of effects and potency of existing actions - we will work from the ground up to redesign and reassign actions based on clearly identified class roles.

    We will also make a number of changes as part of our reexamination of how actions are equipped and the character requirements for doing so. First, actions learned by each class will be set to the action bar by default when playing as that class. Also, we will be making some actions settable on any class, while other "class-defining" actions obtained at higher ranks will be usable only by that class.

    Jobs

    The job system - that series-defining trademark - will be implemented in FINAL FANTASY XIV (details such as specific jobs TBA). Quests to unlock each job will become available once you have reached a certain rank in the corresponding class.
    Rather than being advanced versions of classes, we would like players to think of jobs as specialized playing styles optimized for partying. While playing as a particular job will render you unable to equip certain actions of other classes, you will be compensated with access to exclusive actions, which can be acquired through quests.

    In practice, players will find the existing classes effective when playing solo or in certain party setups. Jobs, however, will shine in party situations where specific skill sets are demanded. Now, you didn’t hear this from me, but there are also rumors circulating that quests for obtaining job-exclusive equipment are also in the pipes.
    We at the development team are currently hard at work on the job system, and expect to have details to share with you soon.



    In Closing

    Fighting the Good Fight

    Thank you for taking the time to pore over these words. Having read the blueprint, there is bound to be more than a few players who feel that we’ve only recited a handful of things common to all MMORPGs. There may be others still who are saddened - perhaps even piqued - that elements they felt made FINAL FANTASY XIV unique will be going to the cutting block.

    I would like to clarify here that the battle team’s overarching objective is to lay a solid foundation upon which to build new elements - elements that will bring out the best in FINAL FANTASY XIV. The marriage of classes and jobs is representative of this endeavor. Whereas the ease of play classes offer will find favor with solo and casual party players, jobs will add a new depth of enjoyment for those wishing to take on high-level, strategy-rich content.

    A period of great change is underway, and we ask you to bear with us. FINAL FANTASY XIV is dear to us as it is to our fans, and there is simply nothing we would love more than to see it flourish into everything it can be. And to see this wish become reality, we promise to spare no effort in delivering the ultimate battle experience to players.

    On behalf of the team, thank you always for your encouragement and support.

  2. #2
    Banned.

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    Seems like they know what areas they need to improve on in the battle system (aside from combat animations locking you up), let's hope they deliver.

  3. #3
    Ridill
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    fantastic

  4. #4
    Ridill
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    Nice, some real info on the Jobs system too.

  5. #5
    Bagel
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    + A lot of things are being announced
    - I'm reading TBA a lot of times


    I'm on the fence about how they decided to handle jobs. It makes sense and all, but it could easily be a way to let classes become underdogs and jobs being used full-time since they're great in party, and FF had always be about parties.

  6. #6
    New Spam Forum
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    Felius Nightfox
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    Looks good for a blueprint. Let's hope the building of it goes smoothly. Will be interested in further information on the job system, and /joy for JSE

  7. #7
    Relic Weapons
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    Quote Originally Posted by Tomino View Post
    I'm on the fence about how they decided to handle jobs. It makes sense and all, but it could easily be a way to let classes become underdogs and jobs being used full-time since they're great in party, and FF had always be about parties.
    The best way I can envisage it is that the jobs are very specialised and cut out a lot of soloability. I imagine many players (including myself) come from an MMO scene where we've moved on from FFXI's "must party or you can't progress" mentality to more of the WoW or Rift-style quest-to-level situation. Having jobs to aim for may actually help us reacquaint ourselves with the idea of grouping for an extended period of time in a game, rather than just hopping in and out for a quest or two. And if we find we don't enjoy it, we still have hopefully-entertaining classes to solo our way to cap with.

  8. #8
    Cerberus
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    Quote Originally Posted by ascalon View Post
    The best way I can envisage it is that the jobs are very specialised and cut out a lot of soloability. I imagine many players (including myself) come from an MMO scene where we've moved on from FFXI's "must party or you can't progress" mentality to more of the WoW or Rift-style quest-to-level situation. Having jobs to aim for may actually help us reacquaint ourselves with the idea of grouping for an extended period of time in a game, rather than just hopping in and out for a quest or two. And if we find we don't enjoy it, we still have hopefully-entertaining classes to solo our way to cap with.
    Yeah this is how I read it too. Jobs are for group oriented content (full light parties or the max 8 ) and solo/casual parties (1-3 persons) are for the class system. The class is still your defined style and what you do now won't change that or suddenly change dramatically over night, but large group content will be balanced around the job system, and classes without jobs are going to get left behind.

  9. #9
    Relic Weapons
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    In going with the concept designs we saw I think we can safely say white and black mage are two of the jobs. I've just skimmed the post so far but looking good.

  10. #10
    Bagel
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    That's indeed the way they're looking at this, and it's a good shot :
    This way they won't need to introduce several new jobs to grind, but just some quests to unlock job/actions on your r50 main class.
    Also, it's perfectly reasonable that in a group situation one Conjurer would take the healing role as WHM, while the other would go damage dealing with BLM. Self preserving skills are not needed in "FF style" parties.

  11. #11
    Sea Torques
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    I'm really hopeful for their ideas at this point, as they have addressed even minor concerns of the player-base in this blueprint (retaining gear/actions equipped per class, for instance).

    I'm wondering how deep they will go with Jobs, and if any will require two classes ranked up (Paladin, for instance?)...

  12. #12
    Sagacious Sundi
    Guest

    As much as I hate this game, I think I can say I have confidence in everything listed except dungeons (it's SE and content; it's always gonna be a hit for part of the playerbase, and an absolute miss for the rest, if not for everyone) and jobs (not sure, I just have a bad feeling about it).

    I won't really mind if jobs make classes completely obsolete outside of solo play.

  13. #13
    A. Body
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    I like what I read, I really like the fact it looks like they're gonna force the issue about having to CC which is bad for most players because they're retarded and aoe everything like retards. I can't wait to see all the terribad players whining and crying that they got kicked from a dungeon because they broke CC and got their party raped.

    Everything sounds A+ to me if its implemented that way.

  14. #14
    New Odin
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    A cc job would be nice, but that might be too restricting. Buffer jobs are hopefully otw.

    Now do something about the animations so they won't cut so abruptly, and things are looking good.

  15. #15
    Relic Weapons
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    There wont be a specific cc job from how I read it. They are even giving more jobs ccs it seems.

  16. #16
    Ah yes, 'Reapers'
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    Really like the sound of the job and class system. Great to know they're not going to be making solo play redundant.

    I wonder what'll happen with point allotment. Sounds like they're fixing the effects of DEX, STR, ect but if you only get these points with class ranks does that mean physical levels are pointless and being removed, or just used as a cap?
    Also, I guess that'll mean that to really enhance yourself you'll need to level as many class/jobs as high as possible to get as many points as possible. Not so sure about that one.

    Everything else sounds great.

  17. #17
    Melee Summoner
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    I don't think you have to level many classes to have many points. For example you can only use GLA points on GLA, at least that's how I understand it.

  18. #18
    Ah yes, 'Reapers'
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    Ok, that would make more sense and be much better. You'd actually be able to play both a melee and a mage job and not feel gimp.

  19. #19
    Bagel
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    All looks good on paper, hopefully its implemented well. 1.18 can't come quick enough D:

  20. #20
    Telliani
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    Yea... this update I'll have to log in and get a few more levels under my belt. People on the FB FFXIV link to this were freaking out that this means they're going to have to start at level 1 again.

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