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Thread: [Speculation]Job Systems     submit to reddit submit to twitter

  1. #1
    LD
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    [Speculation]Job Systems

    Sparsely Grounded Speculation (you've been given fair warning):













    Humor me on this, but I have the feeling the new job system will be a mix between FFIX's ability system, FFT's job-branching frame, FFXI's skilling-up system, and FFXII's licence system.

    I see a single basic starting job with access to all of the most basic equipment. By using a particular piece of equipment, your character will grow depending on the 'lean' of that piece. The more you use the equipment, the more you lean towards a class type (Fighter/Nuker/Healer/Support and the sub-groups therein).

    For example, using a 1H axe will at first just set you down a fighting path (stats, maybe the odd ability or trait), but then you'll gain access to better axes, which may in turn allow you access to better stats, abilities akin to 'zerk & Rampage, and equipment like plate or hauberks. There may even be pieces that allow you to attain the original weapon's traits at a faster pace. Ultimately, while there wont be any particular job separating one player from another, class distinctions will be as clear as the equipment you wear and the abilities you use most often.

    In such a system, you could conceivably be a high level mage type, but work on axes, EVE-style, since you can grab the beginner axe (which is still accessible to your 'job') and work your way up from there. This could be the 'try anything' concept SE has in mind, just instead of building up a completely separate job to try out, every available play style is accessible simultaniously. The only limiter, like EVE & FFXII before it, would be effort and time invested, though they could add more if they wanted.

    Jus' throwin' that out there.

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    Nidhogg
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    Is that based on random speculation or is there any merit to your post where you have been lead that idea?

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    Melee Summoner
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    Quote Originally Posted by LinktheDeme View Post
    Is that based on random speculation or is there any merit to your post where you have been lead that idea?
    He probably came up with this from SE mentioning that weapons are going to be a big part of the advancement of your character, and since your character won't have to level(if they even have levels) from experience points but through another way.

    I think there will still be a way to change jobs in same shape or form though. Whether it be done by simply changing your weapon or talking to a moogle. That freedom of being able to change your role without having to change your character was always a unique part of FFXI and something they wanted to keep a part of FF14.

  4. #4
    BRP
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    Here is an idea, keep EVERY piece of speculation in a single thread and don't let it spill out. That is if people must speculate and can't keep it to themselves.

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    Relic Shield
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    I can almost say for a fact that there will be a level system. I cant think of a single MMORPG that is of s similar style to FFXI that doesn't have a level system.

    I think XIV will be very similar to XI but I think they've learned some hard lessons. Some of these lessons would be what they learned with Aht Urghan. They made the game playable by more casual players and introduced the STFU to deal with the problem of RMT and it has been very successful overall.

    Hopefully they introduce some of those elements into XIV early on in its release.

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    LD
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    What part of "Sparsely Grounded Speculation" and "fair warning" and "humor me on this"....

    Quote Originally Posted by Sonomaa View Post
    Keep it civil.
    Oh, right.

    Anyway, as Itchy said, my speculation is based on the only known information we have on the Job system. It's the only real thing to go on. Since pretty much this entire thread will be made up of similar posts (until we're straight up told how the game will work...and after that, too) and the only other unlocked FFXIV threads are based exclusively around the trailer (and are in an unrelated forum), this will ultimately be the thread that takes the newest information and pukes out the thoughts of every person who takes the time to have an opinion.

    SE seems to be pretty clear on the 'no numbered levels' thing, but it doesn't really matter either way. Even with a number system we only classify any group of numbers as High, Mid, or Low, so we'd likely do the same without one.

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    New Odin
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    Something like The Last Remnant's Battle Rank system to keep note on 'levels' perhaps (I know it sucks in TLR, but with some adjustments it might be pretty cool)? The job system in that game isn't so restricting either, maybe they'll take the same kind of approach in XIV?

    I mean every character had their 'job' but it wasn't really the deciding factor on his/her development, I think.

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    I'm not as concerned with the system persay, but more that SE keeps the ability to change between jobs on a single character. As long as they keep something to that effect I really wouldn't mind most job 'systems'.

    Oh, and keep the nice diversity of classes, FFXI did have a huge job array to choose from over a lot of other MMOs which was nice.

  9. #9
    LD
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    Elegant...

    As far as jobs-types go, I think I could let go of a few of my favorites, depending on how the game works. For example, Scholar could be disposed of as long as there's the ability to have a specialized mage job. I was attracted to BLU due to the jack-of-all-trades aspect, but if I can customize my core job with a bunch of different, yet effective JAs, there's really no point in holding onto it.

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    Anti-crusade crusader
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    Quote Originally Posted by Ramor View Post
    I'm not as concerned with the system persay, but more that SE keeps the ability to change between jobs on a single character. As long as they keep something to that effect I really wouldn't mind most job 'systems'.

    Oh, and keep the nice diversity of classes, FFXI did have a huge job array to choose from over a lot of other MMOs which was nice.
    Big assortment of jobs, but can you tell me the difference between a DRG SAM MNK WAR or DRK? I like the wide variety of jobs, but if the jobs overlap, then it's getting annoying. As for the job system, please no more subjobs. I never liked relying on a subjob to play a job efficiently and it would force people into single job combinations as in 11.

    I believe there will be the 6 basic jobs. Fighter, Brawler, Mage, Healer, Support, and Stealth. Each class comes with a path you can take. These paths unlock abilities, weapons, and spells you can unlock. For example, a healer, that takes the front line position more, will be able to unlock more DoT cures, and turn out like a DNC. While a healer, taking the back line position, unlocks strong AoE cures, and turns out like a WHM. These specific paths, eventually will unlock armor similar to our AF, to resemble the jobs.

    All of this is purely speculation though...

  11. #11
    The Righteous One
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    I like the idea of different paths, unlocking more abilities depending on how much time spent with each weapon type.

    I was thinking they could do the Ultima Online route and gain points by weapon/ability use but that's not as flexible. (since UO had a limited number of points you could skill up in so you'd have to choose).

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    I kinda like the idea of the weapon you choose determining which job path you take. Put a system like FFVII's materia on top of that for flexibility and it would be pretty awesome.

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    1 class = 1 type of weapon? that would suck

  14. #14
    Ridill
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    I'm guessing it's going to be very similar to the most basic concepts of Atlantica Online.

    Basically, rather than picking a "class," you pick a weapon. The weapon is the job basically, and it determines what abilities you get, your stats, action speed, etc.

    The primary difference in Atlantica being that you're actually bound to that weapon, and if you buy the thing that lets you change weapons, you stay the same level, and just have to learn new skills and whatnot.


    So, yeah, basically I'm assuming it's going to be near identical to the job system, you just change weapons instead of actual "jobs".

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    Since this is (hopefully) the one and only speculation thread, I'll say it here and now: Gear swaps do not belong in XIV.

    Gear swaps do not belong in FF in general. In other FF games, you don't change gear mid-battle. In Tactics, it is possible to use an ability to swap weapons - this uses up the character's turn.

    The concept of gear swapping is pretty ridiculous. In XI you can change helmets, pants, boots, etc, inbetween melee hits (or while running) without even slowing down. I don't expect or want the XIV to be realistic, but I would like it to be accessible and "relatable". I can't relate to gear swaps.

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    Quote Originally Posted by Gergall View Post
    Since this is (hopefully) the one and only speculation thread, I'll say it here and now: Gear swaps do not belong in XIV.

    Gear swaps do not belong in FF in general. In other FF games, you don't change gear mid-battle. In Tactics, it is possible to use an ability to swap weapons - this uses up the character's turn.

    The concept of gear swapping is pretty ridiculous. In XI you can change helmets, pants, boots, etc, inbetween melee hits (or while running) without even slowing down. I don't expect or want the XIV to be realistic, but I would like it to be accessible and "relatable". I can't relate to gear swaps.
    You do realize this is a video game, right? We are talking about fantasy here. Gear swaps add an immense depth to the game. Get over it.

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    Quote Originally Posted by hagun View Post
    You do realize this is a video game, right? We are talking about fantasy here. Gear swaps add an immense depth to the game. Get over it.
    Don't think of it in terms of what XI would be like without the mechanic.

    There are hundreds of deep, fun, challenging games that do not use in-battle gear swapping. For starters, look at all the other FF games.

    Edit: Maybe I should have stressed this point: The depth would still be there. You would still collect different gear for Solo, XP, HNM, special battles (eg Tiamat fire resist), etc. I'm just saying WTF at 15-line macros that change your boots during a WS. Fine for 2002, lets have something more elegant in 2010.

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    I don't see any validity in your gripe except the need to want a bit of realism in a game that allows you to carry 80 noble beds if you want. The gear swap in XI is a blessing. It makes battle so much more dynamic than it would have been. The benefits of gear swap are so numerous that complaining about them seems to be the sum of all nit picking. And nothing more.

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    Bagel
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    There are other ways of implementing a similar (superior?) dynamic battle system. I'd rather have more JAs, spells, stances (which should be separated from JAs into their own subsystem), etc. Make positioning more important, give us lots of things to do and keep track of.

    The problem with gear swaps is that they are boring and generally automated (macroed). You say that gear swapping has made XI much more dynamic than it would have been otherwise. I completely agree. As I said, it is fine for a 2002 game. Now we can do better. We can have actual human thought involved in the dynamic battles instead of just a macro that switches all your gear for 0.2 seconds and switches it back.

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    it could be something based on a blending of weapon types

    say you start out and pick a great axe. You start as a fighter, generic skill in all weapons, as you further build your great axe power you become a gladiator, then eventually a berserker

    now if you took a different path, you carried multiple weapons like a sword, greataxe, and regular axe, you still start as a fighter but you change to a warrior later

    you gain great skill in all of the weapons but youll never reach the power of a berserker, which is complete weapon dedication

    I would imagine one who uses a mage to start as simply an initiate, then shift to a mage with more offensive spells or a priest with more defensive spells. If you focus on offensive only you become a black mage or maybe a black wizard, if you focus on defensive spells then a white mage or white wizard. if you focus on earning both tiers you get red mage or red wizard, the powers of both but not the purity of the single class and its power

    if you developed your fighters skills after you developed your red mage, you would shift to a mystic knight, or if you developed your priest skills after becoming a knight (1h weapon and shield) you become a paladin

    excuse my rambling, Ive been playing a lot of final fantasy 5 but I keep getting drawn back to the job type system of ff2 which reminds me a lot of this

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