The way I read it, your skill level in a weapon increases, as well as ability levels. As your skill level increases, you eventually learn new skills. Somewhere in there I seem to have read that certain abilities require a certain level on another ability to be learned, but I'm not sure. In either way, I'm guessing that would be, like, requiring maxed-out Thunder in order to learn Thunder II, or something.
This game looks like it is going to be great, but the people playing in the demos.....my God...lol
I'm still guesstimating that it'll be somewhat like FFIX's system:
Situational Method (Quick)
Only equip items with skills appropriate to the
situation. You don’t have to fight many battles,
because you don’t need to worry about AP. The
downside is that you must carry a large stock of items
in order to use the desired abilities when you need to.
HINT: Change equipment to match your enemy’s
strengths and weaknesses.
Basic Method (Standard)
Learn useful abilities such as Life, Loudmouth, and
Alert, and use other abilities by switching items. You
will need to consider carefully which abilities to learn,
but this is the most basic way to move forward.
HINT: Carefully study which abilities you need to learn.
Diligent Method (Thorough)
Learn all the abilities from every item you obtain. You
must fight more battles in order to gain the required
AP. However, once you master your abilities, you
should be able to proceed towards the end without
too much trouble.
HINT: Fight many battles, and be patient.
That's from the game manual ^
I wonder if they'll bring back Tetra Master or Triple Triad since they mentioned mini-games/other things to do
so a BLM type class would have to equip a fire base staff to cast a fire based spell? If that is what your getting at, i would find it hilarious that BLMs get an entirely new game and still cant escape thier elemental staves (all be it, for an entirely differant reason) LOL.
I dont think that is what they are getting at here.
Still want to learn more about classes. This system could be really neat, or it can fail horribly. Having no set class, only differentiated by the skills/weapons you choose to equip... is a bit diferant than having a set job level with skills commonly known to be atributed to that job.
At this moment, i am most interested in how people differentiate between other players for assembling groups. We have our theory, but it would be nice to get some confirmation. And then ask them to clarify how we are suposed to find members for our parties (AND know whos gimped/average/boss).
We had some ways to get an idea in ffxi:
Main level
Sub level
Main/sub combination
mission rank
I am not sure how they can attempt to help us in this respect. they have to have a way.
What'll they do about dark knight, paladin, red mage, etc type roles? Wonder if they'll let people choose skills from a weapon they aren't using.
I mean come on, it's square enix, we're gonna have black knights and holy knights *somewhere* xD
I don't have anything to add. But I will nitpick something out of what's been said, jump to a conclusion, and then nerd rage about it; Even though I don't have much of a clue of how things will eventually work out.
Or, I could go "Hmm, that's interesting" and then wait for additional info before hating something.
But I can say 2 things for sure:
#1 Who cares about jumping except those with ADD? Perhaps SE's has made a big improvement here and clipping issues won't be a problem so there's no need to jump over things. I began to hate WoW as they started adding places where jumping played a role. I don't want to play a platformer; I want to play an RPG. And how the fuck does someone wearing a ton of armor able to jump much anyway? Sure, add jumping to FFXIV... but we'll add a weight value to every item, so in the end, you can only jump while wearing no more than cloth, and your inven is mostly empty.
I foresee the only jumping to be from whatever combination of weapons and gear that makes you dragoon-like.
#2 Screw PVP. You can't balance a game around both PvE and PvP. If a game is balanced around PvE, any PvP will, by nature, be unbalanced. Ballista and Brenner are about as good as you are going to get. And the current rewards are as good as you are going to get. I hated PvP gear becoming almost a requirement in WoW, because it was good gear for PvE until you could get something specific from a raid. I don't want to PvP to better myself. At best, gil would be rewards from PvP.
If you wanna PvP, go play WoW, Warhammer, Guild Wars, or one of the other 398237863546 MMOs out there that cater to griefing and corpse camping.
As for everything else, I'll wait for more information before deciding. FFXIV looks nice so far; I may or may not play it. But based on experience with past MMOs and FFXI, I'd appreciate not hearing about ADD jumping and PvP as a focus.
/clap
Swimming and Climbing would be a nice addition, why need jump if you can climb there.
No thats not what they're saying. They're saying that you'll have to equip a staff with Fire magic on it until you learn it. Then you're able to switch to another staff and still have access to Fire.
Edit: Seriously, why the fuck are we still talking about jump? Its not in the game and probably won't be added in the future. Drop the subject.
dont know if this combat vid was posted but notice the lightning dmg on the sword?
YouTube - [GoHa.Ru] Final Fantasy XIV Gameplay combat
Why don't you guys just sit tight and wait until they tell us how the class/learning system will work? Wow...
Agreed, they react so much to each individual hit, would be interesting to have fifty lowlevel mobs chasing you.