It'd be nice if crafting were kind of like a mini game, and based more on skill than random numbers... as well as being fun.
I can dream, I guess.
It'd be nice if crafting were kind of like a mini game, and based more on skill than random numbers... as well as being fun.
I can dream, I guess.
As far as the skills go, when you're playing a decent MMO and there are a gazillion people doing exactly the same thing, there are gonna be too many 'skilled' crafters for it to make any difference. It will always end up being random numbers.
I long for fun crafting as much as you do though... like many people pointed already FFXI's crafting system was flawed at best in that department.
I didn't mean the mechanics, I meant that most MMO's have crafting as a minigame within the game rather than something of more importance. Like in SWG, you could kinda "clear" the game by only being a crafter, in games like XI WoW etc. it's not possible. To excel at crafting, you pretty much have to level a combat job as well.
By the way, it looks like XIV will feature some kind of system where multiple people can cooperate to make stronger attacks alá Skillchains in XI. In the ingame pic presented to us there's a "regimen button" which enables using said skills. The intro CGI also hints at something like this. Pretty cool to see that SC's ain't going anywhere, hopefully we get to use them more often.
I really hope we arent required to have a surname... short names are nice.
If it's like WAR, then it's just an added feature for those that want it. It was never required, but sometimes they can be rather humorous.
So, I was thinking about how conjurer is big on elements and how, IIRC, nearly every ability/weapon skill/spell (except Meteor and physical blue magic, I think) in XI had an element (even if it meant nothing except a color next to the name), and then I realized that since light and dark elements do not exist (or do not concern a conjurer), what will spells like Cure and Protect be? Water and earth?
Which then got me thinking--with the whole elemental specialization thingy, might, say, a water specialist be an optimum healer? Will wind specialized conjurers have the most potent Haste spells (assuming they get that)? Just something to think about.
I was wondering about that too. I'm actually curious as to exactly how much of a generalist Conjurer is. If it covers too many specializations will it negate the need for new mage types?
Would be an interesting system if it's true.
Conjurer would be your average mage, but a wind specialist would become a Time Mage while a water specialist would become a White Mage etc etc.
That would also branch off to other classes like Earth Gladiator getting armor bonuses while fire gladiators get attack bonus.
I'm hoping for a system of this kind myself, as well.
Though while this system sounds like a really nice way of implementing classes, I think if they plan to preserve the same level freedom we had in FFXI with jobs and sub jobs, they won't be limiting us that much with permanent changes of this kind, unless they plan to allow us to change element affinity at will, as some people have suggested.
EDIT
I'm not implying that they should or will give us the freedom of the FFXI job system. I'm just saying that since one of FFXI's main distinguishing features from the rest of the MMOs was the freedom of it's unique job system.
Hmm, having lost my character's name due to the world mergers I think I'd actually like surnames. I would like it if you could choose to display only first names in the options or something though.
Edit: Perhaps only first names above head, and surnames are shown when you target a player?