I haven't seen anyone point this out so I wanted to mention it. Since it seems we will be able to equip whatever abilities we learn from other skill sets on our main jobs, I can foresee classes having different builds for different content. For example, large group battles would be really focused abilities on your main role, and possibly some survivability options for any glass cannon type options. On the other end of the spectrum, people will most likely change their whole set up for soloing, adding in a majority of survivability options vs. pure damage increase. Its a nice way to make it possible for most classes to improve soloability, and at the same time improve their use in group content as well. This allows classes to be not 100% perfectly balanced b/c we'll be able to adjust our utility so easily.
I agree with what some others have said, I think just straight leveling one class wont be the same as leveling one in ffxi. The focus will be on learning subbable abilities from other classes. I definitely will want to play this game early on while its still an experiment to find the best builds for each job. However I can see one negative that will once again make the game inaccessible to new players. Everyone will have all the perfect builds worked out, and people who have leveled more classes will have access to more abilities so new players who are leveling one class will be expected to stop every 5 levels or so to level up another class a bit for certain key abilities. I hope they pull a strong player base in the first year or so, because once again that will be the players who will keep playing the longest as the game looks to not be friendly to late comers.
Too bad that is what holds back the majority of mmo that come out.
I here what you mean but crating a stat and ability relocation tool is time consuming, and like other MMOs with one or the other they are costly, you may not want to be stuck with something that works for you having all your stats into a INT or MND to do big damage on a battle where you will not worry about the mutlople tanks loose hate, but then when you go out after draining your mana or w/e you have not enough points in one stat to take a decent amount of damage this leaves you unable to gain enough currency alone to buy a reallocation, so you gotta think about it as usefulness vs want/need for the enitre game and make sure its no ones stats are goning to be stuck without having to grind level 1 enemy NPCs. Also the enemy NPCs are unpredicatble, they are smarter, they use powerful attacks, and if there is one memebr of an attacking party with low life the chances of them being snuffed out is likley rather than the mob blindly attacking whoever last landed a hit.
I'm actually pretty curious about the Mob AI. I was wondering if this statement means you know more about it? I was observing some of the behaviors of mobs from videos, but, it's hard to tell what's genuinely intended behavior quirks or what's a simple glitch. As it appears, there seems to be a variety of responses from the mobs.Also the enemy NPCs are unpredicatble, they are smarter, they use powerful attacks, and if there is one memebr of an attacking party with low life the chances of them being snuffed out is likley rather than the mob blindly attacking whoever last landed a hit
In the Roselinground1 video the Rat at the start displays fleeing-esque behavior after reaching a certain amount of HP. This appears in the log as 'losing interest', although the name remains red. In the Missingteeth video, the Plague Rats being brought to a similar level of HP stand their ground, and fight you with melee attacks.
That seems to imply a basic fight or flight instinct.
That, or an aggro glitch.
Further odd behavior occurs in Missingteeth.
One Plague rat around 9 minutes in, sauntered around disinterestedly after it's name became red, and continued this behavior after being shot for half it's health (until eventually killed). A rat around 11 minutes retreated after being hit and plugged away with what looked like a ranged attack. This strikes an interesting contrast to the behavior of the plague rats at the start of the video, who cuddled up beside the player to engage in good old fashioned fisticuffs.
This either implies an individualized preference for attack type, or a pathing error in conjunction with the capability of a mob to hit you with a melee attack from hither and goddamn yon.
I really like the idea of intelligent unpredictable mob behaviors. But my optimism is cautious due it being Alpha.
Can anyone shine some more light on this topic?
This certainly seems to imply that mobs may run away. But then again, this could also be a poorly written way of saying that the ability just immobilizes opponents.GLADIATOR
* War Drum ~ Create a clamor, increasing the enmity of nearby enemies.
* Red Lotus ~ Call upon the power of the flame, increasing attack power and dealing fire damage.
* Onion Cut ~ Lash out at an enemy, dealing slashing damage and preventing them from fleeing.
not all enemy NPCs are created equal, as the vidoe shows and I have observed in battle, aside from aggro and de aggro, some enemys like rats run around cause they are severly out matched. other mobs I have fought like wing rats (I think, some form of bat) and puks seem to use thier most power ful attacks right when the health bar is in the red zone or getting close to it. I assume this is AI saying "attacker is going to die if you use x instead of y" I would be a great incentive to work together in teams when fighting even moderatly chalenging mobs.
I would like to get to a higher level and try to get a group to fight some greater peistes that I am sure would give us a better idea of the enemy NPCs AI.
Vs jellyfish 5mins
Spoiler: show
Ghostsix.Midgard is there anyway to get a collection of all the video's you've made so far? Possibly the screenshots as well?
Is Puncture glitched because it seems to use all your TP instead of the 1000 that is suggested in the info.
Shadowbind on the otherhand always uses 250 TP which is the correct ammount.
Landing Concussive Blow (PUG) often seem to cause mobs to run away, but it didn't happen 100% of the time.
I've had rats run from me when they were low HP as well.
SE said in an interview that they want mobs of the same type to be different. Not only do they intend for them to learn player pattern (in long fights) in order to readjust their strategy to counter it, they want each mob to be different. So I don't think mobs of the same type not always running away is a glitch, I think its what they intended.
Didn't they also say certain mobs of the same type and name will have different abilities and elemental resistance/attacks?
Honestly the 2nd most important thing about leveling speed is what does a level do for you? In FFXI a level meant DICK unless it was a specific x5 and then it MIGHT bring you an upgrade to a trait or a new ability. But otherwise it mostly meant 10 more hp/mp and less exp per fight for the mobs you were fighting. That's what really hurt my enjoyment of leveling, I had to do it 5-15 times for anything to change, I was in a camp for 3-5 levels and nothing changed for hours, it made the process feel even slower because I wasn't aiming for one level, I was aiming for multiple levels before anything happened.
That's why I really enjoy WoW leveling, it's fairly fast, you get to do a lot during a level, you get a talent point to spend each level and you get new abilities every 2 levels. This seems to be somewhat standard in western MMO's these days, so I hope there's something like this in FFXIV. It doesn't need to be instant leveling to end-game, but I want to feel my character getting stronger and better at what it is as I go through it.
^ well you are getting skills every few level and you did in FF11 aswell, especially if you were a mage.
Leveling up is about more than just skills/HP/MP increases its about new armour aswell, I can't say I ever felt that I was getting nowhere in FF11 the same way as you, there was always something to look forward to, granted melee classes did have less in the way of skills/abilities.
I noticed that when at the store a lot of the armour were for same ranks as it would be in FFXI in terms or level in that game. For example, I would be buying new leather highboots and chest peice etc at lvl 7 then again buying new armour arnoud 11, or for some classes 12. A lot of the armour to buy was available to use at the same rank, I forget what the armour was but what I wanted and could not afford was set for rank 7 & 8 and some more for rank 11. It is very realy to tell, and I know there are going to be many more armour options this time around, but I expect to see some familiar upgrading but I hope there will be a lot more of it available.
I have it saved in my private stash for now..