Theonehio wrote:
Considering I play SMN to this day in XI, I'm not exactly sure when you last played XI, sounds like 2004 during CoP, though.
Negative on that. I was there up until the stagnation known as WotG, came back for Abyssea and left halfway into Tanaka's second coming.
Even with skill boosts SMN is still a mediocre caster because of how wards scaled with summoning skill. Avatar favors in general are a joke because while the idea is solid you still have the hurdle of not every avatar being universally useful. The issue with SMN becomes even more glaring when you take Abyssea, Voidwatch and Legion into account, where it was basically there for Perfect Defense and nothing else. Even before that the only things SMN had to cling to relevancy was the promise of the lv70 blood pacts and the poor excuse known as "hateless damage".
Quote:
SE can make any mechanic work if they chose to though.
There's stuff that works and stuff that doesn't. Asking for a perfect transition is pointless because single-player RPGs and MMORPGs are completely different beasts that require different approaches to design.
Quote:
Funny thing is, DRG gameplay in both MMOs is based on single player games, funny how that crossed over fine
Ignoring the fact that DRG in concept is relatively simple since it's a physical attacker that jumps on their targets. Not much that can get jumbled or screwed up unless you mix needless elements into the concept...like say, a fragile pet that ignores enemy defense ratings but forces damage reductions on the DRG himself for balance purposes.
Quote:
same with RDMs, who would have thought multi casting (Chainspell) would have worked fine back then
RDM is actually one of the prime examples of console FF concepts that don't make the transition. That's largely why RDM went through the identity crisis and civil war that followed. On a concept level you'd have to look at the core of the idea of a RDM (a guy that uses swords and magic) and build something from there rather than stick to a design approach that doesn't work.
Quote:
So what you're saying is, they can only selective implement FF based classes on the single player mechanics? The best part is, they're bringing back said "single player mechanic" for the Free Company summon system...and I'm damn sure XIV is an MMO.
And yet has stringent limitations, thus making it unreliable. Yoshida himself said FC summons are usable for dungeons, FATEs and content along those lines, can only be summoned once and then its gone.
And what I'm saying is that not all mechanics and concepts from the console FFs can cross over from single-player to MMO design parameters intact. In some cases the concepts and jobs have to be modified to fit within the framework of the game. So the people that base their expectations entirely on the console FFs are limiting themselves and setting themselves up for disappointment.