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i think SE should steal a few ideasFollow

#27 May 30 2014 at 6:42 AM Rating: Decent
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FilthMcNasty wrote:


I agree, but I think a lot of people see the word 'random' as a dirty word.

I love what D3 has done post RoS. The main reason it works though is that you don't have to be Sir Cookiecutter, wise wizard of the spreadsheet. You can number-crunch and theorycraft if you want to pull out the most optimal damage build, but there are at least a dozen viable builds that can farm just as effectively. You can play any class you want, select specific abilities you like and customize your gear to suit your play style. That whips the pants off of the typical MMO.

Sort of like what XIV 1.0 attempted?


#28 May 30 2014 at 6:44 AM Rating: Decent
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Catwho wrote:
They did a random dungeon thing in XI with Nyzul Isle (and later neo Nyzul Isle, henceforth known as NNI.) There were 100 floors in a section of a tower you were exploring, and each floor could follow one of a nearly infinite arrangement of patterns based on moving walls, with either randomly placed monsters and some sort of random killing objective (a "kill-all" floor, a "kill the unmarked NM" floor, "kill all of this one family", etc) or an objective that involved lighting lamps, either in a specific order or one by the entire team. Sometimes you would get free floors.

Normal mode involved climbing floors one at a time, and saving every five levels. NNI let you jump multiple floors, in a range from 2-11, but you only had one 30 minute session to try to reach floor 100.

Every 20 floors was a standard boss floor, and the bosses could try gear, or KIs in NNI that could be turned in for gear.

Anyway, if they could do it in XI, they could do it in XIV. They've been doing procedurally generated dungeons since the PS1 (Chocobo Dungeon series.)

They just don't want to.

Edited, May 29th 2014 9:08am by Catwho

Ugh.... this bolded truth frustrates me.
#29 May 30 2014 at 7:29 AM Rating: Good
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sandpark wrote:
Sort of like what XIV 1.0 attempted?


I think I'm one of the few that thoroughly enjoyed the freedom of class design in 1.0. I loved being able to equip pretty much whatever I wanted in terms of abilities to my gladiator. I could go super tanky and grab all the defensive skills, or I could go more offensive, or even focus more on spell casting if I wanted to. I felt like it really let each class feel diverse and more open-ended.

At the same time I realize that it also gave all the classes an identity crisis and a lot of people disliked the fact that nothing felt distinctive. I guess I'm just more a fan of the open-ended class structure as opposed to the cookie cutter. Although I will say the classes in ARR are very well balanced for the most part and pretty well thought out. It's nothing like the awful imbalances of XI, which is nice.
#30 May 30 2014 at 8:00 AM Rating: Excellent
XI had awful imbalances but damn, nothing is ever going to beat the subjob system in terms of making up for those deficiencies.

And we really got more creative with it over the years. I spent much time in Abyssea as a BLM/BRD. PLD/RDM turned out to be a pretty awesome super tank. I loved the soloability of THF/DNC, especially when I got the dagger Gusterion and got free Blink every other swing. Strap on a new subjob and totally change the way you play your job. RDM/WHM? Endurance healer. RDM/NIN? Endurance soloer. RDM/BRD? Ultimate support. RDM/DRK? Greatest game hack in the universe. CHAINSPELLLL STUUUUUN~

One of the saddest things to me is how switching to a job in XIV limits the number of things you can cross class. I will always be a BLM/Arcanist. That's it, that's all I get.
#31 May 30 2014 at 8:58 AM Rating: Decent
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BartelX wrote:
sandpark wrote:
Sort of like what XIV 1.0 attempted?


I think I'm one of the few that thoroughly enjoyed the freedom of class design in 1.0.


That's the problem..it was a good design but it also didn't lead to any kind of identity for the classes. It was a bit "TOO" free at times, but it also felt more FF than ARR did at least. From 1.0..I miss the most:

https://www.youtube.com/watch?v=19a8W2tD3kM

Quote:
It's nothing like the awful imbalances of XI, which is nice


XI had imbalance but at the same time which FF game didn't?
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#32 May 30 2014 at 1:09 PM Rating: Good
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Theonehio wrote:
BartelX wrote:
sandpark wrote:
Sort of like what XIV 1.0 attempted?


I think I'm one of the few that thoroughly enjoyed the freedom of class design in 1.0.


That's the problem..it was a good design but it also didn't lead to any kind of identity for the classes. It was a bit "TOO" free at times, but it also felt more FF than ARR did at least. From 1.0..I miss the most:

https://www.youtube.com/watch?v=19a8W2tD3kM

Quote:
It's nothing like the awful imbalances of XI, which is nice


XI had imbalance but at the same time which FF game didn't?


A lot of games have imbalanced classes, but if you want me to choose, I'd say FFVI or VII got it right for me. VI because you could MAKE almost any class into a powerhouse with the right espers and gear, and VII because it was so completely customizable with materia. Heck, even 8 with junctions was very unique.

But specifically, I was referring to how horribly classes were shunned during large chunks of the game in XI. For instance, a drg had an awful stigma for so long, as did smn and several other classes who just weren't considered "best". I'm glad that it has opened up a lot more now.
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