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The 18 Disciplines of Final Fantasy XIV

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  • #16
    Re: The 18 Disciplines of Final Fantasy XIV

    Realistic it may be, but I'm not convinced it's good game design. Time will tell I suppose.
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    • #17
      Re: The 18 Disciplines of Final Fantasy XIV

      As much as I am disinterested by this game, I will note this about the number of crafting classes:

      There are X things that can be crafted in the game by the Disciples of the Hand, distributed across an incredibly wide variety of purposes. The number of things that each discipline can craft is, on average, X/Y, Y being the number of Disciples of the Hand there are, which is currently 8.

      Therefore, proficiency in one Discipline of the Hand will net you proficiency with approximately 1/8 of the world's necessary supplies, this number diminishing should they add any additional (well-supported) Disciples of the Hand to FFXIV.

      Crafting-heavy? Maybe - only time will ultimately tell. But if there is one valid complaint to the number of "crafting jobs" in this game, it would be more derived from how various resources are divided across such a wide variety of disciplines than just the sheer number of disciplines itself. Although, I suppose that would be implicit . . .
      Originally posted by Armando
      No one at Square Enix has heard of Occam's Razor.
      Originally posted by Armando
      Nintendo always seems to have a legion of haters at the wings ready to jump in and prop up straw men about hardware and gimmicks and casuals.
      Originally posted by Taskmage
      GOD IS MIFFED AT AMERICA

      REPENT SINNERS OR AT LEAST GIVE A NONCOMMITTAL SHRUG

      GOD IS AMBIVALENT ABOUT FURRIES

      THE END IS COMING ONE OF THESE DAYS WHEN GOD GETS AROUND TO IT
      Originally posted by Taskmage
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      • #18
        Re: The 18 Disciplines of Final Fantasy XIV

        All the QQ'ers need to stop and remember one very important detail about XIV - your shit can break down.

        I'm glad they're getting the bulk of the crafting out of the way initially, besides we don't need that many combat roles right off the bat. It's a brand new game, let people get adjusted. Also, have you all forgotten what SE said about XIV? New classes will be added via version updates, not expansions! So we can probably expect a couple of new roles every 2~3 months.


        I for one, am overwhelmed with joy and can't wait to dive in. I'm a little disappointed that Musketeer isn't available yet, but I imagine the 1st update we see will introduce it along with Gunsmith. Another thing I noticed is they mention furniture in the Carpenter's description, despite having previously stated Mog Houses aren't coming back (at least not yet). Now that could just be a general statement about them for the sake of Lore, or it could be foreshadowing. I hope it's the latter, as I want my pimped out HD House


        Crafting in XI was just so tedious, boring, and a total money grind (not to mention TOTALLY RANDOM WTH). Basically if you weren't rich you couldn't go very far, and given that money was usually the key incentive for even doing it, well, the whole system was just ass backwards. Thank you Guildleve, I really feel as though I'm going to genuinely have a fun time maxing out each and every craft & gathering class. Is Fisherman in the Beta yet? I'm very curious to see how fishing works this time around.
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        • #19
          Re: The 18 Disciplines of Final Fantasy XIV

          Originally posted by cidbahamut View Post
          Realistic it may be, but I'm not convinced it's good game design. Time will tell I suppose.
          It's really no different from how it was in FFXI. All eight actual crafts and all five forms of "harvesting" items were added in the game right from the start where the combat classes were increased over time. The only difference is that in XIV, crafting and harvesting will be much more interactive and, hopefully, enjoyable.

          I'm kinda curious as to how crafter "jobs" will actually work to be honest, you rarely see anyone ever talk about them from the Beta info. Do they get more abilities and skills as they level up? Better tools and gear? I know their Guildleves are currently unplayable, but I have to wonder how those will work as well.

          And of course, there's always the simple and undeniable fact that you can, at any time, completely change your job at the drop of a hat. Including crafting "jobs".

          Though honestly, there's a reason SE refers to these as "Disciplines" and not jobs. These aren't classes which define your character, but skills your character will learn and master through use and experience. The more you use a tool, the better you get with that tool, irregardless of whether that tool is a hammer and anvil, a frying pan, a sword or a magic staff.


          Originally posted by Malacite View Post
          I'm a little disappointed that Musketeer isn't available yet, but I imagine the 1st update we see will introduce it along with Gunsmith. Another thing I noticed is they mention furniture in the Carpenter's description, despite having previously stated Mog Houses aren't coming back (at least not yet). Now that could just be a general statement about them for the sake of Lore, or it could be foreshadowing. I hope it's the latter, as I want my pimped out HD House
          I thought Blacksmiths would be the ones making guns as well, seeing as Blacksmiths seem to focus on all sorts of Weaponry. And SE said while there might not be Mog Houses (and there very damn well better be!) there will be "Company Halls" for endgame groups to utilize. Still though, they best be bringin back Mog Houses. It's going to suck if the only storage we get is some random retainer junk standing around in a stall in the middle of tons of other retainers...which we'll then have to buy more of since we'll run out of space in no time.
          Last edited by Ziero; 07-23-2010, 10:04 AM.
          "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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          • #20
            Re: The 18 Disciplines of Final Fantasy XIV

            Originally posted by Malacite View Post
            All the QQ'ers need to stop and remember one very important detail about XIV - your shit can break down.
            Didn't they say that your "shit" doesn't break, it just wears down and becomes more inefficient? So you aren't out there pounding on a crab and "oops! my weapon is broken and now I can't kill this!".
            Originally posted by Feba
            But I mean I do not mind a good looking man so long as I do not have to view his penis.
            Originally posted by Taskmage
            God I hate my periods. You think passing a clot through a vagina is bad? Try it with a penis.
            Originally posted by DakAttack
            ...I'm shitting dicks out of my eyeballs in excitement for the next bestgreating game of all time ever.

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            • #21
              Re: The 18 Disciplines of Final Fantasy XIV

              The emphasis placed upon crafting doesn't excite/entice me really at all. Course I'm looking at it with FFxi-tinted glasses but I still don't feel like paying a monthly subscription for HD farmville is what I want to do. I look forward to new combat experiences and a sense of adventuring in new very pretty environments... not sitting somewhere on an anvil crafting shoes for chocobos or repairing imaginary goods.

              Differing strokes for differing folks though. I mean I know some people in FFxi that have focused ALOT more on crafting than lvling getting several crafts into their 60's and beyond way before they had a job past 40; so I understand that this appeals to some if not many people. This aspect just doesn't appeal that much to me. Maybe their implimentation of it will change my view. Idk.

              I'm not really excited about their degradation of weapons either given the human+greed factors should you need someone to repair your weapon. Yeah.. one can say it forces you to make comrades... but on the flip side, one can say it forces you to deal with greedy sh!theads.

              I'll give it a month of trial (when it finally comes to PS3) but if I foresee having to craft that month away in order to get anywhere (adventuring or banking), I'll most likely move on or back to FFxi. Better to deal with the devil you know than the one you don't.
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              FFxi ~ (Inactive) 99DNC/THF/SAM/BLU

              Any opinions expressed are my own, and potentially unpopular with others. Should this be upsetting, m
              aybe, read it again, insert smiley faces, rainbows, and glitter as needed.

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              • #22
                Re: The 18 Disciplines of Final Fantasy XIV

                Originally posted by Malacite View Post
                New classes will be added via version updates, not expansions! So we can probably expect a couple of new roles every 2~3 months.
                Yeah, and when FFXI got a 'free' job, it worked out so goddamn well.

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                • #23
                  Re: The 18 Disciplines of Final Fantasy XIV

                  I think it will be less problems just buying and collecting backup weapons/gear, so gear that wears out, you can just equip the fresh new gear instead of having it repaired.

                  and crafting =/= fun. unless it's a well designed minigame like FF7's highway battle.

                  The only reason crafting would be popular, is because of the money, that's all it is. The only craft that can be barely fun is perhaps fishing, but overall crafting is responsible for much of the greed in mmorpgs. -.-;
                  Last edited by jenova_9; 07-23-2010, 01:26 PM.

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                  • #24
                    Re: The 18 Disciplines of Final Fantasy XIV

                    Reading about all this stuff is so confusing to me. I remember reading about XI (in the Brady guide, lol) and it seemed so much more straightforward. Even WoW seemed to be less confusing to me and yet by the time I hit 80 I still had no idea what much of the abilities/spells I had actually did. I hope XIV is not like that. Right now nothing really jumps out at me and screams "PLAY ME!" And even if it did, I would be so confused. If I can even get a computer that will run it when it comes out I think I'm going to end up tinkering around randomly for months until I actually get a feel for what the hell is going on.

                    Is it me? Beta/Alpha testers, is it easy to get into? Or am I right to have reservations?
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                    • #25
                      Re: The 18 Disciplines of Final Fantasy XIV

                      Originally posted by Aksannyi View Post
                      Is it me? Beta/Alpha testers, is it easy to get into?
                      From what I've heard, they're all getting a kick LFP.

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                      • #26
                        Re: The 18 Disciplines of Final Fantasy XIV

                        Originally posted by Aksannyi View Post
                        Reading about all this stuff is so confusing to me. I remember reading about XI (in the Brady guide, lol)
                        I had that book! lol! I so enjoyed looking at all the Job pages, and the pictures and all the tips about commands and talking to players, and other things, it had maps and pictures and lots of information!

                        This was before I played FFXI and really played my first true mmorpg!

                        Even reading all that guide, I still got stuck in the goldsmith guild shop for like an hour trying to figure out how to open doors (I went in when another player open the doors and exited the building.)

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                        • #27
                          Re: The 18 Disciplines of Final Fantasy XIV

                          Originally posted by Feba View Post
                          From what I've heard, they're all getting a kick LFP.
                          Waiting For Party, not Looking For Party, and only because my friends are slow pokes.

                          Nah, the system isn't confusing at all, it's just hard to explain in terms of FFXI's system without concepts getting muddled. Once you're immersed in it, it's pretty intuitive.
                          lagolakshmi on Guildwork :: Lago Aletheia on Lodestone

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                          • #28
                            Re: The 18 Disciplines of Final Fantasy XIV

                            Ziero;


                            The relatively recent birth of firearms has created an entirely new area of expertise which is being adopted with fervor by many ambitious members of the guild. The primary tool of the blacksmith is the cross-pein hammer.
                            Right from the site. It used to actually say Gunsmith, but there's no denying it exists as the Armorer is also a sub-division of blacksmithing that gained it's own guild. Pretty sure it was also revealed in a Famitsu article a while back.


                            Anyway it's not that surprising really, it looks like every class will have advanced or sub classes you can pick up. As for Mageo's childish complaint, if you'd been following the updates you'd know that they aren't calling them by the old job names on purpose for one major reason - They want you to create your own classes by learning and combining skills.

                            I think it was Komoto who said that White Mage may come back, but it will require a very specific combination of skills. My guess would be Conjurer's Healing abilities and Thaumaturge's Astral magic (they changed Light to Astral and Dark to Umbral)
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                            • #29
                              Re: The 18 Disciplines of Final Fantasy XIV

                              Originally posted by Malacite View Post
                              Right from the site. It used to actually say Gunsmith, but there's no denying it exists as the Armorer is also a sub-division of blacksmithing that gained it's own guild. Pretty sure it was also revealed in a Famitsu article a while back.
                              ...err, I don't recall it ever seeing Gunsmith, but the fact that the description of Blacksmith specifically mentions how they make guns means that they do indeed make guns. Armorsmith was a known class in the dats for a long, long time, Gunsmith is not. There's no point in making a class who's sole and single purpose is to make a sole, single type of weapon. Armorsmiths can make armor of all types for multiple classes, blacksmiths can make all types of weapons and tools for multiple classes, Gunsmiths...would just make guns.

                              I doubt Gunsmith will ever be an actual class.
                              "I have a forebrain, my ability to abstract thoughts allow for all kinds of things" - Red Mage 8-Bit theater

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                              • #30
                                Re: The 18 Disciplines of Final Fantasy XIV

                                Is it too early to start a pet peeve thread about FFXIV? lolololol
                                Originally posted by Feba
                                But I mean I do not mind a good looking man so long as I do not have to view his penis.
                                Originally posted by Taskmage
                                God I hate my periods. You think passing a clot through a vagina is bad? Try it with a penis.
                                Originally posted by DakAttack
                                ...I'm shitting dicks out of my eyeballs in excitement for the next bestgreating game of all time ever.

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