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 Post subject: Re: The Official Official Forums Forum Thread
PostPosted: Thu Jun 16, 2011 12:57 pm 
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Tying the job changing system to weapons was retarded. Stupid holiday weapons were one of the neat things that FFXI had. no more trick staves, no more valentine's wands.

dumb dumb dumb.

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 Post subject: Re: The Official Official Forums Forum Thread
PostPosted: Thu Jun 16, 2011 1:31 pm 
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If they had tied Abilities to weapons, instead of Jobs to weapons, I think that would have been pretty neat. (Kinda like artifact weapons in FF11). Then again...the abilities are all boring clones of each other in this game anyway.

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 Post subject: Re: The Official Official Forums Forum Thread
PostPosted: Mon Jun 20, 2011 5:53 am 
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lol whisp. Goes along with the apocalypse theme?

Btw, write up on instanced raids is on lodestone. There's very little information, lots of rp as usual. I dunno that just doesn't do anything for me to excite me. If they had shown more screens or talked more about how it worked, maybe. I don't feel like the game is in a position yet to pull off the RP trickle info or the week before blurb and figure it out yourself on patch day mentality XI had.

edit: whoops, posted reply to whisp in the wrong thread haha. Whisp is everywhere


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 Post subject: Re: The Official Official Forums Forum Thread
PostPosted: Mon Jun 27, 2011 5:46 am 
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There have been a few interview Yoshida has done popping up on Japanese gaming magazines.
The best source for information was not surprisingly Famitsu. The interview was quoted on the Japanese forum and translated by a member of the NA forum here:
http://forum.square-enix.com/ffxiv/threads/14815-New-interview-from-Famitsu-Connect-On-Magazine-Aug.2011

The highlights for those who can't read it are:

-confirmed jobs are Paladin, Monk, White Mage, Black Mage, Dragoon,and Bard.
(what the heck class is going to become bard?)

-They eventually want to make it so that you need multiple classes leveled to unlock a new one such as con + thaum = red mage.

-Enmity will not degrade over time, it will last til end of battle.
(i guess all those -enmity abilities will actually become quite important)

-Materia system (coming patch 1.19) will make materia buffed gear far superior to NM loot gear.

-Dungeons will have multiple paths. Your rewards will be based on the path chosen and clear time.

-Their next big project, as mentioned numerous times before, is a server overhaul. Chocobos won't be until after that is done.
(I guess patch 1.21? :( )

-Cure spells will be divided between single target and multi-target version.

-Yoshi says that he will release a teaser every week up until patch to cover all the new features.
(this worries me, if only 1 thing a week...does that mean we're not getting patch til the end of July?)


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 Post subject: Re: The Official Official Forums Forum Thread
PostPosted: Mon Jun 27, 2011 7:16 am 
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Kioko wrote:
-confirmed jobs are Paladin, Monk, White Mage, Black Mage, Dragoon,and Bard.
(what the heck class is going to become bard?)


Conjurer = White Mage
Thaumaturge = Black Mage
Gladiator = Paladin
Pugilist = Monk
Lancer = Dragoon
Marauder = ????

Sorry Marauders, you get to be Bards. :-k


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 Post subject: Re: The Official Official Forums Forum Thread
PostPosted: Mon Jun 27, 2011 8:13 am 
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wouldn't Marauders be War?

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 Post subject: Re: The Official Official Forums Forum Thread
PostPosted: Mon Jun 27, 2011 10:19 am 
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 Post subject: Re: The Official Official Forums Forum Thread
PostPosted: Mon Jun 27, 2011 10:35 am 
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 Post subject: Re: The Official Official Forums Forum Thread
PostPosted: Mon Jun 27, 2011 11:30 am 
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Bard is Arc, oddly enough (forum chatter; Bard will either be Arc or MRD, and I highly doubt it's mrd since ranger wasn't an announced job), and they left out Marauder, don't know why. Its either going to be DRK or WAR IMO.

Edit: or maybe they are planning to add new classes alongside the jobs; (according to dats tho Bard itself is a class, not a job, so who knows)

Also it was abit confusing but I think they said that you will be able customize gear looks by getting to choose what stat preset you want on a crafted piece of gear (this is what it sounded like to me, but unsure tbh) so that basically, lets use my famed gorgeous yellow outfit everyone knows and loves, I could tell a crafter I wanted mage stats on it rather than melee stats, and the crafter could make it for me that way. Quote below:

たとえば同じ防具を着る時でも、剣術士と幻術士では有効なパラメーターが異なるが、新システムでは、見た目や適正は同じに、性能だけを違う装備にする事が、同レシピで可能になる。
For example when with armor gear, good parameters for fighters and mages are different but with the new system, it will be possible to have a gear that looks will be same but the stats can be made different with the same recipe.

Also they are adding more classes in the future, which is basically a necessity in my opinion, because even with their new cross class job unlocking plans, you're gonna run out of room somewhere in the mix and will need new weapon types. So we'll might eventually be seeing: Fencer->RDM, Flayer ->BST, etc. (just made the job correlations up, but there's many unreleased classes)

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 Post subject: Re: The Official Official Forums Forum Thread
PostPosted: Mon Jun 27, 2011 1:31 pm 
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Could be that THM can go two routes, or something. Maybe it doesn't have to be a 1:1 ratio with the currently classes.

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 Post subject: Re: The Official Official Forums Forum Thread
PostPosted: Mon Jun 27, 2011 2:13 pm 
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Ridere wrote:
Could be that THM can go two routes, or something. Maybe it doesn't have to be a 1:1 ratio with the currently classes.

Whether that will change in future or not I don't know (but it's most likely because they talked about two classes of sufficient level unlocking a third job) but they said somewhere recently that, at launch at least, all classes will have only one job each.

Which is why I said right now jobs are basically "party mode" and classes are "solo mode". Since you do NOT have to exp jobs separately (If you're a Rank 45 Gladiator, you're also a Level 45 Paladin. If you hit Rank 46, your job is also suddenly level 46 too. They've stated this much is true. Unsure if this works both ways but it most likely does.)

The general idea seems to be that you have two "modes", class mode for solo/smallgroup play, and job mode for party/advanced play:
  • Classes (e.g. Gladiator) have access to the entire armory system as they do now. Classes are versatile that can equip a whole range of cure spells, attack abilities, etc, all at once regardless of who/what they are so they can handle any situation themselves, but never really excel in any particular group role.
  • Or change to your Job (e.g. Paladin) which limits your access to the armory. You can no longer equip spells and abilities from any other class. However in return, you gain access to a slew of job-exclusive abilities that make you extremely good at one particular role. eg: Tanking, Healing, DPS, etc. However it's very likely you'll no longer be able to solo because your ability to damage or heal by yourself has become severely limited. Basically mimicing FFXI. However, if you want to solo or access other abilities again, you just revert back to your class instead of your job.

Solo? In a small group of 2-3 friends? Play as your Gladiator, who can sort-of-tank, sort-of-damage, and sort-of-heal. In a large group of players who already have dedicated healers and damage dealers? Play as your Paladin, maximise your potential as a group tank, and let the rest of the party cover your flaws in favor of having an extremely good tank.

All Gladiators (providing it's unlocked) will always have Paladin levelled at the same level. This choice (versatile or dedicated role) will always be available to you when forming any party for any purpose.

I see their new system as a way to allow players to play in heavily specialised roles for maximum potential in a decent sized group of people, without stripping players of the ability to solo or play in small groups, and without unbalancing the game while trying to do so.

It's a good idea, we'll have to see how it pans out. Although I do feel having one job per class limits them in the same way having one class per weapon type does. The fact they mentioned mixing two classes together might become something like Red Mage though means they might have backtracked on that statement.


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 Post subject: Re: The Official Official Forums Forum Thread
PostPosted: Mon Jun 27, 2011 2:40 pm 
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Ket's explanation really clarifies their vision for me, however 1 thing; do jobs really have -no- cross class access to abilities? I don't ever remember reading this; I actually like this idea if it's true! It gives real purpose to classes.

Second thing, why do you keep spelling words that use z's with s's? Like maximize; is it spelled that way for ketland english? Just curious lol

And SE said that the 1 job per 1 class thing is strictly for this first batch release- that in the future we're gonna see the multiple class job unlocks and the possibility of multiple jobs per class.

I have to admit I am really fucking excited, but then I have to tell myself that its just writing. Be excited when you see it heh.

Also, I think I would physically cry tears if they gave me DRG with no dragon; I realize that DRG in other FF series aside from XI probably didn't have a pet (I really have no clue tbh) but I think everyone would agree that ever since XI DRG wouldn't feel right without his/her companion.

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 Post subject: Re: The Official Official Forums Forum Thread
PostPosted: Mon Jun 27, 2011 3:02 pm 
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Madisonli wrote:
do jobs really have -no- cross class access to abilities? I don't ever remember reading this; I actually like this idea if it's true! It gives real purpose to classes.

I think it might of been in that battle reform blueprint a while back. Though to be honest I don't remember if it said you lost all of them. It definately said you'd lose some though, and if they're going to pick stuff you're going to lose, it's very likely to be the stuff that overshadow/undermine the job or are too useful (any spells on a melee, for example -- and a White Mage probably wont be able to cast Black magic, etc.)

Madisonli wrote:
Second thing, why do you keep spelling words that use z's with s's? Like maximize; is it spelled that way for ketland english? Just curious lol

This is indeed the case. British English (the real english) uses the letter S in place of Z in most "ize"-sounding words. Accessorise, Analyse, Maximise, Surprise, etc. (But not "Resize")

Madisonli wrote:
Also, I think I would physically cry tears if they gave me DRG with no dragon; I realize that DRG in other FF series aside from XI probably didn't have a pet (I really have no clue tbh) but I think everyone would agree that ever since XI DRG wouldn't feel right without his/her companion.

FFXI is the only FF game where Dragoons were associated with any kind of pet. In fact, thinking about it, I dont think any dragoons were even associated with dragons of any kind. They just wear dragon-shaped helmets and jump really high. I assume they gave the wyvern to FFXI DRG to differentiate it from the other million FFXI melee jobs.

I'm going to assume FFXIV's dragoon will not have have a wyvern. Simply because I don't see them going to the trouble of programming "pets" into the game right now when they could get away without doing it yet. They seem lazy like this lately, something not being "high enough priority" is their catch-all excuse. On the other hand, it would be impossible to implement Summoner or Beastmaster without adding pets, which is likely why they're not making a showing yet.


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 Post subject: Re: The Official Official Forums Forum Thread
PostPosted: Mon Jun 27, 2011 5:09 pm 
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Quote:
Second thing, why do you keep spelling words that use z's with s's? Like maximize; is it spelled that way for ketland english? Just curious lol

This is indeed the case. British English (the real english) uses the letter S in place of Z in most "ize"-sounding words. Accessorise, Analyse, Maximise, Surprise, etc. (But not "Resize")


http://imgur.com/8Pcaa

I saw that on reddit just the other day haha.

I have a bad feeling that there will be no wyvern for 14 drg. It likely will have a lot of emphasis on jump and probably some sort of role gimmick. Like in 11, the drg was the melee that had ultimate enimity control. It's a little hard to target what role they'll play in 14 as all the abilities are scattered. If i were to peg it on one, probably fast tp generation.

The unreleased abilites post level 50 are:
Quote:
Jump
Leap high into the air, gaining temporary immunity to attack attacks.
-Note this isn't an attack, it has 0 for a damage modifier.

Overrun/Overrun II/Overrun III
Close in on an enemy, increasing Tp and dealing piercing damage. Can only be executed when the target is unaware of your presence.

Ring of thorns
Thrust your polearm in all directions, increasing attack power by ?? and dealing piercing damage to all nearby targets.

Onslaught
Unleash a calculated attack, dealing piercing damage, Amount of Tp consumed is dependent upon distance to the target.

Righteous way
Show an enemy the path of righteousness, increasing attack power by ?? and dealing piercing damage. Increases attack power by an additional ?? times your current TP.


Notice none of it is enmity control, just more tp based abilities. Wyvern wouldnt contribute to tp (unless they linked it) and would kinda be overpowered.
The fact that there is no pet class coding in the game atm makes me nervous that there will not be a wyvern. It just seems like too short a time span to throw in the first pet, and a very complicated one at that.
There are also dragoons in the game already, although they're more along the real sense of dragoon (mounted soldiers).

If there is no wyvern, I'm not sure I could truly enjoy the game. Even though I don't expect it, and have no real reason to due to FF history, i will always think back to wyvern in 11 and miss it.


As for jobs and abilities, I read that there will not be cross class abilities. Instead, you can earn quests by leveling various jobs/classes that will reward you with abilities unique to your job but similar. IE: if you have conj/whm leveled to a certain point and paladin to a certain point you can quest for a paladin version of cure. Cross over abilities will also be available through GM. (I wonder if GM will be a separate pool for jobs and classes?)


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 Post subject: Re: The Official Official Forums Forum Thread
PostPosted: Mon Jun 27, 2011 5:56 pm 
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So I leveled CNJ to be a BLM and now I have to be a WHM?

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 Post subject: Re: The Official Official Forums Forum Thread
PostPosted: Mon Jun 27, 2011 6:14 pm 
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Conj most likely going to be the BLM, in my opinion. So you might get lucky on that bet

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 Post subject: Re: The Official Official Forums Forum Thread
PostPosted: Mon Jun 27, 2011 6:23 pm 
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That's probably likely. Conjurer already has the "elemental black magic spells" (unless they re-jig them about) and I believe by definition a Thaumaturge is a healer (specifically a "Miracle Worker").

In my opinion though they should come up with some kind of solution that allows people to pick. Considering the current two mages have their roles incredibly blurred with each other its hard to tell exactly which one is meant to be which. And I think I said months and months ago that there'd be tons of people upset they levelled one job so they could be one thing and end up being forced to play as something else.


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 Post subject: Re: The Official Official Forums Forum Thread
PostPosted: Mon Jun 27, 2011 6:50 pm 
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It's why I leveled both of them, just in case.

It will be interesting to see how this Job vs Class system will work out. I can see it being a no brainer for things like PLD. But I think in the long run, it's going to be such a pain in the ass to balance encounters around the idea of wanting to make it so that people have to show up on specialized jobs instead of classes.

Seems like it'd be better to just say "fuck it" to that whole idea and instead do a direct transfers of class levels to job levels, and maybe let people pick WHM or BLM for their THM and CNJ levels.

Always having to try and balance fights so that it's not more beneficial for someone to show up as a class instead of a job seems like it's going to be real hard.

But then again, I'm not a game designer

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 Post subject: Re: The Official Official Forums Forum Thread
PostPosted: Mon Jun 27, 2011 7:10 pm 
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my question is can you comprise a party of jobs and classes together? Because the versatility of classes seems hard to overcome if so.

I can't imagine the benefit of having an 11 style role designation party over a party of people whom basically can do everything themselves.

I wish they had just done away with the armoury system while they had a chance. It would have been a much bigger overhaul (including changing most the npc's in the game). I'll wait and see and hope its better than i expect. Right now the class/job thing still feels incredibly awkward to me in concept.


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 Post subject: Re: The Official Official Forums Forum Thread
PostPosted: Mon Jun 27, 2011 8:06 pm 
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Agreed

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 Post subject: Re: The Official Official Forums Forum Thread
PostPosted: Mon Jun 27, 2011 10:52 pm 
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Madisonli wrote:
Ket's explanation really clarifies their vision for me, however 1 thing; do jobs really have -no- cross class access to abilities? I don't ever remember reading this; I actually like this idea if it's true! It gives real purpose to classes.

Second thing, why do you keep spelling words that use z's with s's? Like maximize; is it spelled that way for ketland english? Just curious lol

And SE said that the 1 job per 1 class thing is strictly for this first batch release- that in the future we're gonna see the multiple class job unlocks and the possibility of multiple jobs per class.

I have to admit I am really fucking excited, but then I have to tell myself that its just writing. Be excited when you see it heh.

Also, I think I would physically cry tears if they gave me DRG with no dragon; I realize that DRG in other FF series aside from XI probably didn't have a pet (I really have no clue tbh) but I think everyone would agree that ever since XI DRG wouldn't feel right without his/her companion.


In Final Fantasy 2, Ricard was a dragoon, and while he didn't have a pet dragon that accompanied him, he hatched the last dragon egg that helped save the world. I forget what he did with the dragon after that since it's been a while since I played it.

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 Post subject: Re: The Official Official Forums Forum Thread
PostPosted: Tue Jun 28, 2011 9:10 am 
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I think there were some folks associated with dragons in FF5, too. Like the main dude's kingdom, or something. But I don't remember if that translated into the job any

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 Post subject: Re: The Official Official Forums Forum Thread
PostPosted: Tue Jun 28, 2011 9:52 am 
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Kioko wrote:
my question is can you comprise a party of jobs and classes together? Because the versatility of classes seems hard to overcome if so.

I can't imagine the benefit of having an 11 style role designation party over a party of people whom basically can do everything themselves.

I wish they had just done away with the armoury system while they had a chance. It would have been a much bigger overhaul (including changing most the npc's in the game). I'll wait and see and hope its better than i expect. Right now the class/job thing still feels incredibly awkward to me in concept.


The more I think about it, plus Ket's description, the more I love the concept and hope they implement it correctly because it has the potential to be extremely unique from other MMOs I have played and fun.

I don't think the versatility of classes will overcome job usefulness in PT environments. Let's use as an example mine and Kio's duo pt on the big 3 leves: Me and Kio played R34 PUG and LNC, duoing Dunesfolk. My Lancer is DD/healer and her Pug is tank/DD. I have 500 MP on my LNC and cured Kio with subjob-penaltied rank 3 cures to combat the Dog's life sucking WS; also slept the second dog with Conj's sleep and also buff. To accomplish this my LNC uses more mage spells than melee, has 80+ mnd, 40 pie and int, and sacrifices vit/str/dex to be supportive of Kio.

Lets put my LNC in a pt of fully optimized Jobs. I can't DPS for shit compared to the DPSers, I can't heal for shit compared to WHM, and i'm certainly not tanking nor buffing. I have no role here. My function for this class setup (abilities and stats) of lancer is to solo or duo/trio (small content).

Quick note, I am assuming here that in the future with removal of physical lvl, both classes and jobs will get to spec how they want. (IE, such as how my THM and LNC can spec differently, so can my LNC and DRG. If they make Jobs specced identically stuck to it's class, I can't see this working out in the future of multiple jobs per 1 class.)

Let's now put my DRG in place of my LNC with Kio's pug. She wouldn't be able to hold hate from me because my DPS would be too high for her, I couldn't cure myself nor her, and we'd both end up dead.

Now of course will there be situations in which classes might be better optimized for PT content than a job? Maybe, classes will most certainly > jobs for future PVP if added, but in general I think its ok to have a few situations where classes might get to PT as well; raid and whatnot. And i'm sure some jobs will be suitable for solo content too, take XI's BST, DRG, RDM, etc. for examples.

This all amounts to more options, more customization, more content, etc. I just hope they do it right.

On a different note, also speculating on Jobs, the lore isn't as fucked as we think. I think many of us aren't truly realizing that a job isn't a class, its sort of a separate path. What I mean is, Conjurer lore wise could easily unlock BLM, and the quest lore to do so explains why and so forth. Conjurer's lore would still stand because a conjurer isn't being replaced by a BLM, you're taking a path off of CNJ to become a BLM. In the future with multiple Jobs per class, you'd maybe take a different path into learning how to summon the primals (primals are elementally aligned like the BLM spells, so SMN's base class is CNJ IMO, not something stupid like Arcanist which has nothing to do with primals). It makes perfect sense to me. So in another example a THM is pretty much a life/death cultist miracle worker whatever, so the two future job paths could be WHM (a path into the more light/life aspect) and perhaps something like Necromancer (the dark/death obsessed path).

Here's hoping they don't fuck this up :/

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 Post subject: Re: The Official Official Forums Forum Thread
PostPosted: Tue Jun 28, 2011 10:49 am 
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Yoshi wrote:
I think things have been moving more towards where a lot of MMORPG players nowadays avoid partying up with people they don’t know by playing with people they know in real life. In other words, the community they play with is getting smaller.
- http://ffxiv.gamerescape.com/2011/06/27/4gamer-interview-june-2011

Well, it might help if you make a PT search feature...

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 Post subject: Re: The Official Official Forums Forum Thread
PostPosted: Tue Jun 28, 2011 11:56 am 
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Whisp wrote:
Yoshi wrote:
I think things have been moving more towards where a lot of MMORPG players nowadays avoid partying up with people they don’t know by playing with people they know in real life. In other words, the community they play with is getting smaller.
- http://ffxiv.gamerescape.com/2011/06/27/4gamer-interview-june-2011

Well, it might help if you make a PT search feature...



This makes me think hes even more out of touch with modern MMOs. Does he not know about the group generator in WOW? You can join a queue and the game will automatically make a ballanced group and then TELEPORT (with out any side effects or restrictions) you to the instance you selected.

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