Final Fantasy XIV

To me it sounds like FFXIV is using the FFTA leveling method, not the FFT method. In FFTA you gain abilities/skills for each job by equipping gear for X number of fights. Afterwards, you can take the equipment off and still know the ability (only for the jobs that can use that ability). So it sounds like you have to find the gear that you can use to learn what you want to learn. But it's probably a bit less straightforward since it's an mmo. Probably uses some kind of restriction so you cannot just equip the bestestest gear right away for a job (like you can't learn X skill until you know Y and Z).

This is what it sounds like to me. Didn't they mention in an interview that weapons and gear will play a big role in the game as well? I can see the FFTA leveling process in this game going through.
 
Sure does sound a lot like the FFX system to me--fight battles, get points, use those points to "purchase" skills, purchasing certain skills open up paths to other skills/upgrades.
 
The races have been named and some "Classes" have been revealed.

http://www.squareinsider.com/news/article/1527/first-final-fantasy-xiv-scans/



Hume -> Hyuran
Elvaan -> Elzen
Mithra -> Miqo'te
Tarutaru -> Lalafell
Galka -> Roegadyn

NEW RACE (Unnamed, but looks a lot like the Gria from FFTA2)

Classes:

+ Warrior : Swordsman, Archer
+ Magus : Enchanter, Sorcerer
+ Crafter : Blacksmith, Cook
+ Hunter/Fielder : Gardener, Fisher

Looks like the classes took a leaf out of Everquest's class system.
 
Maybe base jobs that alter with weapons used?

Warrior who uses a Spear learns skills like Jump, Super Jump and maybe Call Wyvern

Thief with a Katana learns skills like Utsusemi, Yonin, Mijin Gakure.

Just examples, but it sounds like something that would work.
 
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Why couldnt they have just used old names? The races are basically clones with new faces anyways.

Though the Tarus aren't short enough.
 
Why couldnt they have just used old names? The races are basically clones with new faces anyways.

Though the Tarus aren't short enough.

Well, they are technically different from their FFXI counterparts, so I guess it does call for new race names. That being said though, I'm easily playing as an Elzen.
 
Well, they are technically different from their FFXI counterparts, so I guess it does call for new race names. That being said though, I'm easily playing as an Elzen.

Um...yeah, except I said they are basically clones, so why even bother with new names.
 
im anticipating this badly, i want back in an mmo so bad and theres just nothing that interests me out there and i just dont wanna start over in ffxi. Gettin a ps3 primarily for this.
 
im anticipating this badly, i want back in an mmo so bad and theres just nothing that interests me out there and i just dont wanna start over in ffxi. Gettin a ps3 primarily for this.
You can just play on PC, and it's probably going to come out on 360 as well.
 
I'm guessing the game will come out on PC and Playstation 3 first, then on Xbox 360. Now that they said there is no grinding I hope they included hack n slash controls in fights too. =P
 
Because it's a new game, clone in image or not, they clearly wanted new names. Call them what you will, and they'll call them what they will.

My point was SE is lazy...not so much that they should keep the same names <_<
 
I'm not really impressed with the races, oh yay.. clones of a game we've all already played, but wait they're new and improved with higher detail and "realism"! *sarcasm*

The only thing that actually intrigues me is how the weapons and armor determine your job. I'd like to see how this plays out. So I imagine I'd be open to trying out the beta whenever that rolls around. However, I'm not so sure I'll be playing this when it gets released.

In my opinion the best thing FFXI had going for it was the very good storytelling quests and missions it had. It was definitely the first mmo to have real cutscenes in it. (not sure if it was the first or not, but it seemed like so many mmo's adapted cutscenes to tell story bits after FFXI) Missions and quests may have been a pain in the ass to actually beat, but the story that went along with them kind of made it a pleasant experience, even if the rewards were far from feeling adequate.
 
Eorzea's nations used to be constantly at war with each other
:|
one in-game day currently set to be about an hour of realtime
:|
Hyuran are further divided into "midlanders" and "highlanders," and Miqo'te are divided into the diurnal Sunseekers and the nocturnal Moonkeepers, though how this affects gameplay is still under wraps.
I like the prospect of this. Might deter me from rolling TaruTWOru if it does anything interesting gameplay-wise.
- FFXIV's "armory system" is what defines your character's growth. The game has four broadly defined "job skills" -- Fighter, Sorcerer, Gatherer and Crafter -- each of which has a variety of more specific classes (Swordsman, Blacksmith, Caster, etc) attached to it. You can change your class instantly simply by changing your weapon and armor, and as you fight and complete quests with that equipment, your character will advance in that class. You're free to concentrate entirely on one class, or try to balance yourself out among all the job skills.
So it's basically FFIX: Online. And that's badass.
Honestly, I want to make a bowmage. Using a bow with magic, it's like combining two of my most favorite FF classes <:

Sounds all good, though.
 
I dunno about the "new race". The picture they used just looks like a human, those could be feathers on the back of his head you know, some kind of tribal hat or something. You can't tell because the scan that's used in that picture has light reflecting on the guys head so it's not clear.
 
Not quite.

For us old-school pen & paper RP types, it's the difference between level-based systems (D&D, for example, which is also the system that most computer RPGs use) and skill-based systems (Cyberpunk, for example).

In a skill-based system, there are no levels. No arbitrary "hey, I just got better at everything I do" moments. Points are accrued on a smaller scale and invested as the player desires. Individual skills are increased one at a time.

Most systems these days adopt measures of both. Points or skills are awarded arbitrarily as levels increase, and some of those points are discretionary. Those are, however, still level-based systems.

I have my doubts as to how effective that can really be in a computer RPG, really. I suppose we'll see. I expect that there will be difficulties in presenting a system that is reasonably balanced, sufficiently discretionary, and still entertaining to work with.

In theory, the primary difference between FFXIV and FFXI will be that in FFXI, one can assume a certain level of commonality between two characters with the same job setup, with gear defining the majority of role variation (discounting shifts from merit points). If FFXIV is a purely skill-based system, things could well be completely different. Two characters with arguably the same "job" could have completely different skill sets.

A major balancing issue, in that event, would be creating a sufficient level of variation in each job without making the jobs entirely similar, while avoiding the trap of creating what is, in fact, only a single viable path for each job.

Part of the problem I had with WAR before I quit was that while each class had three upgrade paths, with a theoretical wide variety of possible configurations, there were typically only 1 or 2 that were truly viable for each class. Lots of functionally useless, or extremely specialized abilities.
That system has been used in at least one game. Vampries the Masquerade: Bloodlines based on the White Wolf mythos(D&D, but with vampires and werewolves) used that system for developing your character. Anyone who hasn't tried it should, it's an awesome game.

If they are going to use that system, I will probably not play FF14. Character development is absurdly slow and you can easily screw yourself very early on if you do not build in a specific way from the beginning. There's very little chance it's going to lead to widely customized characters, and will instead be a bunch of absurdly weak characters until everyone figures out the best combination of abilities. That is also assuming that you actually stop developing, otherwise everyone will eventually max all of their skills; further eliminating any "uniqueness" to your build.
 
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