Translation on FFXIVCore.com of a 4Gamer.net article about the graphics, controls and music (Alpha version).
Some very interesting keynotes in this article:
The thing to note here is, you can use the skills you acquired in one class even when switched into other classes. For instance, you have pugilist’s skill called “whistle” that can attract enemies’ attention, and this would be very useful for other fighters like “provoke” in FFXI. However, not every skill can be used by all the classes and there are penalties as to the effect of the skill and time limits in certain cases.
This system made it possible to have new abilities in the class in a different way from the support job system in FFXI. So, the essence of the armory system is not only about changing class occasionally, but customizing the class abilities as you like.
There will be more variation as to how characters grow by combining class rank and physical bonus. For example, a gladiator with skill rank 10/physical level 10 could be a tank build, damage-dealing build, or a balance build depending on the way points are distributed.
The journal lists your active guildleves and class quests (quests related to the story). (Caption: you can check the status and goal of your quest with this menu, so be sure to use it when you’re lost.)
This, to me, indicates that the guildleves are meant to be the FFXIV-version of (casual) sidequests and are not necessarily the pivoting point of the game. I think it's useful to note this, because there has been some confusion about this, probably because SE puts so much emphasis on this feature.
And on a side note.....rrrrrraaaaaaaawwwwwwrrrrrr !
Comments
Neato. Sounds like potential fun is to be had.
To be the best, you must help each other become the best.
FFXI Character: Satimasu
FFXI Server: Valefor
FFXIV Character: Tamorae Fonteil
thats one hot elf
It sounds like it will be a class + skill system; and not the common class+talent tree system we see today.
I wonder if the skills you have change based on your class, or if the skills you choose will realistically limit your class selection.
So if I level a mage and put all my skills points into magical ranks, and later decide to level a gladiator will I be stuck with magically focused skills?
We'll only know the answer to how it all works once they reveal the information or once the NDA is lifted, so I hope you'll indulge my rhetorical questioning.
So basically sub-jobs as: a separate side-skill from your main job, and possible sub-skill class abilities. (from other classes)
I like the sound of this customization!
I hate cookie cutter formality...
Oh, and yeah, that elf looks like Jessica Biel... =D
From the info I've gathered thus far, yes and no.
Your class and the skills you acquire for that class are both linked to your Weapon Ranks. So far I have seen no indication that the Weapon Ranks work by attributing points to it, but rather that it's a linear progression from which you receive a certain skill every X ranks. Sort of like the weapon skill system in FFXI.
Some (not all) of the skills you acquire in a certain class can be used interchangeably between classes (if the requirements are reached, e.g. Rank or Level). For example: after leveling a Mage class to a degree where you have acquired Cure, Protect and Shell, you switch to Gladiator. When your Gladiator class reaches the required Rank he can now also equip these skills/spells, making him in effect a Palladin of some sorts. [IMHO this form of free combining actually negates the need for a subjob system.]
Next to the Weapon Ranks however, there is also your Physical Level. For every Physical Level gained you receive a certain amount of Attribute Points which you can freely distribute between your stats. The Physical Level (ergo your stats) is in effect your persona and does not alter with the switching of classes. Where you put your AP's will have a an impact on the skills you equip and use, fleshing out the difference between similar builds even further. The Palladin example from the former paragraph can focus mainly on his self-curative/protection abilities (dumping in Magic stats and boosting his spells) or focus more on defence and/or attack, but have weaker version of Cure, Protect and Shell at his disposal. Or make a balanced combination of it all. This means that you need to think through where you put your AP's, plan ahead.
So no, you are not 'stuck' with certain skills, because you will still learn the skills of an other class when you reach the required Rank for that skill (while playing that class), but yes, (over)focusing on a single stat will influence the capacities of your other classes.
Hope this (highly speculative) post has answered your question somewhat.
I wonder if you will be allowed to redistribute your points somehow later on. I would hope you get atleast one chance to do so and after that your stuck.
Awesome stuff. I so can't wait for the release.
SE did state in an interview that they where planning on adding a way to respec, but that they weren't sure yet about how to implement it.
Personally, I think they could make it into a (reasonably sized) repeatable quest ("Trials of Rebirth" or such thing), with as only reward...the reset of your AP stats. This way they can give every player the chance to respec at a time when he/she sees fit and at the same time discourage overusing/abusing the respeccing, because:
The fact that it is a quest that has to be undergone before every respec, discourages quick-fix respecs at every turn of a corner.
There is the possibility to add a lock-out timer after a player has undertaken the quest, limiting the amount of respecs a player can do in a certain timeframe.
There is the possibility to add an ever inclining cost of some sort to the quest, making it an ever deepening money sink (remember the Gobbie Bag quests, anyone?).
It's just more fun and adds more immersion than "buy you respec here! 1,000,000 gil!".
Good stuff guys, thanks!
I agree with everything you said. But I personally think there should also be (and will be) some type of gil cost to doing this (nothing outrageous though). I feel the more gil sinks there are, the better it is for the game economy.