I am pretty much with the majority on this one, don't worry about it to much, play what you find fun SE is going with a linear system but also completely non linear at the same time, there are the basic classes and then you mix spells and skills to create your own classes this is going to add alot more to looking for groups and im excited for it, i believe it will build a strong community as people will know who knows their skills and their classes, so people will get reinvites or static type groups, I am excited that it doesnt hold your hand through the class, it gives you guide lines but then says, see what your mind can come up with, in the end there are cookie cutter builds but innovation makes the world go round as long as you can show people your build works and your good, then people will take you into their groups just have fun man, because those people don't pay your subscription you do, play it how you want.
Games Waiting for: FF14, Tera Online, Blade and Soul, and Rift
People are acting as though this is an unreasonable thing to ask, but I can understand the concern of the OP. Like everyone is suggesting, I played the class that I most enjoyed in FFXI, which was a samurai. I loved playing this class, but as my level rose I found it harder and harder to find a group. Beyond level 60 it wasn't even worth trying. I could be LFG for 5 hours and not have any luck. This totally ruined the game for me, because I just couldn't play the class that I wanted and there was no way of soloing anything. I had to reroll to a more desirable class (ranger) to be able to carry on enyoying the game.
I played a red mage/white mage and as you might have guessed not only did I never have to wait for groups people would be begging me to join them.
I always play the most needed classes and I do this to avoid waiting for groups.In most games I play a healer or a buffer. These classes might be boring or difficult like the red mage where the timer on refresh was annoyingly low making you have to recast it over and over.
You can play what you want or what others want ,your choice but MMORPGs inevitably do this to group orientated games.Some classes will be in demand over others. Yes it is unfair but some classes are so bad no one wants to play them and it is this that makes it in demand. Of course it sounds horrid isn't it but unfortunately this seems to be the way these games work
I was RDM/BLM and had a blast, i would sometimes jsut change class and go out and hunt alone when I wanted to.
One thing I love about FF and its surprising no other developer has done this type of class changing instead of forcing people to roll 50 toons to try out all classes
you're changing a bad for a bad. Either you suffer not playing the class you like now because of what others might need later, or you enjoy playing the class you like now and maybe it's not wanted later. I'd say, don't worry about what you don't know. Play what you like always.
Now, if you always play with the same group of friends, and they all rolled tanks, it might be more beneficial to roll something else, but I don't think that's what you meant.
I played a red mage/white mage and as you might have guessed not only did I never have to wait for groups people would be begging me to join them.
I always play the most needed classes and I do this to avoid waiting for groups.In most games I play a healer or a buffer. These classes might be boring or difficult like the red mage where the timer on refresh was annoyingly low making you have to recast it over and over.
You can play what you want or what others want ,your choice but MMORPGs inevitably do this to group orientated games.Some classes will be in demand over others. Yes it is unfair but some classes are so bad no one wants to play them and it is this that makes it in demand. Of course it sounds horrid isn't it but unfortunately this seems to be the way these games work
Playing to the tune of a unknown group/raid leader is a situation I do not want to be in. I'm not forking over cash each month to be a FoTM class for someone who will deny me access to group/raid play. That, I consider is a MAJOR design flaw. Each class should be useful from begining to end. If not then you have to understand that the holy trinity system is broken and will suffer more and more as stat driven players are converted from those who think for themselves when rolling a class.
I really was hoping that FFXIV was going to be a game where each person would have a weapon wheel and switching roles was going to happen "on the fly". Like tanking would be crucial, but not be sustainable throughout an entire fight and those in the back would have to switch weapons and take over while those that tanked step back and switch to recovering/damage/hp control. I want aggro management and teamwork to be the center point of putting together a group of players, not what skills you have unlocked or what class do you have at the highest.
"Small minds talk about people, average minds talk about events, great minds talk about ideas."
I played a red mage/white mage and as you might have guessed not only did I never have to wait for groups people would be begging me to join them.
I always play the most needed classes and I do this to avoid waiting for groups.In most games I play a healer or a buffer. These classes might be boring or difficult like the red mage where the timer on refresh was annoyingly low making you have to recast it over and over.
You can play what you want or what others want ,your choice but MMORPGs inevitably do this to group orientated games.Some classes will be in demand over others. Yes it is unfair but some classes are so bad no one wants to play them and it is this that makes it in demand. Of course it sounds horrid isn't it but unfortunately this seems to be the way these games work
I really was hoping that FFXIV was going to be a game where each person would have a weapon wheel and switching roles was going to happen "on the fly". Like tanking would be crucial, but not be sustainable throughout an entire fight and those in the back would have to switch weapons and take over while those that tanked step back and switch to recovering/damage/hp control. I want aggro management and teamwork to be the center point of putting together a group of players, not what skills you have unlocked or what class do you have at the highest.
I'm quite the contrary. I was hoping the class system would be more restrictive. I don't want recruiting a 'healer' and then have him/her switch to other classes. When I'm in a group, I like to think of members as functions, and what you describe is basically people being able to do everything, which I hate.
So, as a compromise, I can accept the system to let you switch while out of combat, but not while in combat.
To be fair, it's not always the game's fault if someone thinks class Y is uber and class X sucks. They might both be as balanced as possible, but that doesn't mean the leader won't be biased towards class Y.
You can't remove the human factor, even if you can make the classes balanced enough. No matter how stupid it seems, there will always be the most wanted class combo.
Like in XI everyone expects you to sub Ninja at level 20 because everyone does it at the level cap, even though there are dozen better subs for that level range. No /ninja, no invite. It's sad.
Using LOL is like saying "my argument sucks but I still want to disagree".
I played a red mage/white mage and as you might have guessed not only did I never have to wait for groups people would be begging me to join them.
I always play the most needed classes and I do this to avoid waiting for groups.In most games I play a healer or a buffer. These classes might be boring or difficult like the red mage where the timer on refresh was annoyingly low making you have to recast it over and over.
You can play what you want or what others want ,your choice but MMORPGs inevitably do this to group orientated games.Some classes will be in demand over others. Yes it is unfair but some classes are so bad no one wants to play them and it is this that makes it in demand. Of course it sounds horrid isn't it but unfortunately this seems to be the way these games work
I really was hoping that FFXIV was going to be a game where each person would have a weapon wheel and switching roles was going to happen "on the fly". Like tanking would be crucial, but not be sustainable throughout an entire fight and those in the back would have to switch weapons and take over while those that tanked step back and switch to recovering/damage/hp control. I want aggro management and teamwork to be the center point of putting together a group of players, not what skills you have unlocked or what class do you have at the highest.
I'm quite the contrary. I was hoping the class system would be more restrictive. I don't want recruiting a 'healer' and then have him/her switch to other classes. When I'm in a group, I like to think of members as functions, and what you describe is basically people being able to do everything, which I hate.
So, as a compromise, I can accept the system to let you switch while out of combat, but not while in combat.
That is basically the same thing, but now fights will happen between the players themselves before and after the group is together.
"Hey dude can you heal just for a little while?" "Ok but I came in as dps, so you better find another healer soon." 30 minutes later.... "Dude have you found a healer yet?" "Umm no, it's not easy finding healers." "Man this sucks! I need points for my bow not for canes!" "Well if you don't like it you can leave." Healer leaves group.....leader turns to the next person: "Hey dude can you heal just for a little while?" Entire group disbands......
But if the system allowed for "on the fly" switching. Then you would not be looking for a particular class, but a player with enough knowledge and skill to manage working in a group and keeping up with the dynamics of a flowing combat situation.
This creates a need for group play, because if roles have to be managed during a fight, then there is no way 1 player can maintain tanking, recovering hp in the back AND dishing out solid dps to kill a bigger foe. It would be like sending waves in to kill a boss.
Wave 1 maintains aggro, wave 2 dps, wave 3 slows hp loss enough to recover their own hp....switch
Wave 2 maintains aggro, wave 3 dps, wave 1 slows hp loss enough to recover their own hp.....switch
And so on, and so on. It keeps everyone on their toes with no time to sit back a read a book and all weapons get a rotation in to gain points/exp. Then you have a more cohesive group of players that are not pigeon-holed into roles.
"Small minds talk about people, average minds talk about events, great minds talk about ideas."
To be fair, it's not always the game's fault if someone thinks class Y is uber and class X sucks. They might both be as balanced as possible, but that doesn't mean the leader won't be biased towards class Y.
You can't remove the human factor, even if you can make the classes balanced enough. No matter how stupid it seems, there will always be the most wanted class combo.
Like in XI everyone expects you to sub Ninja at level 20 because everyone does it at the level cap, even though there are dozen better subs for that level range. No /ninja, no invite. It's sad.
Yes but my whole point is staving off this need to ask for certain classes/skills . That's why I was hoping it was a switching system where all weapons would get some play rather than having it where players can sit back and build points in only one area. I know what I'm thinking of is also flawed to a point where it allows powerlevelers to have the upper hand over more casual players but it does put every player of certain skill/time restrictions in the same boat as far as picking up players for a group.
"Small minds talk about people, average minds talk about events, great minds talk about ideas."
Comments
I am pretty much with the majority on this one, don't worry about it to much, play what you find fun SE is going with a linear system but also completely non linear at the same time, there are the basic classes and then you mix spells and skills to create your own classes this is going to add alot more to looking for groups and im excited for it, i believe it will build a strong community as people will know who knows their skills and their classes, so people will get reinvites or static type groups, I am excited that it doesnt hold your hand through the class, it gives you guide lines but then says, see what your mind can come up with, in the end there are cookie cutter builds but innovation makes the world go round as long as you can show people your build works and your good, then people will take you into their groups just have fun man, because those people don't pay your subscription you do, play it how you want.
Games Waiting for: FF14, Tera Online, Blade and Soul, and Rift
People are acting as though this is an unreasonable thing to ask, but I can understand the concern of the OP. Like everyone is suggesting, I played the class that I most enjoyed in FFXI, which was a samurai. I loved playing this class, but as my level rose I found it harder and harder to find a group. Beyond level 60 it wasn't even worth trying. I could be LFG for 5 hours and not have any luck. This totally ruined the game for me, because I just couldn't play the class that I wanted and there was no way of soloing anything. I had to reroll to a more desirable class (ranger) to be able to carry on enyoying the game.
I played a red mage/white mage and as you might have guessed not only did I never have to wait for groups people would be begging me to join them.
I always play the most needed classes and I do this to avoid waiting for groups.In most games I play a healer or a buffer. These classes might be boring or difficult like the red mage where the timer on refresh was annoyingly low making you have to recast it over and over.
You can play what you want or what others want ,your choice but MMORPGs inevitably do this to group orientated games.Some classes will be in demand over others. Yes it is unfair but some classes are so bad no one wants to play them and it is this that makes it in demand. Of course it sounds horrid isn't it but unfortunately this seems to be the way these games work
I was RDM/BLM and had a blast, i would sometimes jsut change class and go out and hunt alone when I wanted to.
One thing I love about FF and its surprising no other developer has done this type of class changing instead of forcing people to roll 50 toons to try out all classes
http://upload.wikimedia.org/wikipedia/en/a/ab/Norsefire-logo.png
you're changing a bad for a bad. Either you suffer not playing the class you like now because of what others might need later, or you enjoy playing the class you like now and maybe it's not wanted later. I'd say, don't worry about what you don't know. Play what you like always.
Now, if you always play with the same group of friends, and they all rolled tanks, it might be more beneficial to roll something else, but I don't think that's what you meant.
Playing to the tune of a unknown group/raid leader is a situation I do not want to be in. I'm not forking over cash each month to be a FoTM class for someone who will deny me access to group/raid play. That, I consider is a MAJOR design flaw. Each class should be useful from begining to end. If not then you have to understand that the holy trinity system is broken and will suffer more and more as stat driven players are converted from those who think for themselves when rolling a class.
I really was hoping that FFXIV was going to be a game where each person would have a weapon wheel and switching roles was going to happen "on the fly". Like tanking would be crucial, but not be sustainable throughout an entire fight and those in the back would have to switch weapons and take over while those that tanked step back and switch to recovering/damage/hp control. I want aggro management and teamwork to be the center point of putting together a group of players, not what skills you have unlocked or what class do you have at the highest.
"Small minds talk about people, average minds talk about events, great minds talk about ideas."
I'm quite the contrary. I was hoping the class system would be more restrictive. I don't want recruiting a 'healer' and then have him/her switch to other classes. When I'm in a group, I like to think of members as functions, and what you describe is basically people being able to do everything, which I hate.
So, as a compromise, I can accept the system to let you switch while out of combat, but not while in combat.
To be fair, it's not always the game's fault if someone thinks class Y is uber and class X sucks. They might both be as balanced as possible, but that doesn't mean the leader won't be biased towards class Y.
You can't remove the human factor, even if you can make the classes balanced enough. No matter how stupid it seems, there will always be the most wanted class combo.
Like in XI everyone expects you to sub Ninja at level 20 because everyone does it at the level cap, even though there are dozen better subs for that level range. No /ninja, no invite. It's sad.
That is basically the same thing, but now fights will happen between the players themselves before and after the group is together.
"Hey dude can you heal just for a little while?" "Ok but I came in as dps, so you better find another healer soon." 30 minutes later.... "Dude have you found a healer yet?" "Umm no, it's not easy finding healers." "Man this sucks! I need points for my bow not for canes!" "Well if you don't like it you can leave." Healer leaves group.....leader turns to the next person: "Hey dude can you heal just for a little while?" Entire group disbands......
But if the system allowed for "on the fly" switching. Then you would not be looking for a particular class, but a player with enough knowledge and skill to manage working in a group and keeping up with the dynamics of a flowing combat situation.
This creates a need for group play, because if roles have to be managed during a fight, then there is no way 1 player can maintain tanking, recovering hp in the back AND dishing out solid dps to kill a bigger foe. It would be like sending waves in to kill a boss.
Wave 1 maintains aggro, wave 2 dps, wave 3 slows hp loss enough to recover their own hp....switch
Wave 2 maintains aggro, wave 3 dps, wave 1 slows hp loss enough to recover their own hp.....switch
And so on, and so on. It keeps everyone on their toes with no time to sit back a read a book and all weapons get a rotation in to gain points/exp. Then you have a more cohesive group of players that are not pigeon-holed into roles.
"Small minds talk about people, average minds talk about events, great minds talk about ideas."
I think class switching on the fly is allowed right now.. but there are some limitations as far as I'm aware.
There's so much stuff that may or may not make it to the final release that I wouldn't judge anything based on that though.
Will be interesting to see how it all comes together soon enough.
Yes but my whole point is staving off this need to ask for certain classes/skills . That's why I was hoping it was a switching system where all weapons would get some play rather than having it where players can sit back and build points in only one area. I know what I'm thinking of is also flawed to a point where it allows powerlevelers to have the upper hand over more casual players but it does put every player of certain skill/time restrictions in the same boat as far as picking up players for a group.
"Small minds talk about people, average minds talk about events, great minds talk about ideas."