After seeing the FFXIV trailer from Sony’s E3 press conference, all I can say is: Wow! (no pun intended)
This game looks like it is going to be real cool, and I am looking forward to the updates and info that gets put out, until its release next year (crosses fingers for a 2010 release.) I have been reading and trying to keep up with what other FFXI fans are saying about the game, and the possibilities it holds. The rumors, speculations, and rants from these fans, have gotten me to think about what I really want to see from this new game. Now I have already made a post on some of the features I want to see, but after the Q & A yesterday, it has gotten me wondering what changes they will make.
1. Job/Class System — From the conference yesterday, it sounded like they were going to redo the class system as we know it in FFXI. So what does this mean? Well I can’t say for sure, but I can make my own speculations. I really want to see an open-ended job system, that allows for some radical and normal job combination’s, which means they really do need to keep the sub-job system. The sub-job system is a great way to build up your character, but the FFXI system, suffers from the lack of true interchangeability. Once a combination is found that works for a lot of situations, its the only one used, and those individuals who try out different ways, will be laughed at or scorned. In FFXI, we laugh at the ghetto Paladin (WAR/WHM), but what if in FFXIV that combination works fine as a main or backup tank? What about a combination like RDM/SAM or SAM/RDM, which I kinda see as the old Magic Knight from Final Fantasy III. I hope there will be additional jobs in FFXIV, such as Chemist, Time Mage, Geomancer, and more, which will help create some great job combination’s. Now will every combination work? Probably not. The advantages and disadvantages will still have to be weighed, but at least encourage those free-thinkers and individuals willing to try something new.
2. Races — Square made it clear at yesterday’s press conference that although the races look similar to what we are accustomed too in FFXI, they’re not the same. I believe this means, that even though we can see a Tarutaru, Galka, and Mithra in the trailer and artwork, doesn’t mean they are Tarutaru, Galka, or Mithra. Confused? I think Square may be changing up some of the names, and obviously the back story, so that they can fit into the new world. In addition, they may be changing up what each race represents. What if the new Tarutaru were like Dwarves, primarily fighters with tough skin, and low charisma (OMG! They’re not cuddly anymore!
) Or what if the Elvaan went back to being the mystical, magical creatures that we read about in Tolkien and Dungeons and Dragons? Once again, the possibilities are endless here, and I do hope they add at least two new races for us to play with.
3. Dungeons — I hope Square takes a page out of the WoW handbook, and creates more instanced dungeons, but give them the SEE treatment. I kind of imagine it like, walking into Giddeus, Castle Oztroja, Beadeaux, Davoi, Eldieme Necropolis, or wherever, and it be an instanced dungeon. A playground for an individual, party, or alliance. Maybe the start of the zone, can be split up, so that depending on which area you enter, its geared more for a a particular setup. Missions and stuff are still setup the same, but now you are fighting your way to the boss. Everyone who has the mission/quest active, will get the clear, and no need to redo a thing multiple times so everyone can get an item. This could lead to multiple missions/quests being activate at the same time, and the need for multiple bosses to be taken down. The only problem as I see it, and where WoW gets it wrong, is that these dungeons need to be capped in a way. For example, the Giddeus solo, party and alliance dungeons, may be capped at lvl20, lvl30 and lvl40 respectively. For those that have played WoW, this would get rid of of the uber-runs through the starter dungeons, where one or more high levels run a noob through a dungeon to get the best gear possible for their level. Or, in relation to FFXI, the 2 minute or less Rank 3 dragon fights. Now I will admit, maybe some or all dungeons would also have uncapped areas, but these would more than likely be for end-game purposes only, ie. fighting the Tiamat spawn in an uncapped Attowha Chasm. This is just a thought, and can probably be expanded on, in regards to Salvage, Einharjar, Dynamis, Limbus, regular missions, and more.
4. Missions — In my opinion, FFXI has the best storyline’s for its expansions, over other MMORPG’s. For me, exploring a world, and completing quests and missions, are the activities that keep bringing me back to one of these imaginary worlds. So as an adventurer, I need a storyline. I need something that I can follow, that has a beginning, a middle, and an end. If there are branches along the way, that will help build on the main plot, or a sub-plot, then bring it on. So for me, I would want to keep the same general formula, SEE has implemented with its storyline missions. You have cutscene, quest-like, and battlefield missions. The only complaint I have, is that currently, multiple consecutive cutscene missions, are usually treated individually, instead of as a whole. Just because I get a CS one place, and then have to travel to another place to get another CS, and then have to travel back to the original starting point, doesn’t mean that these are separate missions. If you have to make it like mission 1a, 1b, 1c, etc.. then do it. But I hate to see mission 1, 2, 3, and 4 as cutscene only. I would like to go back, and expand on the sub-plot/mission idea. In the beginning missions of WotG, you have to complete 3 quests, before you can move on to the next mission. Well instead of that, what if based on certain variables, you can activate a sub-plot mission line, that runs parallel to the main one. Maybe, you have to do certain things while completing the main or sub, to advance the other. And then in the end, based on what you have done, maybe different sets of rewards are available.
5. Quests — I briefly went over the one feature I really want involving quests in my other post, but I will reiterate it here. I like WoW’s way of identifying quest givers to a degree, but maybe SEE can do something better, that is less intrusive to the visual appeal, maybe something configurable. I do like the single and multi-quest types, as well as the reputation system for knowing when certain quests can be activated. There could be some better quest rewards for certain things, or maybe variable rewards. For example, a particular quest needs you to get something from Xarcabard. At level 20 for example, the reward is 5k gil, where as, at lvl 70+, the reward is 500 gil. A risk/reward type of setup for some, not all quests would be cool.
6. Equipment — I know. What I am about to say heresy, and could get me killed if I belonged to wrong circles. I think there should be equipment available for all players, that lets them feel uber, no matter how much time they can spend in game. While the current HNMLS setup, including camping Kings and more is cool for some people, I for one, do not have the time to devote to standing around for 3hrs in the vain hope that a mob will spawn, my LS will claim, and an item will drop. But if I was given the opportunity, either in a solo or party type of atmosphere to get an item, that is just as good, maybe even better, then great. One of the greatest accomplishments I have in FFXI, is beating the lvl20 capped Avatar battles. So what if I there was a lvl60 capped for instance, Kirin solo I could undertake, in order to get a Kirin’s Pole or Kirin’s Osode? Now obviously that is where the heresy comes in, but the rewards do not always have to be like this. So lets take the same example, but now I have the option of a Kirin’s Staff (Dmg 50, Hp+20, MP+20, INT+8, MND+8, all elements +14, same equip lvl and jobs) or a Kirin’s Breastplate (Def 50, MP+25, attributes + 8, Light +40, same equip lvl and jobs) when I beat the solo version. The stats are not as good as the original, but I can at least now have some equipment on par, but also have the sense of accomplishment for defeating it in a solo context.
7. Merits/Builds — While this technically should be under jobs, I wanted to give it it’s own paragraph. I like the system that is currently in place in FFXI, but I do think it needs a slight overhaul. I kind of like the way WoW seperates out its ability trees, but I do think that system is also dated. A combination of the FFXI and the ability tree system, would be cool. Plus I think meriting should begin at a level, and not when the cap is reached. Can you still get merits after reaching your cap? Of course. So how do you implement this? Well, similar to FFXI, once you complete a quest, you can start meriting, but its not like now. For pre-lvl50 for example, you need 10000 limit points to get a merit, and post is 5000. But you are earning these limit points along with experience. For example, you get 100 Exp, and 50 limit points. Now you might be thinking this will take forever at low levels, and its meant too. But once you activate the quest, you have it activate for all jobs that can participate. For example, you can start getting merits at lvl20, so that’s when you complete the quest on your main job. Now every other job you level past 20, can participate in getting merits. Once you can participate, merits are also visible below the experience. In addition, each 10 lvls marks a new cap, and a new quest that has to be completed. This will go along with whatever level cap quests that exist. And finally, the merits themselves will help in building whatever type of character you want to play. If you want to be a purely healer WHM, then pump merits into Healing Magic and Cure Potency. If you want to be a divine WHM, similar to maybe a Cleric, then pump your merits into Divine Magic and Holy Damage for example. And this will go with whatever jobs are available, and make some great character possibilities!
8. Skills — I like how FFXI has weapon skills, as well as the actual weapon and magic skills, and like how the skill up system works. My only gripe about this, comes from what are considered hidden skills. Yes I can ride a chocobo at lvl17 from a starter city, but I supposedly can ride for only so long. Well what is that time? I cannot tell this from anything I see. When riding a chocobo, I can dig, but once again, I do not have any clue what lvl it is, so I don’t know where I can dig successfully. I will touch on this here, but I think the support skills, such as H.E.L.M. and gardening, need visible skill levels. While I like being able to grow elemental ores on my lvl1 gardening mule, it doesn’t make sense, unless I have a high gardening skill. Or, when I mine, how about a low skill level, means I won’t be digging up that Khroma or Darksteel Ore.
9. Crafts — I like the FFXI system of crafting over WoW’s, but both have their good and bad points. I like crafting with crystals, because it makes a standard FFXI element more than just window dressing. I like how when crafting, there are chances for breaks, as well as not skill ups. WoW gets this wrong, because the only times you will not get skill ups, in my experience anyway, is when the recipe goes green. I do like WoW’s recipe system though, because it adds a bit of flavor to what you can learn. However, a mix of both systems in this regard would be great. For example, I shouldn’t need a recipe for the threads, cloths, lumber, leather, and other basic materials (you just know them when you can make them), as well as some basic equipment, such as a silk shirt, leather vest, or iron arrow. However, I will need to find the recipes to make elemental staves, Noble’s Tunic’s, or Amemet Mantle. These recipes can be rewards from quests and missions, drops off mobs, or even sold by vendors/AH. That way, my cloth mule, who’s highest lvl is 10, but is Cloth85, cannot necessarily make that Vermillion Cloak, unless I farm the recipe for him. It adds some differences to crafters, because not all crafters will necessarily know all recipes. I do like the craft/sub-crafts system as well, because it makes some recipes more complicated because the crafter has to know one or more sub-crafts, and be of a particular level. This also leads to different style crafters. For example, I can be considered a furniture crafter, which is why I initially started woodworking, because I have the sub-crafts that allow me to build the bookshelves, beds, and desks. Finally, I would like an in-game recipe list. While this would get rid of my biggest need to visit Allakhazam, it can also be frustrating having to look online to find out what I need to make a certain item.
10. PVP — while I do not want to see a world-wide PVP system, the idea behind Ballista and Brenner is cool. However, you have to tweak it, and make it more fun for all involved. Keep the capture the flag idea if you must, but do not make it to where the melees are only going after the magic users. Bring some real strategy into the mix. Whatever is done here, there needs to be a good reward system in place, and the system will need to be updated, as other changes are made to the world.
Well, I think that is about it for now. I know I just touched on some ideas and features, but this is what I am hoping for when I start playing FFXIV. I hope some of ya’ll will at least try this out, because I’m not sure I can play this new game without my buds. I am looking forward to kicking ass and taking names with Tam, Xell, Mel, Zen, Cid, Shemi, Arc, Eewok, Slusher, Meka, Cala, Orophen, and the rest of the gang in the new world of Eorzea!
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Tags: Final Fantasy XIV, Rapture, wishlist