Killing Ifrit - a Final Fantasy community: It was coming sooner or later... - Killing Ifrit - a Final Fantasy community

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It was coming sooner or later... I just got there before the other guys did.

#1
User is offline   treelo 

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So FFXIV has been announced as an MMO, and appears to be something of a sequel to FFXI. As such, and obviously assuming the job system remains the same, will you be dashing off on release day to recreate the awesomeness that is your THF?

You can bet your ass I am. Given the forum is rife with wild speculation about what to expect from the game, what changes do you expect to see to the job? What additions would you like? The usual crap.
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#2
User is offline   nefarious.lover 

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I think I'll avoid speculation since getting my hopes up will only server to disappoint in the long run.
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#3
User is offline   Shadowmeld 

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For the most part, I hope that THF largely stays the same with minor tweaks based on the new battle system. What I most want though are native sneak/invis abilities... we are freaking thieves, we should be able to hide ourselves for long periods of time.
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#4
User is offline   synthetic 

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dagger skill A+ (or whatever equivalent will be in xiv).

af that's worth wearing. i mean really worth wearing not like "oh i have nothing better might as well where my christmas tree gear"

native dual wield for thf

get rid of sneak, invis, deodorize and other bs mobs that track on different things, make it all like invis or some shit.

either leave treasure hunter out of the game, or explain exactly what different levels of it do.

more gear options overall so that everyone does not end up wearing the same bs.

inventory system closer to wow's.

guild/linkshell system that offers more options for ls's

quest rewards being worthwhile, or xp rewards

more weaponskills

accuracy not being as big an issue as it is in xi. (ie. if your skills are capped you don't have to worry about wearing extra acc gear or anything).

buff's, debuff's, spell recasts, etc all have in game visible timers and unique icons.

more abilities, and possibly tiered abilities. (ie. level 10 sneak attack 1 minute recast, level 30 sneak attack II 45 sec recast, etc.)

resist traits, effects, and buffs actually noticably working
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#5
User is offline   synthetic 

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oh yeah and a pc version that actually takes advantage of pc hardware instead of being an emulated piece of shit with workarounds to make it look better.
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#6
User is offline   Danath2000 

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Increased triple attack rate, as a thief I expect to out tp a hard hitter at least, attack speed bonuses (so that all dagger wielders dont share same benefit as thf!).

Acc bonus.

More gear options (less retard hat (Walahra Turban)).

Acc/Atk bonus attacking from behind.

Native DW for thfs would be nice, but thief doesnt necessarily mean dual wielding, so yeah.


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#7
User is offline   Konda 

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nothing, since I most likely wont be playing it.

Dont really want to just drop 4years+ hard work, and dont really want to be sucked in to another mmorpg. It took long enough to get where I am now in 11, dont really want to go through all that again.

just my 2p.
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#8
User is offline   Melos 

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I think THF in it's current FFXI state is fine. There are a few small things that I think need to be considered; a small attack increase to the job and daggers and maybe a critical hit rate job trait. Similar classes to Thief, like Assassin in Aion and Rogue in WoW crit far more often than Thief, and their damage is based around it, one more than the other. A native job trait to increase crits would be nice, rather than waiting on a couple particular pieces of gear...or god forbid TPing in DEX. Also, maybe a job ability to solo claim mobs, like discussed in a previous thread. THF always got the short end of the stick because, unless you were an exceptionally well geared THF, or had a relic, there was just not incentive to bring a THF. THF natively just can't keep up damage with other DDs and offer nothing more than a little hate control when you strip it down to base job attributes. You were usually brought along for TH; and sometimes even if you did have a relic...you're still just TH.

Slightly increasing the jobs attack, and STR numbers in addition to maybe one or two critical hit rate job traits (to replace gilfinder...or maybe resist gravity) and increasing the base damage on daggers a little would provide a nice all around damage boost that would give party and event leaders more incentive to bring people along on THF who genuinely enjoy the job.

But this is just me thinking in FFXI terms. From what I read from developers this game sounds like it could be a far stretch from FFXI; but I'm almost positive that their main jobs will return, THF being one of them. I do plan to play, and level THF though, regardless hehe.
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#9
User is offline   pathwriter 

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QUOTE (Konda @ Jun 4 2009, 06:18 AM) <{POST_SNAPBACK}>
nothing, since I most likely wont be playing it.


This. Unless I can level up as fast and painlessly as in every other MMO currently on the market (the WoW model), there's no way I'm going to have the time or patience to go through an EQ/FFXI experience for a third time.
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#10
User is offline   Banggugyangu 

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I'll reserve my ideas and conclusions for when it gets to beta. If I play it, though, I'm thinking about starting with a heavy-hitter DD since I really never leveled one on this game. (I just turned other jobs into them.)
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#11
User is offline   Kenja 

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I don't see myself playing this new one either. In my opinion it's trading crack for heroin. I've played since day 2 of the NA release and if FFXI really goes under because of this new one coming out, then I'm going to retire from MMOs in general. I'm quickly approaching a year worth of play time on FFXI and although it's over 5 years or so, it's still kind of scary to me that I've spent almost an entire year of my life playing this.
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#12
User is offline   byte.xi 

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There's no saying that THF in the new game would have Treasure Hunter but it's bound to have something that makes it better at making gil than other jobs. And well, money means a lot in an MMO and especially at the start of the game. For this reason alone, I will be playing Thief as my first job in FFXIV. Considering it's always been a fundamental class in pretty much every FF ever made, not to mention one of the basic archetypes in most RPGs, I'm fairly optimistic that it will be there from the very beginning.
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#13
User is offline   Shamaya 

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My peabrain tells me that where there are meetra, there are also thieves,


I was waitin for a thread like this to open up. Mmm originally my friends get the inkling to lol@me, because I've invested so much time into this game--"what was it all for??" Well it's got to end some time yeah? Life doesn't go on forever either. Conversely though, I kinda just realized this minute that the reason it'll be easy for me to play the new one and not play FFXI so much (I won't quit FFXI (...yet??)) is because I feel my time in XI (almost typed 'FF') has been well spent and am pretty happy w/ how things turned out. I never cared much about leveling a lot of jobs. I've met a ton of cool people and had a great time. I've had more than my share of phenomenal exp pt's. And my thief is just about perfect. I'm not sure I could perfect it as much as I'd ever want to. There's a bunch I'm still missin' for the situational: heca cap +1 (got abj), heca legs (+1), ridill, m.kris, vajra, 5 pieces of skadi, mars's ring, ninurta's, dusk+1 gloves, 5 pieces of skadi, maat's cap, and a whole host of other gear I'd probably use once in a blue moon. But aside from that I'm feelin pretty skr8.

Adjustments huh.. Hmm. I have to agree w/ Melos that they designed Thf correctly. At least the model. I think there are a few things they missed regarding following through w/ that model they'd created, and also a few things they didn't miss but messed up. Messed up: 1. We crit way less than they intended, I think. I think at the start they assumed we'd melee in dex, and thus crit more. This was not so. 2. Mob TP gain. I don't think they meant for thief to give ridiculously large amounts of TP to mobs. And we do. It doesn't matter sometimes, but often enough the TP that we feed really does matter. And it makes no sense.

3. The cumbersome-ness of SA/TA. When these were designed, slow paced, longer battles were imagined (and were the standard). But in a heavy burn situation where a mob is going to die in 5-20 seconds and there are several other DD's spinning the mob around, can SE really believe it's easy to land an SA (shit or even a TA?). This is the biggest problem IMO. I don't think even all thieves realize it. But imagine if SA/TA gave the crit boost, but you didn't have to line up at all (neither behind the mob nor a player, and TA's hate would transfer to yourself)--the job might not quite seem so thiefy, but I can only imagine how much our DPS would increase. As for balancing the DPS of the various DD's, I don't think they intended Thf to be king but they did, I think, intend for it to be pretty well balanced w/ the rest of the jobs. In the absence of very strong melee DPS, we were given JA's. But I don't think they thought enough through the conditions in which we use these JA's. I could go on and on but I won't. At the least, they could maintain the current "you need to line up correctly," but I think they could change it so that if you're not aligned right when your strikes goes off, the buff stays up until you actually are lined up correctly for an SA/TA. ORRRRRR, if anything, just make SA/TA stronger to compensate for this.

Native dual wield. Yeah maybe. More native sneakiness sounds good. I'd say they should put more emphasis on sneakiness and lockpicking, etc, but I like to imagine that my job is balanced as a DD, and making it balanced as a DD while adding all these other cool things makes the job a bit OP, and I don't want that. I'd rather they balanced it as a DD before improving on novelty traits such as gilfinder, sneakiness, etc.

The TP gain thing in the past was thf's advantage but rly I don't think it makes any sense to have dd's tp gains vary heavily (cept if that's a job's speciality, ie Sam) just as I'd agree that mob TP-gain should be uniform across DD's. I like the way thf is generally designed despite what I mentioned earlier. But it's hard to recommend changes as the battle system will also change. And I think this is due. And shit man, I just realized that not only has it been a problem that PS2's capabilities have held us back, but we currently have a system that runs off of 56k transfer rates. Upping that will make battles much more frenzy-capable. Picture the scene in the pic I've included. That boat scene. SE said at the E3 interview that they'll put new stress on functional "many vs many" battles. I can't imagine thief in its current state doing well in faster paced battles with more enemies. So they will need to adjust it accordingly to balance it, I think.

On a more general note, the DPS calcs they have in this game are just retarded. I think that base damage of a weapon should act as a multiplier, not as added base damage to other stats. In turn, jobs with lower base damage weapons will get larger "WSC-style" boosts. If they keep SA/TA, they need to scale them to be more powerful endgame. Crit from dex should be improved. +fStr additions should be more noticeable. Evasion and VIT shouldn't be placebo for most jobs. Level correction should just be done away w/ unless they specifically want to keep making some jobs "special" vs high level mobs (ie rng).


Mr. M. I'll be seein more of ya in xiv. We should shack up with xerxes' n' the like. Ah but you couldn't--you'd be stuck with the SML folks. Funny thing, but I can envision a future where enough of Asura has migrated to the same server to pick up the drama where it left off. The return of futchy (who I heard was just perma banned for the last time (maybe???)). NewTribeOrder or the re-rising of Machina. Waffles descends back down from heaven to return. That'd be pretty..weird at the same time though. A bunch of blokes well finished w/ college, picking back up 5-7 year old net beef. But I could see it.

Ah and I think they should still have some sort of very frustrating HNM system in place. The drama that that type of system created was one of the best gifts FFXI could ever bestow upon it's players.
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#14
User is offline   BuGGaTon 

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I'll be leveling a great handful of jobs when the game first comes out to get a feel of what's going on in terms of what jobs offer. Also if they introduce Manthras as a playable race i'm there... but only because I want DEX/AGI!!!!!!!!
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#15
User is offline   Hopefulki 

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I'll be there also smile.gif

I hope they don't change the leveling to be too easy like WoW.. some ability to solo is fine but if you can do 1-max lvl quick early on i'll be kinda frustrated tbh :-x

Overall, I am very excited to see any new information from SE about it
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#16
User is offline   Kasim 

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QUOTE (treelo @ Jun 3 2009, 06:43 AM) <{POST_SNAPBACK}>
So FFXIV has been announced as an MMO, and appears to be something of a sequel to FFXI. As such, and obviously assuming the job system remains the same, will you be dashing off on release day to recreate the awesomeness that is your THF?

You can bet your ass I am. Given the forum is rife with wild speculation about what to expect from the game, what changes do you expect to see to the job? What additions would you like? The usual crap.



Yup, same smile.gif I hope it will be everything THF was in FFXI and maybe a bit more. I liked having TH etc.
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#17
User is offline   dakpluto 

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A 2-hour that's more useful than just dying 30 seconds later.
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#18
User is offline   treelo 

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- Natural SATA depending on position.

Standing behind a mob would grant accuracy/increased crit rate/ignores X amount of DEF.
Standing behind another player would reduce your own hate generated or transfer it to the unlucky sod who hasn't noticed me flailing my arms wildly behind him.
Combine the two and you have a form of SATA without the delay we currently require.

- Critical hits that debuff the enemy.

The equivalent of a stealthy poke to the rectum with six inches of steel. Effects could vary, reduced movement speed, lower defence, slower attacks, anything that would naturally occur as a result of being stabbed in the kidney or something. DoTs in the form of bleeding that are applied per crit, you get the idea. You could add these as new abilities I suppose, but personally it would be nice if our expertise in sliding a blade where it isn't supposed to go was expressed in some other way also.

- Crowd control.

The emphasis on large scale battles has me worried. Assuming we can expect more Dynamis-style encounters in the future it all depends on how they intend us to deal with large groups of mobs. If the current sleepga -> annihilate one-by-one method remains, I can't see it being much of a problem. The more hectic the fight becomes, the harder it is for a technical class to do their job effectively. Flee will no doubt be making a return of one kind or another, couple this with an ability that equates to loudly shouting "Yo' momma was a taru porn star!" to a horde of mobs before making a sharp exit would be a nice addition. Give the status bolts a reworking, make them more useful to other people as well as ourselves. Smoke bombs, whatever.

- A dagger for every eventuality.

Weapons seem to be the main attraction of the combat system so far. As such it would be nice to see different styles of dagger having different uses. You wouldn't skin a dog with a meat cleaver, likewise you wouldn't attack something with armour a foot thick with a blade that's only six inches long. Longer blades, short blades, serrated blades, those nasty ones they use to puncture lungs. The appearance of your weapon should in some way relate to it's use and grant different bonuses against different mobs. Link this in to the additional effects on crits and it'd work quite nicely.
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#19
User is offline   Lokii 

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Does anyone else think we won't be seeing a return of the sub-job system in XIV? From what we've heard so far, it seems somewhat unlikely. If this is the case, then I guess native dual wield would be something I would like to see as well. I like dual wielding.
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#20
User is offline   byte.xi 

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QUOTE (treelo @ Jun 6 2009, 02:54 PM) <{POST_SNAPBACK}>
- Natural SATA depending on position.

Standing behind a mob would grant accuracy/increased crit rate/ignores X amount of DEF.
Standing behind another player would reduce your own hate generated or transfer it to the unlucky sod who hasn't noticed me flailing my arms wildly behind him.
Combine the two and you have a form of SATA without the delay we currently require.

- Critical hits that debuff the enemy.

The equivalent of a stealthy poke to the rectum with six inches of steel. Effects could vary, reduced movement speed, lower defence, slower attacks, anything that would naturally occur as a result of being stabbed in the kidney or something. DoTs in the form of bleeding that are applied per crit, you get the idea. You could add these as new abilities I suppose, but personally it would be nice if our expertise in sliding a blade where it isn't supposed to go was expressed in some other way also.

- Crowd control.

The emphasis on large scale battles has me worried. Assuming we can expect more Dynamis-style encounters in the future it all depends on how they intend us to deal with large groups of mobs. If the current sleepga -> annihilate one-by-one method remains, I can't see it being much of a problem. The more hectic the fight becomes, the harder it is for a technical class to do their job effectively. Flee will no doubt be making a return of one kind or another, couple this with an ability that equates to loudly shouting "Yo' momma was a taru porn star!" to a horde of mobs before making a sharp exit would be a nice addition. Give the status bolts a reworking, make them more useful to other people as well as ourselves. Smoke bombs, whatever.

- A dagger for every eventuality.

Weapons seem to be the main attraction of the combat system so far. As such it would be nice to see different styles of dagger having different uses. You wouldn't skin a dog with a meat cleaver, likewise you wouldn't attack something with armour a foot thick with a blade that's only six inches long. Longer blades, short blades, serrated blades, those nasty ones they use to puncture lungs. The appearance of your weapon should in some way relate to it's use and grant different bonuses against different mobs. Link this in to the additional effects on crits and it'd work quite nicely.


I love all these ideas. Especially the Natural SATA and different daggers having different purposes.
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