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Post by kablizzy on May 12, 2013 0:48:54 GMT -6
I didn't even think of it like that, but as I read it, my brain went OMFGYES. So, I'd love to discuss this in-depth.
I wouldn't necessarily want to limit it like that, but perhaps that Chemist-tree dudes could make items a bit faster, or go farther, or create better in some ways? I dunno. Maybe Squire-pathers just *start* with the Crafting I and Chemist-pathers *start* with Alchemist I, but they cna be bought equally afterwards?
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Schwerpunkt
Power Gamer
Who would ever want to be king?
Posts: 422
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Post by Schwerpunkt on May 12, 2013 2:05:38 GMT -6
Wut? Chemist is nice and useful. Crafting is an order of magnitude more useful, significantly more profitable, and vastly superior across the board. The two aren't comparable. Pende brought up a really, really cool idea tonight - Instead of having Squire and Chemist as full-on classes, we make them tree-specific 'Civilian' jobs - Works just like we'd want a Civilian class to do. Nifty concept, anyway. Chemist works as a crafting skill for potions. The hell does Squire do?
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Mordred
Role Player
Don't believe the Church and State.
Posts: 195
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Post by Mordred on May 12, 2013 9:32:00 GMT -6
I was under the impression that all characters would already have the ability to self-use items. Restricting that to mages only (because they gain the chemist subtype) is very strange. And what would fighters get in return? Free access to the Squire ability set doesn't seem like it would be half as useful, though Accumulate would be pretty handy for a lot of people.
Every character beginning the game with a free civilian/craft/profession skill of their choice is something I'd recommend in any case, but as I've repeatedly insisted in the past, it's a mistake to tie combat class to noncombat utility in a context like this, where "battles" and "the rest of what you do" are basically two separate games.
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Post by kablizzy on May 12, 2013 11:16:51 GMT -6
I figured use of items was universal too...?
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Schwerpunkt
Power Gamer
Who would ever want to be king?
Posts: 422
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Post by Schwerpunkt on May 12, 2013 14:46:10 GMT -6
It is. The crafting of potions (and other consumables) is tied to the Chemist skill. That's a considerably less useful ability to have than the ability to craft a new sword every few levels. Accordingly, you can't say "this class gets to brew potions because it's 'magical' while these classes craft weapons." Besides, that binary system doesn't work here because we have HOJs.
But, yeah. Mord's spot on. The battles are really only half the game -- what you do outside the battles is just as important.
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Post by Ilium on May 20, 2013 12:00:11 GMT -6
We are starting to stamp through quite a few of these classes now. While development still remains top priority for the rest of the jobs, some of them as they exist now are more or less ready for the beta skill set wise. Most of the major creative discussion on these has occurred, so we can expect only minor revisions from here on out. Therefor we can start the discussion on stats and growth rates, and what they need to look like for FFSim.
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