So i posted a status update a few weeks back. I have decided to be a bit more open about what is currently being worked on.
As a recap for those who are not sure what exactly is new about FS EX. There is no longer your standard equips instead you get gems named after the psynergy they have tied too it. This offers up quite a few things in return. Characters have a new item that is permanent to their inventory that helps make the class system important. This gives each character max elemental power in every element without forcing class changes. No one person on the team will be "weaker" at using another elemental attack. This also means that there are effectively 29 slots left for psynergy keep in mind revives and weapons will also take up precious space as well. The idea is to not horde items and think carefully about psynergy builds.
So what happened to classes? Well My proposal is this, I plan to rework the classes that are available to each character. Right now there a total of 34 classes open to each character I plan to rename most of these as well as rework the stats boosts. Class changing instead will be more about how you want the character to play. In your team allow for more freedom and customization. Mono element classes will make characters more balanced all around think of it as the character being neutral in their stats. Rather than rebalancing the character's stats to be roughly the same I am doing that through the classes so turn manipulation will be up to how you have your classes set up. Dual Element Classes will focus on 2 stats and tri element classes will focus on 2 stats plus Luck.
I am currently seeing what i can do with the Djinni system. If there is anything you would like to see done or have any questions about the class system change please let me know below.
FS EX Class System Revision
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#2
26 May 2014 - 11:18 AM
Vanish Mantle, on 26 May 2014 - 09:42 AM, said:
As a recap for those who are not sure what exactly is new about FS EX. There is no longer your standard equips instead you get gems named after the psynergy they have tied too it. This offers up quite a few things in return. Characters have a new item that is permanent to their inventory that helps make the class system important. This gives each character max elemental power in every element without forcing class changes. No one person on the team will be "weaker" at using another elemental attack. This also means that there are effectively 29 slots left for psynergy keep in mind revives and weapons will also take up precious space as well. The idea is to not horde items and think carefully about psynergy builds.
Some concerns regarding this:
First and foremost, are you taking precautions to make each character feel different, gameplay-wise? This sounds like what Final Fantasy X did with the sphere grid, effectively neutering each character's individuality.
Second, is this going to mean I have to act like I'm playing Resident Evil with inventory management? I noticed this in the last version of Fallen Star with all the psynergy items, and I don't think this idea does anything in that regard except exacerbate the problem even further.
Vanish Mantle, on 26 May 2014 - 09:42 AM, said:
So what happened to classes? Well My proposal is this, I plan to rework the classes that are available to each character. Right now there a total of 34 classes open to each character I plan to rename most of these as well as rework the stats boosts. Class changing instead will be more about how you want the character to play. In your team allow for more freedom and customization. Mono element classes will make characters more balanced all around think of it as the character being neutral in their stats. Rather than rebalancing the character's stats to be roughly the same I am doing that through the classes so turn manipulation will be up to how you have your classes set up. Dual Element Classes will focus on 2 stats and tri element classes will focus on 2 stats plus Luck.
This pretty much reinforces what I'm seeing on point number one above. Please, please tell me this isn't what it looks like.
#3
26 May 2014 - 11:38 AM
Advent, on 26 May 2014 - 11:18 AM, said:
Some concerns regarding this:
First and foremost, are you taking precautions to make each character feel different, gameplay-wise? This sounds like what Final Fantasy X did with the sphere grid, effectively neutering each character's individuality.
Second, is this going to mean I have to act like I'm playing Resident Evil with inventory management? I noticed this in the last version of Fallen Star with all the psynergy items, and I don't think this idea does anything in that regard except exacerbate the problem even further.
First and foremost, are you taking precautions to make each character feel different, gameplay-wise? This sounds like what Final Fantasy X did with the sphere grid, effectively neutering each character's individuality.
Second, is this going to mean I have to act like I'm playing Resident Evil with inventory management? I noticed this in the last version of Fallen Star with all the psynergy items, and I don't think this idea does anything in that regard except exacerbate the problem even further.
I don't think most will have their inventory filled up to the brim with items. Unlike in the original FS there are less healing items you have to carry around with you this time around. You can focus on a few skills you like to have rather than having the maximum amount.
Advent, on 26 May 2014 - 11:18 AM, said:
This pretty much reinforces what I'm seeing on point number one above. Please, please tell me this isn't what it looks like.
I can't say for sure this system will work perfectly. as it stands the class system is essential "useless" There is no real benefit of changes classes outside of stats so i am trying to make that a bit more appealing by changing this around to provide a bit more variety. It isn't the perfect solution if GS had more in the way of being able to add skills that didn't really on PP i would definitely make the classes unique. I am open for suggestions on a better system that adds some use for the classes.
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