| |||||
| | #16 |
| Raidou Kuzunoha Vs. Demi-Fiend Brass Wings of Service Join Date: May 2006 Location: Windurst
Posts: 6,704 Style: Light Theme V7 Thanks: 208
Thanked 2,061x in 1,127 Posts
My Mood: | Re: Poor concepts of FFXI
I try not to think too hard about the accuracy of things like elements in RPGs given they vary from RPG to RPG and even Final Fantasy to Final Fantasy. I set up my nuke macros for BLM and SCH according to FFXI's wheel, so I never have to forget what it is, even my Quick Draw macros reflect this. But in other RPGs it can and will all go out the window. In Shin Megami Tensei titles, Wind (Zan) is weak to Electricity (Zio), Ice (Bufu) is weak to Fire (Agi). There's usually no earth element at all, except for the Digital Devil Saga games. Also, both light (Hama) and dark magic (Mudo) are death magics of varying accuracy per tier. Only thing that trumps all there is Almighty magic (Megidola) and its non-elemental. Usally also sucks if its not boosted by an ability. Pokemon has the standard elemental types and other type sets that can get paired up with them depending on the critter. Psychic, Steel, Poison, Ghost, Grass, Bug are just a few examples. Steel is almost overpowered in that it weakens Psychic attacks and physical as well, but then without it Psychic would be totally dominant which is why it was introduced. A Steel type is going to take roughly the same amount of damage from any standard type of element. So, just take elements in RPGs in a case-by-case context. You're inevitably going to relearn the wheel anyway. |
| | |
| | #17 | |
| Senior Veteran Iron Emblem of Service | Re: Poor concepts of FFXI Firstly, you're complaining about magic. That has no basis in reality. Second, the idea of elements sympathetic and in opposition to each other comes from ideas like http://en.wikipedia.org/wiki/Classical_elements which also have no basis in reality. It is a fantasy game. It doesn't have to abide by any laws of nature and for the most part doesn't.You're attempting to shoehorn logic based on the real world into something a dev group in Japan made up one evening after drinking too much. Quote:
__________________ I use a Mac because I'm just better than you are. Paragon of Red Mage Excellence Paragon of Black Mage Excellence Maat Masher - RDM Shining Ray of Awesome HTTP Error 418 - I'm A Teapot - The resulting entity body MAY be short and stout. | |
| | |
| The Following 2 Users Say Thank You to Mhurron For This Useful Post: | Malacite (06-22-2009), Yellow Mage (06-19-2009) |
| | #18 |
| Junior Member | Re: Poor concepts of FFXI Thats exactly what I was thinking.. I don't see whats wrong with it to be honest.
|
| | |
| | #19 |
| Tamarsamar - 赤魔騎士 Bronze Star Join Date: Oct 2006
Posts: 2,614 Style: Light Theme V7 Thanks: 3,391
Thanked 539x in 343 Posts
My Mood: | Re: Poor concepts of FFXI
Sort of off topic in response to BBQ, the Tales of Symphonia sequel uses pretty much the exact same elemental wheel as FFXI. But it's really the only other game I know that does that.
__________________ Best. Augmented. Red Mage. Earring. Ever. |
| | |
| | #20 | |
| Dice by Dawn!!! Join Date: Dec 2008 Location: Seattle
Posts: 385 Style: Light Theme V7 Thanks: 211
Thanked 39x in 25 Posts
My Mood: | Re: Poor concepts of FFXI Quote:
Earth less than lightning...?? Lightning is dissipated into the ground... "grounded" I disagree with that assessment. If lightning reduces earth (sand) to another form of earth (glass) but the lightning is destroyed in the process, Earth still comes out the victor. Changed but still present and accounted for. Wind does disperse/change Earth and quicker than millions of years... dust storms... sand storms... tornadoes... etc. But unlike Lightning, Wind is not used up in the process. It simply moves on to erode another area. Ice is a strange one cuz it's really just Water combined w/ Wind; yet having Wind at the end defeating Ice would imply that Fire defeats Wind easier than it defeats Ice; which to me doesn't make sense. Adding heat to Wind simply makes the air hotter and doesn't necessarily "defeat" it. I don't understand how you are getting Lightning defeated by Ice or Ice defeated by Wind. I'm fine with the elemental wheel and can understand it's origins way more than I understand it's application in-game. But, I would add, it is a antiquated way of thinking.... idk... I'm rambling now.
__________________ 75-Dnc + Merits / 75-Sam + Merits / 46-Thf/ 40-War / 37-Nin / 34-Rng / 30-Drg / 22 -Whm / 22-Rdm / 17-Blm / 10-Mnk/ 10-Bst/ 1-Brd / 1-Smn Fishing 10 / Alchemy 6 / Leatherworking 2 / Cooking 1 / Helpin' da Needy 1000+ ZM { }***ToAU { }***CoP {X}***WotG { }***aCP { }***MKD { } WEBSENSE is the This is the only FFxi site I can access. Glad I found you Hades ~ NoIdea & EndofYourWorld | |
| | |
| | #21 | ||
| Where The Bad Things Go Sterling Star Join Date: Jan 2005 Location: Confirmed
Posts: 3,326 Style: Light Theme V7 Thanks: 136
Thanked 342x in 248 Posts
| Re: Poor concepts of FFXI Quote:
You guys have brought up a lot of good points. I've been looking at it as basic elemental interactions, which made it difficult to come to any concrete conclusion. Looking at it as elemental-based beings or environments makes things a lot clearer. Quote:
The Wu Xing overcoming cycle does seem to fall in line with my Fire<Water<Earth idea. Pardon my spelling and grammar, I'm on Tylenol #3. Last edited by DakAttack; 06-20-2009 at 08:15 AM. | ||
| | |
| | #22 |
| Where The Bad Things Go Sterling Star Join Date: Jan 2005 Location: Confirmed
Posts: 3,326 Style: Light Theme V7 Thanks: 136
Thanked 342x in 248 Posts
| Re: Poor concepts of FFXI
For basic creature-creature interaction it does seem SE's wheel is rather practical. Fire creatures are doused by water creatures, who in turn find themselves susceptible to the attacks of lightning creatures. Earth creatures resist the electrical attacks of Lightning creatures, but find it difficult to defend against and pursue wind creatures, who in turn can find no reprieve from ice creatures, who are easily melted by fire creatures. I'm still attempting to perfect my own list though. I was thinking about overcoming and generating. I feel a nice generating order would be: Wind -> Fire -> Earth -> Water -> Ice -> Lightning When you relate the different elements to their particular stats or roles, I believed you'd find that where each element generates another, you'd also find a nice basis to create support abilities. Wind could generate fire within itself, strengthening it's quick attacks. Fire could generate Earth within itself, bolstering its defense. Earth generates water within itself, enabling more supportive abilities. Water generates ice, adding or creating a disabling edge. Ice generates lightning within itself, increasing its potential for critical attacks. Lightning somehow generates wind within itself, quickening its devastating attacks. |
| | |
| | #23 |
| Veteran Member Allied Ribbon of Glory | Re: Poor concepts of FFXI
The relationships between earth (ground), thunder (electric), water, fire, and ice are also the same in Pokemon, which is one of the best known examples of elemental rock-paper-scissors. (Also much more complex than FFXI's.) But aside from some really obvious real-world things like water quenching fire, you can make up plausible-sounding rationales for a lot of possible relationships. The important thing is how well does it work for gameplay, and I think FFXI's wheel works pretty well, aside from the fact that the number of mobs weak to each element is very uneven.
__________________ Defeated: Maat, Divine Might, Fenrir, Kirin, Cactrot Rapido, Xolotl, Diabolos Prime, Kurrea, 9/10 Dynamis Bosses (missing Tav), Promathia, Proto-Ultima, Proto-Omega, 4 Jailers, Apocalypse Nigh, 6/6 Nyzul Bosses RDM75, PLD75, DRG75, COR75, SCH61 Windurst Rank 10, Bastok Rank 10, San D'Oria Rank 9, ZMs & PMs Complete, AUMs Complete, Captain, Nyzul Floor 100 (5 Weapons, 3 WS), Moonlight Medal, WotG Mission 15, 1/3 Addons Complete |
| | |
| | #24 |
| Tamarsamar - 赤魔騎士 Bronze Star Join Date: Oct 2006
Posts: 2,614 Style: Light Theme V7 Thanks: 3,391
Thanked 539x in 343 Posts
My Mood: | Re: Poor concepts of FFXI
Wait. I just realized something. How is this thread, the majority of which just complaining about the elemental possibly not making sense (except for ice beating wind it seems plausible enough for a fantasy game, ice beating wind is just the last link to make it in to a circle to balance things out), entitled "Poor concepts of FFXI," when changing all of your clothes/armor in the blink of an eye, whilst engaged in combat is a much less realistic and much more practical problem of this game to be examining?
__________________ Best. Augmented. Red Mage. Earring. Ever. |
| | |
| | #25 |
| Member Bronze Ribbon of Service | Re: Poor concepts of FFXI
It was an attempt by the OP to make this thread sound like a broad-based sort of pointing out of problems as opposed to the reality of it being somebody with a problem with the current elemental wheel.
|
| | |
| The following user says "Thank You" to Nuriko for above post: | Yellow Mage (06-25-2009) |
| | #26 |
| Junior Member | Re: Poor concepts of FFXI Like a ninja?
__________________ Rothy - Fenrir Server |
| | |
| | #27 | |
| Sticky Paws Sterling Star Join Date: May 2006 Location: Southern California
Posts: 3,201 Style: Light Theme V7 Thanks: 256
Thanked 678x in 434 Posts
My Mood: | Re: Poor concepts of FFXI Quote:
Just pretend such a quest exists, and you already did it with much approval (and appreciation) from your adoring Moogle so you can stop bothering with /angry at a pointless comparision to reality. Gear changes and macros add a bit of depth (and complexity) to the battles--I happen to like this system. * * * Look at chess--what do everyone have to stand in a grid? And, knights on horse back can only move in a funny 2/3 diagonal way? And the horse can't kick people in front or behind? What the heck? How totally unrealistic! I mean, how likely is your average queen able to fly in from half-way across the battle field and take down a brawny soldier in one hit from the 45 degree angle?
__________________ “I’m in pain, but I’m happy.” “It hurts, but I can smile.” “That’s why I can tell you from the depths of my being…” | |
| | |
| | #28 |
| Where The Bad Things Go Sterling Star Join Date: Jan 2005 Location: Confirmed
Posts: 3,326 Style: Light Theme V7 Thanks: 136
Thanked 342x in 248 Posts
| Re: Poor concepts of FFXI I had two problems, thank you very much. The equipment thing is more a technical problem, while the elemental wheel is conceptual.
|
| | |
| | #29 | |
| Spaz Iron Emblem of Service Join Date: Aug 2003 Location: Puerto Rico
Posts: 5,045 Style: Light Theme V7 Thanks: 697
Thanked 1,595x in 880 Posts
My Mood: | Re: Poor concepts of FFXI Quote:
While I don't waste my time trying to "fight it" or getting upset over it, I really dislike the gear swap system for various reasons: A) Reduces the amount of "critical thinking" that goes into buying equipment and putting together gear sets. There's absolutely no need to have a balanced armor set because you can simply have the best equipment possible for each individual action. B) As a corollary of A, numerous pieces of equipment are reduced to being equipped only for second-long intervals. In addition to this, these pieces of equipment take up much inventory space (though in a more abstract analysis, one could argue that a different game implementing the same system could deal with the inventory issues.) C) Being able to maximize the potential of every action reduces the potential for player individuality/customization, which ultimately kills the game's depth. Coupled with a lack of stat diversity and availability in equipment (e.g. there isn't enough DEX and Crit equipment in the game to make a crit build practical,) the game has fallen into a state of almost total gear homogeneity. That is, every person of X job strives to have practically the same gear for a given encounter. D) Unless it's applied in conjunction with a powerful tool that automatically changes equipment when specific criteria are met, the equip swap gameplay pattern creates a complete reliance on macros and destroys the usefulness of text commands and the UI's menu entries, since selecting an action through these won't allow for massive gear swapping in a timely manner. However, the implementation of such a tool (e.g. Spellcast) could be troublesome for the developers due to the high potential for automated behavior. It's true that equip swaps add some depth to FFXI's combat, but that's because FFXI's combat system is discouragingly shallow. True depth comes from being able to employ your creativity into creating a playstyle, and having a plethora of strategic choices in battle. In FFXI, every player with a certain job is practically a carbon copy of everyone else with that job. Merits tried to increase diversity within a job but ultimately failed. Chess is an exemplary example of a system with depth; although every player has exactly the same resources available to them, each player can employ vastly different strategies. In a way, the way the player accommodates his pieces reflects a stylistic choice in gameplay, with strengths and weaknesses. FFXI completely lacks this sort of player individuality. The only choices exist at a "lower" level, that of group-wide strategy (that is, how the different components of the group will work towards achieving a single goal.) However, this level of strategy is just as present in a game that allows each player to adapt a particular gameplay style.
__________________ (07:06:42 PM) Armando J Doval: Quick say something funny (07:07:17 PM) UnderOceanCIty: bloody hell. you pulled me out of full screen. (07:07:23 PM) Armando J Doval: Yesssssssss Last edited by Armando; 06-25-2009 at 05:33 PM. | |
| | |
| The Following 4 Users Say Thank You to Armando For This Useful Post: |
| | #30 |
| Crime Solving Rank 11 Paladin! Steelknight Emblem Join Date: May 2006 Location: None of your damn business
Posts: 5,727 Style: Light Theme V7 Thanks: 1,364
Thanked 519x in 360 Posts
My Mood: | Re: Poor concepts of FFXI
I agree with Armando. FF XIV had better have far less of a need (if any) for gear swapping. Please SE, do away with gear swaps and animation locks and we will <3 you. |
| | |
![]() |
| Tags |
| concepts, ffxi, poor |
| Thread Tools | |
| Display Modes | |
| |