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Post by Tseng on Feb 25, 2009 0:18:58 GMT -5
And so it begins... Okay, my first question is for the Machinist (since I'm knee deep into it). Do I need to have Tseng meet members of every nation and train in every country to have an understanding of their technology, or could Tseng possibly just understand the tech due in part to the fusing of the worlds or just an innate understanding of how technology works (making him just a prodigy with machines? Secondly, the abilities marked with a ~ can be turned on an off once per post. Does that mean I can turn each ability on or off once per post or just one of them? Also, is it possible for abilities like in the case of the Machinist to just be left on? How many of them am I allowed to have on at once? My next question is about the Guardian listed at the bottom of each class. Is that a special summon we get, a person who trains us, or am I over analyzing it? Fourth on my list is if I make clones of myself or copies of my enemies with the Artist abilities will they each get an action in addition to my own on every subsequent turn after they are created? In addition, will they have access to all my enemies abilities and equipment (albeit temporarily)in the case of Sketch and in the case of Self-Portrait will they have all my abilities and equipment? Next, do I need to actually draw the person with the Drawing abilities or can I use Materia to simulate an effect like say... Still-Life? Do I need to actually dance with Nameless Dance or could it be a set of Materia I use like Frog Song Enemy Skill or Time Materia? Finally, do I need to sing for Nameless Song or could that be simulated by Materia as well or should I just go ahead and sing/dance/draw in conjunction with Materia? Sorry in advance for the long set of questions already. I've just had some time to really ponder over this new turn of events.
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Post by Alexander THE GIRL on Feb 25, 2009 1:41:48 GMT -5
1. Midgar is fairly advanced already, so anything more advanced he can just trip around and get it right. No need to train, but you won't really know how things work, either. I mean, you'll instinctively know a generic idea of what they do and how to use them, but you probably couldn't build one yourself without spending some time studying the equipment.
2. You can toggle each of them. Yes, you can leave them on permanently if you want. You may have them all active if you wish.
3. It's a special summon you all get, because the summoner class was both never used and highly overpowered. Feel free to work each guardian into the story however you want or to not use them at all, but keep in mind that it is not a character. In the old rules a summon called for battle was simply a shade of that summon unless a character playing that summon chose to appear. This stands true for the guardians as well. The guardians may not be used as Guardian Forces unless players sign up as those summons and consent to being junctioned. They will appear and attack, as in most Final Fantasy games, they will not stay as in FFX onward.
4. The self-portraits each will get a turn after the post in which they are created. Making one clone takes one turn. So to make one, you forfeit a turn. To make two, you forfeit a turn but your first clone gets a turn, and so on. Your clones will vanish upon destruction, and may only attack physically. They do not have access to your abilities. They have all of your equipment but none of the rest of your inventory. They will splinter your consciousness, so it will be harder to concentrate the more copies you create.
Sketches of enemies will attack once and then vanish, and that attack will consume your turn. They have access to your opponent's abilities and equipment, but the equipment will vanish with the sketch.
5. You are able and encouraged to use some non-drawing means of copying yourself and your opponents. Materia is fine. It really only works as an actual painting for Relm. The same goes for all of the Artist skills, whether drawing, dancing, or singing.
Also, check the topic again. You've been given a few skills free of charge.
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Post by Tseng on Feb 25, 2009 2:03:35 GMT -5
Okay, the next question is a little shorter but no less important. Do the extra abilities we get for free count as free AP for that class level or do we still have to earn extra AP before we level the class? For instance, I chose Machinist and would if mastered have Junonian and Midgarian for free. Do I just happen to be even more awesome with ShinRa tech than anyone else who buys the skills because I have them twice, do I just get the AP back for my "three free skills", do I have the same abilities with no modification, or do I get to level out of Machinist earlier because I have "three free" AP of sorts?
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Post by Alexander THE GIRL on Feb 25, 2009 3:03:55 GMT -5
You get out of Machinist earlier.
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Post by Seltzer Grenadine on Feb 25, 2009 4:13:24 GMT -5
Basically. You don't have to re-learn those abilities. So instead of using 12 AP on Machinist, you'd only spend 10.
Sweet, huh? That's, like, 30 posts that you don't have to make. Which is particularly handy when you're in a slower moving thread.
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Post by Tseng on Feb 25, 2009 4:47:08 GMT -5
I am actually very cool with this though more because I don't have to re-learn them (sudden amnesia can be inconvenient ) than any problems with a slow moving thread. But yeah, it is a major boon and is very cool. The entire new grid set up is clean, tasteful, and well done. Also, the information provided is very detailed and overall I give this my non-official seal of awesomeness. Even better though is that this gives me some stuff to work with since when you subtract the compilations, they gave very little data on Tseng that you didn't have to go out of your way to infer or scrutinize. The auto-summon system and how open ended it is will be cool and allows us to really integrate them into our characters if its important for the character. You guys have outdone yourself with this. Also, Machinist is so much cooler than Oracle! I was positively dancing at all the cool abilities it ended up with because the technological stuff can really showcase killer (metaphorically speaking) ShinRa training. The other classes are incredible and now I suddenly have a desire to make my way into the White Mage class tree (Scholar is soooo cool!). Devout is also a neat twist for the end of the tree as well. All the new revamps really have me stoked and ready for more grand adventures here.
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Post by Alexander THE GIRL on Feb 25, 2009 5:21:01 GMT -5
Thank you very much! We're always happy to hear our work is appreciated.
I wonder if Bre will be surprised when she comes back. XD
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Post by Tseng on Feb 25, 2009 6:06:30 GMT -5
Hard work should be appreciated. It's a thankless job being and administrator of anything on the web.
Wait, I thought she was involved in this project and implementation thereof.
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Post by Vivi Orunitia on Feb 25, 2009 12:54:40 GMT -5
OK, my turn for a question or two, or more... Xenos said that there were 12 abilities for each job level, but on Black mage I count 14. Does this mean I have to choose 2 abilities out of that tree to not learn, or was this just kind of an oversight? Also, for my enchant ability, can i enchant things like Tifa's Fists or Vincent's bullets? and lastly, for the guardian, do we choose what attacks or support abilities they use when we summon them, or is there a list somewhere or being made that governs that? still i like the changes made a lot. I look forward to using them in the future.
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Post by Seltzer Grenadine on Feb 25, 2009 14:55:47 GMT -5
Haha! That was an oversight on our parts... we'll see to that soon. Even if we decide to keep them, you'd still spend 9 AP (since yout 3 free AP are in that job level) and get all 14 abilities for that tree. There is a possibility that we might remove Death and Freeze, but I can't be sure.
I'm going to say that Enchant follows the same rules we gave you a while back. You can enchant other's weapons for one turn. So you could enchant Vincent's bullets and any gloves or claws that Tifa might be wearing, but said enchantment disappears after their turn is over. I need to put this somewhere on the Enchantment page, but each enchantment costs 1 AP. I'll have to clarify this with Alex later, but I'm pretty sure this would count for temporary enchantments, as well.
As for Guardians, I believe you'll be able to choose their actions in much the same way as it was before. You're still summoning a shade of that Guardian, unless that Guardian has a player that wants to come and help you out. They also only stay for one turn, the same as before. Again, I'll have to wait for Alex's word on this, but I'm pretty sure that's out it goes.
Tseng: Alex did most of the work on the actual structure of the job index with a little help from me and some inspiration from Fujin, and I did the design and layout of the HTML for the pages with some help from Alex on troubleshooting.
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Post by Alexander THE GIRL on Feb 25, 2009 16:48:08 GMT -5
Wait... *checks* DAMN IT! *headdesk* Okay, that was a mistake on my part. My bad. We'll probably get rid of Freeze and Death, but Bio and Death are also possible. Either way, Death is going on its way out since there's already a handful of OHKO moves. Who uses Death anyways? Oh, cool. Setzer, I totally picked Death and Freeze before reading your post. I always felt like Freeze was kind of unfair to the thunder tree. Fire got Flare and Bizzard got Freeze, but Thundaga is the last thunder spell. I think temporary enchantments taking AP would be a little crazy. You could lose all of your AP and have nothing to show for it that way. I'm going to say...there are no "temporary enchantments" with the Enchant skill, but that Vivi does have the innate ability to temporarily enchant weapons for one turn, just like he did in FFIX. He gets that ability for free, just like everyone gets their Limit/Trance/Overdrive for free or Setzer gets Slots/Gil Toss for free. Speaking of which, to nip this in the butt before it comes back to haunt me, Vivi does have his Double Cast Trance, but he does not have the Sorcerer ability Double Cast. He can only use Double Cast while in Trance until you master Sorcerer. When in Trance after that...I guess you can double-cast Double Cast. Quadra magic! Setzer's got it right on the guardians. They can come and do whatever you want. You can check them all out here.
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Post by Tseng on Feb 26, 2009 0:14:44 GMT -5
Okay, then my hats off to Alex, Fujin, and you as well Setzer. You guys have some nifty stuff going there as I get the opportunity to read deeper into the abilities of each class. As for Limit/Trace/Overdrive, do you guys have anything planned for characters who spent most of the game just out of reach and who didn't participate in combat? Nah just kidding actually, I was curious about the Limits and innate abilities and if they would be affected by Curse. Are the powers we get for free affected by the Curse ability as well?
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Post by Alexander THE GIRL on Feb 26, 2009 1:43:17 GMT -5
Curse blocks the abilities unique to the characters. All Desperation Attacks/Limits/Trances/Overdrives, Terra's Morph, Sabin's Blitzes, Edgar's Tools, Cyan's Sword Techs, Shadow's dog, Strago's Lores, Setzer's Slots/Gil Toss, Gau's Rages, Mog's Dances, Leo's Shock, Banon's Heal, more or less anything Umaro can do besides his standard attack, Rinoa's dog, Freya's Dragon skills, Zidane's Skills, Garnet and Eiko's Summon, Quina's Blue Magic and Eat, Steiner and Beatrix's Sword Arts, Vivi's Focus, Amarant's Flairs, Yuna's Summon, all Sphere Grid abilities not represented in the new Job Wheel, Summons' abilities, and all skills held by enemy/boss characters like Kuja's Flare Star or Reno's Pyramid. In the event that an ability is buyable and a unique skill, such as Vivi's Doublecast or Relm's Sketch, Curse does not block them. The three abilities granted to all of you are buyable abilities unaffected by Curse.
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Post by Vincent Valentine on Mar 1, 2009 11:32:52 GMT -5
Curse, by blocking Limits; thereby blocks Chaos, correct? So, If my theory is correct, and Curse was; for example, cast on myself, it would prevent Chaos from being able to randomly take control when Vincent has been harmed substantially, thus it would give him a sense of clear consciousness, as Chaos' consciousness would be likewise blocked, is this not a correct assumption?
That's not really a question regarding the Job List, but rather a twisted form of logic my mind concocted for future RP.
However, I have noticed a few of them are more than 12 abilities. So, unless I'm mistaken (highly likely), will they be revamped too?
Also, I noticed we have all non-elemental Summons as each classes Guardian (unless Quetzalli is equivalent to Quezacotl of FFVIII, and bar Typhon and a few I don't recognise, likely being elemental) but where are Shiva, Ifrit, Quezacotl/Ramuh/Ixion, Leviathan, etc? Will we just be able to summon the non-listed one's regardless, so long as we have the basis covered (Ie: Materia, Junction, amethyst [and other jewels based from FFIX] etc) normally? Or am I over-sighting this?
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Post by Alexander THE GIRL on Mar 1, 2009 17:20:28 GMT -5
Curse would stop Vincent from transforming into Chaos. It's up to you whether this also blocks Chaos' consciousness.
Those jobs with more than 12 abilities will be revamped, yes. I apparently miscounted two of them. Ninja is likely to lose Smoke Screen while Black Mage is losing Death and Freeze.
Quetzalli is a bird from FFVI that, when summoned, causes all of your characters to use the move Jump, even if they don't know Jump. It basically makes your team invincible for a turn. Diablos is...kind of elemental. Fenrir, for the record, is not elemental. Fenrir makes the party invisible, it doesn't use an earth or wind attack like in FFIX. Valigarmanda (AKA: Tritoch) has three elements: ice, fire, and lightning. This made it a pain in the ass to use in FFVI, since if the enemy absorbed any of the elements it would heal them. Hades is Poison elemental, if I recall correctly. Carbuncle, for the record, uses Ruby Light. It does not do any of the fancy things it did in FFIX unless you're Eiko. Pheonix is Fire elemental. Alexander is Holy elemental. Atomos, like Diablos, is kind of elemental. Gravity has always sort of balanced between element, status, and non-elemental.
Aaaanyways. You don't get the elemental summons. You can have them if they appear as players and offer to junction to you, or if they give you their materia, or if an admin grants you the ability to summon them (which will be done probably only for Garnet and certain summoners from FFX). I deliberately didn't include the old classic summons because I know those are the summons most likely to be players. That way they can hand out their materia to whoever they want to summon them, rather than being summoned left and right by people who already have them as a guardian.
Basically, I'm a jerk.
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