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Forums - Gaming - FINAL FANTASY 15 Magic/Crafting

Okie_Loki said:

It's only been divisive since maybe FF X-2 or even FF XIII. Depending on how you dissect and argue divisive, in my opinion. 

Naaaa, its always been divisive. Just look at what happened from FF7 to FF8 and then 9. Thrn look at what happened whrn 12 came with the gambiy system. And lets  not even get into FF13. 

Acevil said:

See the thing is, I would have zero problem with this if they did this correctly, and that is give the option for both, almost every JRPG that has the item magic thing also has the class magic thing. Why not have both, why do they have to abadon one for the other. It offers variety of ways to play as well.

For as much as they want to this to be variety of ways to play, it confuses me when they take away things that are common in the genre. 

Things that are "common in the genre"? I don't know, when ever I see stuff like that it just reads to me as "well I want the game to be like everything else".

I'm not saying that devs should go trying to reinvent the wheel at every turn, but I welcome different. and as long as it's properly implemented. From the way I see this, it won't be too hard converting the elemental essence you draw into actual spells. And i won't be surprised if there are places that they buy/sell that essence or that you can even outright buy the spells. And I don't know, but I think this process of crafting and discovering new spell recipes is way more involving than allocating points to a grid and "learning" them. But that's just my take on this tho. 

LMU Uncle Alfred said:

The great thing about this system is that even if you don't want or need to use magic for damage purposes, you have other reasons when combined with items.  Alchemy is something that has been in FF games before: FFV's alchemist class for instance and maybe even before that (don't recall a previous FF before FFV that had alchemy), so it's definitely a classic mechanic.

It's just that there isn't a classic blue menu screen, so that could be throwing some people off.  And I'm not being sarcastic with that.  If the classic blue menu screen came in with classic retro sounds and a retro look, you'd get some naysayers onboard who want that classic feel despite other differences; which is most important to them in a lot of ways.  How the game feels from a visual and audio standpoint and helps adhere to their memories created from times past.

Exactly, as weird as that may sound people may just need their blue menu screen.

I on the other hand couldmt be more hyped for this. 



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Intrinsic said:
Okie_Loki said:

It's only been divisive since maybe FF X-2 or even FF XIII. Depending on how you dissect and argue divisive, in my opinion. 

Naaaa, its always been divisive. Just look at what happened from FF7 to FF8 and then 9. Thrn look at what happened whrn 12 came with the gambiy system. And lets  not even get into FF13. 

Acevil said:

See the thing is, I would have zero problem with this if they did this correctly, and that is give the option for both, almost every JRPG that has the item magic thing also has the class magic thing. Why not have both, why do they have to abadon one for the other. It offers variety of ways to play as well.

For as much as they want to this to be variety of ways to play, it confuses me when they take away things that are common in the genre. 

Things that are "common in the genre"? I don't know, when ever I see stuff like that it just reads to me as "well I want the game to be like everything else".

I'm not saying that devs should go trying to reinvent the wheel at every turn, but I welcome different. and as long as it's properly implemented. From the way I see this, it won't be too hard converting the elemental essence you draw into actual spells. And i won't be surprised if there are places that they buy/sell that essence or that you can even outright buy the spells. And I don't know, but I think this process of crafting and discovering new spell recipes is way more involving than allocating points to a grid and "learning" them. But that's just my take on this tho. 

LMU Uncle Alfred said:

The great thing about this system is that even if you don't want or need to use magic for damage purposes, you have other reasons when combined with items.  Alchemy is something that has been in FF games before: FFV's alchemist class for instance and maybe even before that (don't recall a previous FF before FFV that had alchemy), so it's definitely a classic mechanic.

It's just that there isn't a classic blue menu screen, so that could be throwing some people off.  And I'm not being sarcastic with that.  If the classic blue menu screen came in with classic retro sounds and a retro look, you'd get some naysayers onboard who want that classic feel despite other differences; which is most important to them in a lot of ways.  How the game feels from a visual and audio standpoint and helps adhere to their memories created from times past.

Exactly, as weird as that may sound people may just need their blue menu screen.

I on the other hand couldmt be more hyped for this. 

When the term common in the genre comes to play it is usually reference to things that exist that work and are a positive normally. Things like Levels, Towns, and NPCs, those things are considered common in the genre, and they should not as easily be thrown away. I consider class magic system to be up there. It is why if you look at my posts in the past, I am very much against the draw system as well. 

It is not always positive, but generally positive



 

I'll have to see for myself though.



Acevil said:

When the term common in the genre comes to play it is usually reference to things that exist that work and are a positive normally. Things like Levels, Towns, and NPCs, those things are considered common in the genre, and they should not as easily be thrown away. I consider class magic system to be up there. It is why if you look at my posts in the past, I am very much against the draw system as well. 

It is not always positive, but generally positive

Ok I understnd you now.

A number of FF games have treated Magic differemtly though. FF5 (or was it 6) used the job system. 7 used materia which was basically a "job system" that you could move around from perosn to person. 8 used the draw system where for the first time magic was treated as an item. 

I just don't see anything wromg with how they seem to be going about it. Basically turning magic acquisition and use unit it's own small mini game. 



Intrinsic said:
Acevil said:

When the term common in the genre comes to play it is usually reference to things that exist that work and are a positive normally. Things like Levels, Towns, and NPCs, those things are considered common in the genre, and they should not as easily be thrown away. I consider class magic system to be up there. It is why if you look at my posts in the past, I am very much against the draw system as well. 

It is not always positive, but generally positive

Ok I understnd you now.

A number of FF games have treated Magic differemtly though. FF5 (or was it 6) used the job system. 7 used materia which was basically a "job system" that you could move around from perosn to person. 8 used the draw system where for the first time magic was treated as an item. 

I just don't see anything wromg with how they seem to be going about it. Basically turning magic acquisition and use unit it's own small mini game. 

Also I think it is about my conservativeness as a player with items, which is not the best I know, but it happens to every single game. I rather look for an inn than even consider using HP/MP potion. 

I honestly am more worried about the cast/story still, than I am the gameplay, I think the gameplay will be fine overall, it will annoy the hell out of people and as long as it isn't super easy and I don't mean button timing easy, it should be fine. 



 

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Acevil said:

Also I think it is about my conservativeness as a player with items, which is not the best I know, but it happens to every single game. I rather look for an inn than even consider using HP/MP potion. 

Are you like me where I save as much Gil as possible just in case but in the end don't use it?

I'm the same with items, I'll have a few tent but never use them just because they are finite, inns are not.



Hmm, pie.

The Fury said:
Acevil said:

Also I think it is about my conservativeness as a player with items, which is not the best I know, but it happens to every single game. I rather look for an inn than even consider using HP/MP potion. 

Are you like me where I save as much Gil as possible just in case but in the end don't use it?

I'm the same with items, I'll have a few tent but never use them just because they are finite, inns are not.

Pretty much, I rarely buy items in the shop, and only really get them from the field. Even equipment I rather hope it drops or chests give it to me, than buy it. 



 

The problem with ff8 magic is more abt junction system, how it cost stats whenever u cast magic and limit break being too easy to proc.

I just hope the new system doesnt share the common problem that magic in other ff has: too expensive to cast early game; too weak to use late game. I rarely find magic useful in FF outside heal, protect, shell, boss or flan battle. Ether is too expensive or ridiculously rare during early game. By the time ether become affordable, phys atk already outpower mgc atk by a lot.

Also pls pls pls make status ailment magic/effect useful. Almost no rpg beside EO and pokemon (at least in pvp) ever make status inflicting magic useful



m_csquare said:
The problem with ff8 magic is more abt junction system, how it cost stats whenever u cast magic and limit break being too easy to proc.

I just hope the new system doesnt share the common problem that magic in other ff has: too expensive to cast early game; too weak to use late game. I rarely find magic useful in FF outside heal, protect, shell, boss or flan battle. Ether is too expensive or ridiculously rare during early game. By the time ether become affordable, phys atk already outpower mgc atk by a lot.

Also pls pls pls make status ailment magic/effect useful. Almost no rpg beside EO and pokemon (at least in pvp) ever make status inflicting magic useful

on. Thats been my problem with magic in every single final fantasy game ever. And i dont think its an implementation thing, i think it's just really poor balancing. 

I don't think FF15 will have the same functioning issues 8 had with magic since the only thing 15 shares with 8's implementation of it is that you draw base elements. For the most part, magic here seems to be treated like an item and nothing more. 



Intrinsic said:
m_csquare said:
The problem with ff8 magic is more abt junction system, how it cost stats whenever u cast magic and limit break being too easy to proc.

I just hope the new system doesnt share the common problem that magic in other ff has: too expensive to cast early game; too weak to use late game. I rarely find magic useful in FF outside heal, protect, shell, boss or flan battle. Ether is too expensive or ridiculously rare during early game. By the time ether become affordable, phys atk already outpower mgc atk by a lot.

Also pls pls pls make status ailment magic/effect useful. Almost no rpg beside EO and pokemon (at least in pvp) ever make status inflicting magic useful

on. Thats been my problem with magic in every single final fantasy game ever. And i dont think its an implementation thing, i think it's just really poor balancing. 

I don't think FF15 will have the same functioning issues 8 had with magic since the only thing 15 shares with 8's implementation of it is that you draw base elements. For the most part, magic here seems to be treated like an item and nothing more. 

You draw elements from sources in the wild, mix them with other ingredients or elements, to create different effects when thrown.

For some reason, this sequence from badass chemist Heisenberg comes to mind: