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E3: A Look at Wings of the Goddess

 

Wings of the Goddess Logo

 

Concept Art Banner

There was once a war that shook the very foundations of Vana'diel.

It was a dark and dreadful age.

The lives of many were lost.

The futures of many were destroyed.

The joys of many were extinguished.


However, there are those from that age who remember...


They remember the hope that burned in the darkness.

The companions that banded together.

The heroes that strove onwards.

The rivals that joined forces.

 

And now history is reborn, as we return to that age of strife...

Concept Art

 

Art 6 Click the thumbnail to view the larger image.
Art 2

The Young Griffons


The Yagudo Theomilitary


The Quadav Shieldwarriors


The Orcish Hosts

 

New Monsters

 

Click the thumbnail to view the larger image.
Monster 2

Area Screenshots

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Area Screenshot 1
Area Screenshots 2
Area Screenshot 3
Area Screenshot 4
Area Screenshot 5
Area Screenshot 6
Area Screenshot 7
Area Screenshot 8
Area Screenshot 9
Area Screenshot 10
Area Screenshot 11
Area Screenshot 12
Area Screenshot 13
   

Comments

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New Jobsssssss lol
# Jul 21 2007 at 11:16 AM Rating: Decent
28 posts
Well according to all the interviews ... there WILL be new JOBSSSSSSSS not just one. If anything i can see them being something to take pressure off existing jobs to make Party/game play even smoother with practice :/

Chocobo Knight could be possible seeing as its in the past...maybe chocobo movement speed traits every so so levels, ChocoMeteor from FFT would be very fun and funny to see, Choco-recover?, Peck lol, dig ability.. so on.



Edited, Jul 21st 2007 3:18pm by Nuyasha
'Necromage'
# Jul 18 2007 at 7:22 AM Rating: Decent
46 posts
'Necromage'
Sort of like BST and SMN combined. You use necromage magic to revive certain monsters within an amount of time that you have killed and they come back under your full control with 1/3 health.

It's one of the future jobs. My friend had inside info from SE.
New Ideas that don't suck
# Jul 16 2007 at 9:32 PM Rating: Default
Dual-Wield Guns, Different Weapon in each hand for H2H combat, Geomancers: People who absorb the elements around them and use them to their advantage, Rune/Holy Knights: Warriors who can install magic into their weapons (like en-spells but more intensive, ex:en-defense down, en-attack down(basically every spell that does harm to the enemy should be able to be installed into a weapon like the en-spells for this job)), Also, there should be a craft that lets you do the same, Mediators: Can talk beastmen and mobs into doing their bidding (upgraded bst pretty much), New craft: monster alchemy: create pets by synthing together drops from mobs, another new craft: Masseuses: Ability to heal and restore strength of other PCs by rubbing them :)(Herbs and potions needed, of course (got to get a little edgy), last idea, KNUNCHUCKS FOR MONKS: H2H is great but please give monks another useful option SE, as a PC who loves playing MNK, I beg you!!!!!
New Ideas that don't suck
# Jul 17 2007 at 7:55 PM Rating: Default
So yeah, I totally came up with that Rune/Holy Knight idea. Actually I just made straight out called it Rune Knight, and it had very similar effects to what you said, except I typed everything out and gave it legitimate abilities, traits, spells and so forth, made sure it wasn't unbalanced, and gave it a proper stat progression.
A Holy Knight would be what Orlandu was, and he was disgusting (in the way that his powers were completely unbalanced and totally sweet to have in a Party :D).

I can post it somewhere, but the site I posted it on is having problems. I might have to end up remaking everything =/

So I hope SE would make that job, because I'd quit my current one just to play it, that's how much I want it. (I'm 75, so it's saying something :p)
high levels
# Jul 16 2007 at 10:41 AM Rating: Decent
42 posts
well if you think about it.. as a lower lovl player.. you have still so much to do.. ZM , CoP , ToAU.. and still to get to 75 and all that other stuff.. but when yuor 75 and have nothing to do.. you get bored.. and might quit.. therefore making SE lose money.. so there prolly gonna make something that most likley high lvls are more capable of doing so they dont lose interest in the game.
hmm
# Jul 13 2007 at 11:07 PM Rating: Decent
bah a new expansion...

btw on the video on the main site did i see a SMN weilding a scythe?
hmm
# Jul 14 2007 at 3:47 PM Rating: Decent
I think it was a WHM...but I didn't get a good look at it. Either way...
job possiblilities for the fuure
# Jul 13 2007 at 5:23 PM Rating: Decent
Alright with this new expansion coming up it seems that everyone has come up with thier own ideas of new jobs that will be come out as well. I for one am not even sure if SE is going to add new jobs or not. but in any case most people have comeup with the ideas for a chocobo knight and a time mage my views on these jobs are that they could both work but in ways mst have yet to think of or have yet to voice. first off is the chocobo knight. IMO the chocobo knight would have abilities that would increase movement and attack speed and would give bonuses when riding a chocobo. However have mounted combat would be very unlikely as half of the point of riding chocobos to begin with is to avoid aggro and fighing. the bonuses while riding a chocobo might be additional time on the chocobo or a TH ability for digging. and there are other possibilties that i just don't feel like going into. the other job is the time mage now this job could be very intersting to play but any and all spells would have to be time based (ex. poison, regen, bio ...) and true a time mage would probaly have acess to spells like hastaga or slowga but to stay rue to the whole time mage effect any spells would have to take effect over time or effect time itself.
Now for the jobs that have not realy been thought of. One that would be interesting would be a job with the ability "Mimic" that would allow a player to mimic spells and abilities of other players in thir PT. not really suer how well it would work but would none the less be intersting to see or play. Another job that IMO would really rock would be a job based around the duel wied ability maybe al it a weapons master or something similar to a warrior but with the dual wield ability and abilities that would complement the dual wield ability. Neat would be some i would like to call a geomancer though not sure if the name really fits this job would have a basis around the use of EN-spells. i have rarely seen RDMs in a pt situation ever use their EN-spells and they seem to go to waist that is one reason for suggesting the job.

Well this is what i think would be cool to have as far a new jobs in the new expasion set or in future expasion sets.

sorry for the long post

job possiblilities for the fuure
# Jul 13 2007 at 11:37 PM Rating: Decent
i had been thinking about a job that can get the abilities of all of the jobs but ran off a point based system like the BLU spells. much like your mimic idea. problem would be itd be practically the only job people would play and might become overpowered if limitations on certain JA and JT arent placed.
job possiblilities for the fuure
# Jul 13 2007 at 6:31 PM Rating: Decent
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463 posts
Just to let you know, SE says there will be new jobs in this expansion. Which was rather a shock to me...I was thinking they'd follow the pattern of releasing new jobs with every other expansion.

Personally I think Geomancer, Dancer, and Chemist sound the most likely of all the new jobs I've heard as far as adding in old FF jobs, but I kind of hope they'll be something completely unexpected.
How?
# Jul 13 2007 at 12:10 PM Rating: Decent
How do they plan to do all of this? I hope it won't turn into something like Limbus, Dynamis, Einherjar ~ Make it something everyone can do, like how ToAU turned out to be.. not like the CoP expansion was...
How?
# Jul 14 2007 at 8:41 PM Rating: Decent
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1,505 posts
Not like CoP how everyone couldn't do it? Everyone COULD do CoP, though, that was one of the things I liked about it. Everyone could access the content, not just level 60 or higher players.

I'm hoping it'll just be different zones with revised terrain or structure and stuff of the original areas. It'll probably with some harder monsters, meant for higher level players.

I really enjoyed that CoP was level capped, and loved the challenge, even though it got frustrating some times.
(Hmm) New job type
# Jul 13 2007 at 10:55 AM Rating: Decent
23 posts
I would like 2 see another tank type job maybe a cyborg type job. Ajob that could use implants instead of or along with armor. I see it as haveing auto-regen type implants, or use special items not unlike nin tools that can instantly restore a little hp give phalanx type affect haste etc... , self use only tho. Could have +def or +att implant with low eva, and agi tho. Just an idea if anyone has anything 2 add 2 this please do.
(Hmm) New job type
# Jul 13 2007 at 8:55 PM Rating: Decent
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785 posts
We're going to travel back in time.... and find Cyborgs?
No.
(Hmm) New job type
# Jul 16 2007 at 1:20 PM Rating: Decent
23 posts
Well based on the pup story line there were automations in the past so why not implants. I guess cybog wasn't the right word 2 use tho. Thank You for your imput tho I like replys even when there showing how wrong I was lol.
Something I want to see
# Jul 13 2007 at 10:37 AM Rating: Decent
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100 posts
I want to see the Galka Homeland before the Anticans.

Yes the Galka have major contributions to the world-story with certain characters and their part in the Crystal War (just in case anyone's reading who hasn't beat Nation Mission 5 yet, I hate spoiling stuff for people too much)...but I want to see a Galkan Homeland beyond the Mines in Bastok and the Oasis in Rabao.

SE says 30 zones, and the pictures I've seen so far suggest that Davoi, at least, is being set back to being an Elvaan town/city like we're told in quests/missions that it used to be before the Orcs came. I hope they do that in other places too! ^^

(yea I play a Galka, can you tell? :)

Edited, Jul 13th 2007 9:35pm by ValkyrianKale
A few things at best.
# Jul 13 2007 at 8:50 AM Rating: Decent
I honestly doubt the chances of any of our characters looking younger. Due to the fact that if SE can't add new hair styles or races becasue the PS2 holds them back i doubt they would revamp every character. The problem with adding new hair or races or making them look younger is everything you would have to change. For example if you give Elvaan a new hair style you would have to change every head item to agree to that new hair style.

as for Chocoboknight i honestly doubt that too. The idea that calling a chocobo for your 2hour is kind of rediculous. I mean if your Choboknight dies and his 2hour isn't up he can no longer tank. Plus the idea of making a radius they can't leave or they will lose speed or get off their chocobo is also kind of dumb. Some monster have hit back attacks, so if you get hitback your chocobo leaves you?

Another problem with Chocoboknight is what if you haven't raised a chocobo yet. Even if the quest to unlock the job does indeed give you a chocobo it's still a bit rough.

Also the chocoboknight couldn't be allowed on the chocobo at all times otherwise you'd never be able to enter towns as that job.

The only logical way i believe they could introduce Chocoboknight is if your character gained the chararistics of a chocobo. Don't make them ride the chocobo but let them mimic chocobo's and maybe something good could come of that. There 2hour could possibly be a group battlecry? I don't know maybe it could give regen/refresh/defense/attack to the whole party. Which is kinda okay.

Another job they could possibly introduce is maybe a job that uses two shields. No idea how it would work maybe they would get a special item they would hold in there ranges slot and it would change the defense of the shield in there man hand into attack while adding +6 damage to that weapon? No idea i think it would be cool to have a shield that you could attack with and one you would block with. Would never happen because of to many problems around it though.

im going to go now becasue this post is super long.
A few things at best.
# Jul 13 2007 at 11:31 AM Rating: Decent
Interesting. I was thinking of it as more, when your in a non-chocobo zone you wouldn't have your Chocobo. Just like every other class.

In order to -get- the job, you would have to have your -own- Chocobo. That would make it a rarer, and harder, job to obtain. You would still be limited by your chocobo though. When you ran out of time for the chocobo riding, that's it. You'd then have to do whatever it is to recall the chocobo.(I'm not that far yet, so I have no clue how exactly Chocobos work...-_-;; but soon enough I hope.) On foot, a chocobo knight could use sword, as opposed to a lance while chocoback. It would be a "lesser" tank, as already stated.

Again, I'm not thinking that the class will be in-game, but it -is- fun to speculate on it.
A few things at best.
# Jul 13 2007 at 11:17 AM Rating: Decent
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74 posts
you must of missed the other post where i explained how the player could jump off his choco when the choco was in trouble. When the knight is on the choco, he has added defensive stats and added hp, as the choco would be the only one taking the dmg when mounted. Once you jump off the choco the choco would restore hp while the knight tried to tank. The choco could either run away like it does when you dismount a riding choco. or they could setup then animation so the choco is kneeling behind the knight. (running away would be easier). The knight would still be able to tank reasonable while just not as good as a pld or nin, so the party would just have to attack lesser mobs until the choco is full health again. The only time the Knight would have to use his 2hr would be when he lets the choco die. Then I was thinking once the knight dies what happens to the choco would he be able to call it back? But then people would take advantage of that by letting the knight die when things go wrong, so the more i think of it, the 2hr call is not a good idea.

The radius idea and slowdown effect to choco speed is just some ideas I threw out there to try and prevent people from taking advantage of the speed of the choco for kiting and running away purposes.
The radius idea could still work even if you get knocked back, you would just get knocked off the choco when u are outside the radius. As soon as you are back in the radius you can hop back on it. or even give the player 5 seconds to get back on.
As far as the areas where choco's are not allowed, it wouldn't be like your a choco knight so you can ride your choco anywhere you want at any time. You would only be on ur choco when you are in battle, any other time you would have to use your Choco whistle to ride it. When you are not in battle or riding him via whistle, then the choco would be following you like any other pet, or you could be leading it so it doesn't run away. Then when you enter the city the choco would go to the stables like any other choco.
The zones that don't allow choco's you would just have to walk with ur choco, it is not like these zones are no choco's allowed it's your not allowed to travel through these zones without aggro.

I doubt a choco knight will actually ever been in ffxi, just having fun imagining how it could work.
Your idea of the knight taking the personaility of a choco is interesting but thit is kinda just like a specialized blue in which you are only taking on the abilities of 1 creature.
Your two shield idea is interesting but maybe it could just be a tank and that's it, it wouldn't be able to attack it would have to hold hate just by JA and Gear, maybe characteristics that give it a large amount of Enemity.
And the reverse of that could be a Beserker, who could hold a GA or GS in each hand but it would have to be a job ability that only the main job could use unlike nin's dual wield.


Edited, Jul 13th 2007 1:48pm by Terrous
Mog Houses
# Jul 13 2007 at 5:49 AM Rating: Decent
How about they allow people to visit other people's MH's? What's the point of decorating your MH if you can't show it off. Plus, it'd be a good place for friends and linkshell members to get together.

It'd even be sweet if they'd let you upgrade your MH to a larger version instead of just the single room and maybe do some sort of payment like they do with the Mog Locker in ToAU.

If you've ever played the old old mmorpg The Realm (my first mmorpg), the MH here in FF is pretty much a spin off of that. Only in The Realm you had to tell an NPC the name of the character whose MH you wanted to go to and you'd be teleported outside of it. Once there you actually had a front yard where you had to enter a password to open your front door. After going inside you had a large living room area along with a door leading to a second room which was basically the bedroom.

This was great in that game for friends to gather for get-togethers or linkshell events or just to show off your decorations and such to friends.

I'd like to see something like this be setup. And if this does ever come in to work....for god sakes let people sit down on chairs.


Edited, Jul 13th 2007 8:50am by lilmarkutsa
the summoner
# Jul 13 2007 at 1:43 AM Rating: Decent
READ THE LINKS TO THE INTERVIEWS PEOPLE ARE POSTING.....they are doing new jobs...however they arent giving anymore info atm....its E3 time we could know of 5 new jobs by the end of the week lol (exageration)..and this is an END GAME expansion....there si one thing that im confused about though is everyone is saying pause the new trailor on the summoner and theres something there....i looked at the same still frame of that summoner for about 5 minutes.....and saw nothing....what am i missing?


\m/ Xaq Ifrit



*EDIT*

nevermind after staring at the screen again its not even a smn.....its a whm.....sorry guys.....and no i still dont notice anything special -_-

Edited, Jul 13th 2007 5:47am by xaqxaq
the summoner
# Jul 13 2007 at 3:38 AM Rating: Default
uhm. what scythe can a summoner use? o.0
the summoner
# Jul 13 2007 at 10:01 AM Rating: Decent
It IS a SMN!

Must be a special Scythe, they do make weapons that can have the "All Jobs" Tag.
Ending a little bit of the speculation
# Jul 12 2007 at 1:32 PM Rating: Decent
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55 posts
WotG Interview

New Trailer

That'll put some of these speculations to rest

Edited: Wrong link

Edited, Jul 12th 2007 7:42pm by Ritsusei
Time Mage
# Jul 12 2007 at 12:19 PM Rating: Decent
40 posts
Sorry double post.

Edited, Jul 12th 2007 4:21pm by magnumriver
Time Mage
# Jul 12 2007 at 12:16 PM Rating: Decent
40 posts
I think Time Mage could work as a new job. Imagine the following for Time Mage:
* The ability to transport parties between the past and the present (much like WHM teleports)
* The ability to reverse a few seconds of time to eliminate dmg/status effects done on party memebers during that period of time (cure + erase move if timed right)
* New enhancement spells Haste II/Hastega, spells to speed up casting time or recast time for mages
* New enfeebs, Slow III, Slowga II, Stop (like stun but longer casting time and longer effect)

There is a lot they could do and I think that if they do release Time Mage they could make it a unique, fun, and challenging job to play. I would picture it as a cross between WHM and RDM, which happen to be 2 of the most popular jobs, so it would add some more variety to the game (have the option to get a Time Mage in the party instead of a RDM or WHM). There would definitely not be a better time to release Time Mage than with this expansion =) What do you guys think?





Time Mage
# Jul 12 2007 at 12:42 PM Rating: Decent
So...ability to reverse a few seconds of time to eliminate dmg/status effects...

Ok, so after time finishes reversing and goes back to normal you get the dmg/status effects back on you and you're back where you started

New enfeebs, Slow III, Slowga II.
Doesn't sound like new ones, sounds more like making the same ones stronger except instead of saying, "Sorry, no rdm lfp disbanding party" you'll be saying, "Sorry, no time mage lfp, disbanding party."

Basically, you're trying to make a job here whose buffs are stronger than a rdm and whm, so what good is a rdm than?

I don't see them adding a new job, but if they do time mage isn't the one.
Time Mage
# Jul 12 2007 at 2:02 PM Rating: Decent
I think your going overboard.

Time Mage would be wonderful, but in no way could it gimp RDM or WHM. Why do most people want a RDM in a party? To Refresh. WHM to Heal.

Think Time Mage would also refresh and heal? eh no
He/She has a point when he/she said, "Teleport back in time, like a WHM can tele to crags" (something like that). That would be a great way to bring a job with the Expansion. But I agree with you Lilmarkutsa when you say about reversing time. SE would in no way do that, if they did Time Mage would be broke.

And they will be adding new jobs
It's confirmed in the interview
you can find it at http://www.killingifrit.com

Also, for all you Necromancer lovers
SE already stated that Puppetmaster is Necromancer
without all the undead and dark
sorry there will be no Necromancer
Time Mage
# Jul 13 2007 at 5:28 AM Rating: Decent
True about wanting rdm for refresh and whm for cures, but than the parties start turning a little too much into a mage party than a regular party setup.

People usually love having a setup close to the following...

Refresher (brd or rdm)
Healer (whm)
Tank (nin or pld)
DD (x3)

or

Refresher (brd or rdm)
Healer (whm)
Mage (smn or blm)
Tank (nin or pld)
DD (x2)

The majority of the jobs are DD's. So one of two things will happen when you throw in another mage like Time Mage. Either a DD will get kicked from the party which means even less openings in parties for DD's (doubtful though since you'll need DD's to kill in a decent amount of time, but then that means people are going to prefer specific DD jobs for faster kills to make room for time mage) or smn & blm will get booted out in place of Time Mage and they'll join the ranks of the DD's who have a hard time finding a party.

I dunno. I just see too many possible issues coming up with Time Mage. If anything I think they need another type of Tank job or big healer. Plenty of DD jobs, 3 refresher jobs, but only 2 tank jobs and 1 big healer job (2 if you include rdm). I think they need a new tank more than anything. If not, than another healer.
Time Mage
# Jul 13 2007 at 1:30 PM Rating: Decent
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463 posts
COR can refresh too...;-;

No one remembers this.

Oh, and also, SMN works as a healer too. They don't often want to heal, but they're often forced to. That makes 3 healer jobs, even though WHM is the only "real" one, meaning they have no other job to do but heal.

Edited, Jul 13th 2007 2:34pm by Miel
Time Mage
# Jul 14 2007 at 4:45 PM Rating: Decent
SMN can heal to? I guess we can say BLM can heal too cause there's no difference there really if blm subs whm.

I also find it amusing how people tell a smn to main heal over a rdm. Sure, lets make the person with cure 3 be main heal over the person with cure 4.

I personally believe in playing your main job as what it has which is why I never tell a smn to main heal unless they volunteer to. Cure is no where in their magic aside from carbuncle which has 1 min timer after using it.
Something everyone is missing...
# Jul 12 2007 at 9:59 AM Rating: Decent
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2,501 posts
The new city in the first painting... Where is it?
Something everyone is missing...
# Jul 12 2007 at 10:27 AM Rating: Decent
Castle Zvahl in Xarcabard where you fight Dark Lord. The house on the hill is Davoi.

First painting looks like Jueno.

Edited, Jul 12th 2007 2:30pm by Hsieh
Something everyone is missing...
# Jul 12 2007 at 10:22 AM Rating: Default
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1,125 posts
Metastophicleas wrote:
The new city in the first painting... Where is it?


It's Jeuno. You can see the Ru'Lude Gardens high up in the background.
Something everyone is missing...
# Jul 12 2007 at 11:43 AM Rating: Decent
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2,501 posts
Diukor wrote:
Metastophicleas wrote:
The new city in the first painting... Where is it?


It's Jeuno. You can see the Ru'Lude Gardens high up in the background.


EXACTLY.

There should be no more speculation. We're visiting 862-863 CE, The Crystal War. We will be jumping right into the thick of things, and I think the real speculation of who the first Ducal Guard was can begin now (it was those that participate in the missions of the expansion, at least that's what I'm surmising).



***POSSIBLE SPOILER ALERT***



Anyone familiar with FFVIII can tell you that SE is no stranger to time loop paradoxes. One event must happen to make the rest happen, yet the one event is because of the others. It all becomes an infinite loop. That is what I think we're about to enter into.
Choco-Knights
# Jul 12 2007 at 9:29 AM Rating: Decent
I think that people might just be overthinking it all.

A Choco-Knight -could- be a job all in itself. Mounted combat? Only if you were the right job to begin with. The only "new" animations they would have to do then would be for the new job to begin with.

However, since it's only -one- picture, I think everybody is jumping the gun a little.

Would I like to see Choco-Knights? Hell yeah I would. But it may be a little difficult to implement with the game in its current state.
who knows?
# Jul 12 2007 at 9:26 AM Rating: Decent
http://www.playonline.com/ff11us/index.shtml

I happen to remember about they're preview vid for wings of the goddesss and still can't get that thought outta my mind. "A tale once lost is about to be retold." The only tale I've been able to think of is the Great War.
Hmmm...
# Jul 12 2007 at 9:11 AM Rating: Decent
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515 posts
....

Chocobos...

Ballista....

Players... plus mounts, plus chocobos, plus Ballista....

Jousting league?

Well, wouldn't that be swell?
---
On a side note, I love history and I've always loved thinking about ruins and what exactly happened and whatnot... It would be AWESOME to relive some of that stuff. To clear up my suspicions, even though I've read that compiled Vana'diel History thing before...

Edited, Jul 12th 2007 1:13pm by Tgmoomba
new war?
# Jul 12 2007 at 7:58 AM Rating: Decent
you guys are jumping to conclusions way to fast off of a picture,

its just for show more than likely.

and about the war, maybe they were talking more like instead of going back in time, that there was another war starting?

thats just what i thought when i saw it, im probably wrong. just a thought
new war?
# Jul 13 2007 at 3:06 PM Rating: Decent
i think the same. =)
d
# Jul 12 2007 at 4:36 AM Rating: Good
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143 posts
but how do you attach mr fusion to the chocobo
1.21 gigawatts!!
# Jul 12 2007 at 3:01 AM Rating: Excellent
37 posts
to access these areas you will need key item : Flux Compassitor, which, when powered by plutonium, generates the 1.21 gigawatts needed for time travel. The only challenge is getting the chocobo up tp 88 MPH for this to happen.
well...
# Jul 12 2007 at 2:07 AM Rating: Decent
a new job is possible, nothing that SE has released proves or disproves that. as for chocobo stuff... SE might make add-ons and crap for the choco raising system but i highly doubt theyll allow mounted combat. 1 new set of animations and SE has a history of being lazy *cough* not having lvl9 besieged fixed all the way before it came out *cough*. 2 theyd have to setup a hack-n-slash type system rather than their usual RPG. ya ya you can do the delay battle and crap but that ruins the point on being on a chocobo in the first place... speed. unless they setup a form of button masher dont count on mounted fights, too much work and way too screwed up for the delay system. being part of the young griffons thing when we go back in the past is highly unlikely. notice the description says "children of San d'Orian nobles". i highly doubt if we were the sons and daughters of important people and veterans of the great war that we would start the game the way we do. then again its SE so they might find some way to make that connect. this expansion has potential though. all we can do is wait and see what scraps SE throws to the rumormill.
well...
# Jul 12 2007 at 5:02 PM Rating: Decent
It is entirely possible and does not exclude weapons other than polearm. Mounted knights fought with many different weapons. The character would appear on a chocobo but still move at "foot" speed untill renting a chocobo/choco whistle - Graphical could be same except that movement speed would be increased to that of "chocobo". It could include some stipulations like the way a pld can only use shield bash *with a shield* the same can apply to special moves as being mounted only (IE) You can do it as long as your not in town or a dungeon/no chocobo allowed area. You'd be on foot~ OR make it yeat another pet based job. Chocobo familiar so to speak. It can be done tho I would prefer my first asumption over the second. Another pet job is just boring and too damn repedative.
well...
# Jul 13 2007 at 11:32 PM Rating: Decent
i never said anything about a polearm...
i never said chocobo knight wouldnt work i said SE is too lazy to make it work.
idk
# Jul 12 2007 at 1:32 AM Rating: Decent
I personnaly think that hopefully this expansion comes with maybe some new armor for the drg so that we can stop being the job that everyone hates:) just a thought.
Chocobo... Combat?
# Jul 12 2007 at 12:51 AM Rating: Good
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1,049 posts
I just want to make this clear. SE likes to have people on chocobos in their pictures. Ever seen the RoZ game cover? The one with a bunch of people riding their chocobos with their weapons held high, riding away from Ru'Aun. Hell, that game promised new jobs. I wouldn't get your hopes up. >.>

http://upload.wikimedia.org/wikipedia/en/c/ce/Ff11roz.jpg
Chocobo... Combat?
# Sep 23 2007 at 4:08 PM Rating: Decent
He/she mentioned new job and roz/roz cover art. both went hand in hand so i fuigured i would included it in my example^^
Chocobo... Combat?
# Jul 12 2007 at 4:48 PM Rating: Decent
Dragoon job was new to the game and introduced with RoZ expansion. Fortunatly when the game was released in North America RoZ was already up and running and came with purchase. So for most of us Dragoon seems like an original job.
Chocobo... Combat?
# Jul 12 2007 at 5:49 PM Rating: Good
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1,049 posts
Oh, of course. I wasn't talking about new jobs. I mean, I suppose in a way I was. I was just saying that seeing "people on chocobos" is no reason to think that there would be a "chocobo knight" job class, because knights on chocobos have been around in FFXI art since day one.

The Dragoon comment came out of the blue. Where'd that come from? =P
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