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That's an awesome idea actually! Yeah I'll try to do this! Will be my first task this evening :)
I was thinking of adding a button to pull up the full map once I implement it. A transparent overlay might be nice too. I'll make note to see if I can add this.
I was thinking of doing UI translations for French and Japanese after the full launch, but anything more than just UI is beyond what I can do. But I'm planning on making the whole game fan-translatable, as in, all the text would be read from an XML file and anyone would be able to add languages to it and then send them to me/the community if they wanted to.
And thank you for playing, I'm glad you're enjoying it!
I haven't gotten that far into the game yet so I don't know if this already exists but would it be possible to add an accessory or something that allows a character to gain xp in their secondary job? Maybe as a drop from a difficult optional boss or just a very expensive item or something?
And that is really a great idea. One problem the game has right now is that when you master a class, it feels a bit weird switching off of it to start learning something new because it powers you down so much. I think adding something like you suggested would help with that a lot.
This will probably be less of a problem as time goes on and we presumably unlock more classes that may share weapons, like for example a second archer or another rapier wielder with compatible skills. If not, this would be a strong argument for loosening some of the weapon restrictions on abilities across the board too.
I recall playing other games with a job system that gave you passive boosts for mastering a job that were always active. At the same time, there's also a problem in that the boosts when put together would be arguably substantial enough that it gives players the impression that you're seemingly forced to level them all, which is something I don't think should be encouraged.
I did notice that each class has a bonus for setting them as your primary. Perhaps mastering classes should use a similar train of thought. Maybe mastering them should provide something actually tangible?
Like when one party member fully masters a job, a mastery NPC would appear in the capital, recognizing your efforts and providing you with a gift. Like an accessory that really emphasizes some mechanics of the class, and could be really interesting when combined with the mechanics of other classes, enabling even further build variety.
For example, the thief mastery accessory could result in increased crit chance against enemies currently not aggro'd to them. The warrior mastery accessory could have an intimidate effect against enemies aggro'd to them, lowering their physical and magic attack by, say, 15%. The warlock mastery accessory could modify their Dualcast to allow using any subjob ability with it too. The Hunter accessory could increase damage for each ability already on cooldown.
Obviously you should only get one copy of each.
(Additionally, maybe get all of the mastery NPCs to appear, and they may later open the way to a brutal endgame dungeon or something.)
Also, maybe there should be a pool of overflow JP experience, and/or allow subjobs to accumulate JP as well, so that people don't feel like their JP is just being wasted by battling as a maxed out primary class and to reduce the amount of time spent in an underpowered state when switching to a new job. Obviously the JP gains should be lower. Like an overall pool should only have 20% normal JP EXP gain, and/or subjob EXP gain should be half that of the primary.