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ChrisMattern 7/24/08 3:15:22 AM
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Apprentice Member
Joined: 5/04/05 |
Class systems do not imply you have re-roll to be another class; WoW is not the end-all and be-all of class systems. It is possible to have a class system where you can do multiple classes on one character. See FFXI for a class system where it is not only possible to do multiple classes on one character, it is more or less required. |
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ChrisMattern 7/24/08 3:16:07 AM
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Apprentice Member
Joined: 5/04/05 |
Until you learn you can't play it. |
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ChrisMattern 7/24/08 3:19:38 AM
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Apprentice Member
Joined: 5/04/05 |
Actually, FFXI lets you change your class at will whenever you're in your mog house (player housing). The quests made more jobs available for you to change to (another quest makes it possible to be two jobs at once, a necessary ability for anyone past the rank beginner stage). |
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ChrisMattern 7/24/08 3:23:09 AM
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Apprentice Member
Joined: 5/04/05 |
Not any more it doesn't. Haven't read the Fourth Edition rulebooks, have you? |
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thorwood 7/24/08 3:29:28 AM
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Novice Member
Joined: 10/04/07 |
Originally posted by GrayPixie
What do you mean Eve does not have classes? For example, you want to be a tackler, you train the skills to be a tackler. Alternatively, you could say training to fly a particular ship is the same as chosing a class. How is this really different from chosing a class in a traditional MMO? Istaria (Horizons) has classes for bipeds, but you can switch to a different class at any time by talking to a trainer and then switch back without any penalty. So the assumption that classes must lock you into a single class is as false as the assumption that a skill based game will or will not do something similar. City of Heroes as mentioned above is a good combination of skills and classes. For most missions, almost any combination of classes will work in a team of heroes. I would like to see an improvement in the description of skills in games. Most skill descriptions give insufficient information to quantify the actual improvement. Skill descriptions are often qualitative rather than quantitative, ambiguous or use in game jargon that may have a completely different meaning in another game. For example an " increase in attack" in different games may or may not affect things like damage per hit and chance to hit or miss. With such vague descriptions how do you actually calculate your increase in damage per second or damage per hit? The actual mathematics can be quite complex. What skill based games need is a skill planner that allows you to make some hypothetical builds to see what effect this has on your overall statistics (maximum damage per hit, damage per second, maximum hitpoints, resists, regeneration, etc). Mids Hero Designer, made by a fan of City of Heroes, is an example of a module that allows hypothetical builds. Another option might be to display some basic character information so that you can make comparisons before you confirm and lock in your changes. One of the most addictive things about Everquest for me was that maximum level toons could continue to improve by earning and spending alternate experience points on skills. The MMO's I have played have actually been a combination of classes and skills. |
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DeserttFoxx 7/24/08 4:03:33 AM
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Elite Member
Joined: 5/11/04
Cry Havok; and let loose the dogs of war. Acta Non Verba |
I want a morrowwind style system. Where you train your character by doing, and you build your character by training. And you can focus on as many styles of fight as you want. |
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| ______________________________ "The difference between Canadians and Americans are, Canadians live in the real world, Americans just live in America." - David Kelly |
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jplayer01 7/24/08 4:35:54 AM
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Novice Member
Joined: 7/20/08 |
D&DO has classes and yet you can't tell me it doesn't have absolutely brilliant character customization. If you're looking to improve current generation MMO's, this is the wrong tree to bark up because this is the least of their problems. |
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vesavius 7/24/08 5:48:45 AM
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Elite Member
Joined: 3/08/04
''Get me a beer and money sandwhich. Hold the bread.'' - DR & Quinch |
Originally posted by GrayPixie
Please do not confuse anything that I am post here as advocating core trinity gamelay. I just say that 'cause people tend to get confuse when you are talking about the positives of a class system. Classes serve several mechanical functions in a SOCIALLY BASED CO-OP MMORPG;
You see, you acutally choose the exact wrong example of your point in Oblivion. First, Oblivion is really overrated as a RPG imo. Second, it actually did have classes. ok, these turned out to be a false choice as your character slowly turned into a generic porridgy grey 'adventurer', but the game did ask you to choose. A major problems is that most MMORPGs demand a level optimised character build so even with no classes everyone would play recognised best builds. This makes most no class systems a false choice at best, as most people won't deliberetly gimp themselves and cut down their involvement in the game. The illusion of choice is no choice at al. Like I say, in any game built on social co-op principles, classes serve a valuable role. In today's solo casual quest grind market though? Who knows... |
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Ozmodan 7/24/08 7:30:03 AM
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Elite Member
Joined: 2/27/07 |
While I hate classes I have to agree with Gameloading. Many players don't like complexity, look at all the negative comments that Eve draws. Many people just want to get into a game to play and not spend hours on end trying to learn all it's depths. Hence classes are easier to sell than an complex skill system. So unfortunately the skill systems will most probably continue to be niche products. Ok by me, Eve can't really handle a large population. But I would like to see a modern fantasy game out there with a skill system. It definitely could get a decent sized niche audience. Most of these developers don't think, they all seem to go for the homerun instead of actually aiming for a successful niche. Kind of dumb really because lately many of them have been simply striking out. |
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gillvane1 7/24/08 8:15:59 AM
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