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2/28/12 9:01:39 AM#61
Less is more. If the 10 abilities all mean something and they're all useful, then it's enough. WoW's problem is that each class has 25-40 abilities and the majority of them don't get any use at any one time. If you're a hunter in WoW and you're raiding, you're using less than 10... so how is that different than an entire class having 10 abilities total if all 10 abilities have a use and are used often, regardless of how the class is built(if there's class building at all, I'm not up to speed on GW2)? In WoW, you're rendering at least a good chunk of your abilities worthless at any one time because they don't fit whatever spec you happen to be. Shield Block on a warrior becomes completely useless if you're a DPS warrior as an example. If most of the GW2 abilities see a lot of use regardless of how a character is built then it's fundamentally the same in terms of the number of abilities available to you. Now in WoW's defense, when you do change specs, you can totally change the way you play a character so on paper there's more variety to your character. I don't know if I'd rather have the variety with useless skills over a constant 10 that are all useful regardless of the way a character is built. WoW adds longevity to a character this way because you can freshen things up without rerolling completely. I know nothing about GW2 by the way, I'm just talking about things conceptually. Now Playing: Mission Against Terror, Battlefield 3, Skyrim, Dark Souls, League of Legends, Minecraft, and the piano. =3 Visit my fail Youtube channel(don't leave me nasty messages!): http://www.youtube.com/user/Mirii471 |
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2/28/12 10:09:19 AM#62
'Stream-lined depth' is the holy-grail of game development and game players alike. You have only to look at games like team fortress and league of legends to see that giving players simple gameplay does not equate to giving players shallow replayability or depth. Those games are crazy crazy crazy popular because they are easy to play but hard to master. Limitations imposed on players, when done correctly, facilitate focus and clarity; first for the developers so they can optimize their time and efforts to produce a better game; and second for the players who get to enjoy an easier moment-to-moment grasp of the gameplay without feeling bogged down by 'what if i did this,but what if i did this!...but this might be better....'. That sort of nebulous real-time process only serves to muddle your efforts to have a good time. I'm just speaking in terms of real-time gameplay, not in terms of planning your stats or items or anything; those things can be as variant as they want since that is done outside of the gameplay. Basically, balancing skills when players have access to as many as they can fit on their screen is infinitely more difficult and time-consuming than balancing skills when they only have access to a handful at a time.
The more developers limit your real-time access to skills, the more likely it is for them to create a balanced and fun game for you to enjoy.
The Secret World - Ultima Online - Age of Wushu |
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2/28/12 10:38:56 AM#63
Completely agree with OP.. although you lose a lot of credit by mentioning LoL in my books. Take a good look at bloodline champions, cause that game got it perfectly right. 6 base skills - 2 skills that cost a portion of your energy which you build by hitting your base skills and 1 ultimate ability that costs a full energy bar. No resource bullshit - just cooldowns. that's how its done. |
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2/28/12 11:00:19 AM#64
Yea there seems to be only one hot bar, but abilities seem to branch, I mean some were hotkeyed to F1,F2 and so on. Guild Wars 2's 50 minutes game play video: |
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2/28/12 11:39:30 AM#65
It's funny how funcom and arenanet came to similar conclusions with what needed changing with "traditional" mmo combat
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2/28/12 8:31:31 PM#66
Originally posted by Yamota I have always thought that more abilities, more different stats, etc., was great. Because that meant alot of different ways to play and fight, alot of ways to be stronger, and of course, alot of weaknesses to be discovered and exploited. "I have only two out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold." (First Lieutenant Clifton B. Cates, US Marine Corps, Soissons, 19 July 1918) |
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Zlayer77
Apprentice Member
Joined: 5/19/09
Start worrying about other players in a game and dont just play |
2/28/12 8:49:55 PM#67
I Suport you OP... less is better. It should be easy to learn but a lifetime to master... Perfecting the system and having ablilities do more instead of making more that One could have done... |
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2/28/12 8:56:06 PM#68
Originally posted by Warmaker
And its a nightmare to balance and leads to constant flip flopping of the power scale of the classes(ie see rift). Sure it sounded good on paper but their balancing attempt was a nightmare that turned many players away from that game (esp in pvp) Personally id prefer a simplier system that could assure that a person knew how to play their character & didn't just copy it off a webpage & pretend they know it when they have never used any of its abilities before. Rifts Soul system was its greatest strength and its greatest weakness.. |
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2/28/12 9:11:06 PM#69
Originally posted by OberanMiM I always preferred a more complicated system. A system that granted flexibility to the players to choose being which to be strong, decent, and weak with. A system, especially when it came to PvP, that you cannot know everything about an opponent simply by looking at them. Avoiding a system where you look and see the oversimplified archetypes these days: Tank, DPS, Healer, and a Mezzer for spice. Personally, I hate being able to glance at someone and knowing all the things they can and can't do right off the bat, regardless of how they equip and specialize themselves. Give me the flexibility anyday. "I have only two out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold." (First Lieutenant Clifton B. Cates, US Marine Corps, Soissons, 19 July 1918) |
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2/28/12 9:21:23 PM#70
Originally posted by Warmaker
Even EQ in pvp with strict classed had elements of unpredictability, you didn't know what spells that caster had on their spellbar. you didn't know if the target had trash buffs up for protection against dispel and how many they had. You didn't know what resists they had on their gear. My point is you didn't know all the things they could do at a moments notice in the older games. In my mind you should need to prepare for a fight, not just switch to a different spec at a moments notice and be fully effective |
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2/28/12 10:36:12 PM#71
Originally posted by teakbois Absolutely |
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