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Originally posted by mrw0lf
Thats why i using a Rock, Paper and the Scissors system would work, giving the player the finger and forcing the player to communicate and teamwork with other players to achive goals |
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merv808
Advanced Member
Joined: 9/30/06
Everything you type just reads out as blah blah blah |
3/29/09 3:18:47 PM#42
The problem isnt the system(s) used. Its the players. There is a happy medium, and its been used in many games. That medium is to have the classes, but have skills and abilities to choose from that aren't "required" and where they aren't any more or less powerful, just different. The problem is, someone would come onto a thread and proclaim their's as the ultimate build, everyone else will follow suit, and over time that somehow becomes the standard of the class. It doesn't really matter what devs do. The problem is that too many players don't build the character they want to build, they build the one they think they should. Because instead of making fun characters people would rather have the most powerful ones. |
Originally posted by merv808
Thats also a part of what happens in WoW where a Guild would only take in Holy Healing Priests |
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4/08/09 2:02:40 PM#44
Originally posted by merv808
IMO It doesn't have to be like that. A well designed and balanced classless system, with the apropriate natural penalties, will ensure there's no "ultimate build" for every situation. As starman999 said, in the original SWG most people just picked up the character they liked with whatever mix of skills they wanted and enjoyed the freedom of individuality. Personally I would love a fine classless game with well planned natural penalties.
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4/09/09 6:05:33 AM#45
Originally posted by Tatum
You dont need a skill cap per se if the game has tactical constraints whereas you cant use all skills at once. Look at eve online for example. EVen though a vet might be to fill many different roles- he casn only fulfill one role at a time. Thus newbies still have a role that is needed. Vets will be diverse while newbies are specialists
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4/17/09 10:35:29 AM#46
Saying a classless system won't work is like saying collectible card games or Final Fantasy 7s materia system won't work. If you set up your mmo to have a list of skills and make people take only certain ones with them into battle, then it'll work fine. Guild Wars does this, doesn't it?
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4/20/09 12:11:00 AM#47
The crux of the problem is really in healing. Give me a reason not to take healing skills in a classless system. I mean, if I'm a warrior build soloing, it's far more efficient to dump a couple points into sub-par healing abilities than to pack jillions of potions in the wide majority of games. If I'm a caster build, well that's just another spell to add to the pile. |
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4/20/09 12:55:01 AM#48
The reason is that in a game that's classless/hybrid, you should be planning your moves around your group. I consider it like a collectible card game (although I've never played one, so pardon me if I'm mistaken here). You have a deck. You're going out to camp some monsters with 4 buddies. You all are in a main city (hub) and are determining what to take. Specialization IS a good thing. That's why classes exist in the first place. The problem I have with it is when the game determines what classes there are. I want to be able to determine my own class.
Anyways, so you and 4 buddies are there. What should you take? Does someone want to heal? Do you all want to take one healing spell and spread the love around? Each person be responsible for one other? Maybe have two half healer half warriors?
If you make monsters that are very different strategically, a classless system allows people to come up with ANY strategy they want. Make a monster that attacks everyone randomly, regardless of emnity/hate. How would that work with normal party mechanics? It wouldn't really -- can't be a tank unless you are taking the damage. Make a monster that can't be provoked and what happens? There are a ton of different strategies you could use -- everyone be warrior with some healing is one simple one. The fact is I shouldn't be limited by what my job is -- I should have enough skills that I'm adaptable to different situations.
Right now there aren't very many "different situations" in mmo's, so class systems work just fine. But have different situations would make fighting a lot more fun, and being able to adapt to those situations would be really fun.
You're right -- in a solo mode, everyone would take healing. But MMOs should be about grouping, and in a group setting, that completely changes. |
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4/20/09 1:02:32 AM#49
Except that rarely happens. Everyone in a classless game is expected to have full healing abilities so they can sub in as a backup healer unless there is a real detriment to levelling your healing. |
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4/20/09 1:21:16 AM#50
Do you have an example of a game like this? I've never seen it before, so I can't really talk about the fact that no one does it.
I can say that's their problem -- that's the easiest plan probably, but I'm sure it's not the best way to fight, either. As a game designer you need to persuade people to try new things. Give them an incentive for not having all the same skills.
It all comes down to implementation. It definitely COULD work, if done right. |
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4/20/09 2:42:39 AM#51
Originally posted by Draq
I've never seen that to be the case in AC, UO or EVE Online. What MMOs were you referring to? |
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4/20/09 10:02:45 AM#52
I do know what you mean by essentially being forced to learn healing. Like in Ryzom and Link Realms, nobody wanted to group with me when they found out I didn't have a heal, so I couldn't heal or rez if need be. And I was actually kind of gimped by this since I focused entirely on melee DPS, it made me less valuable, especially at higher levels as I was nearing max on melee skills, everybody else started working on other skills and being more hybridized, but I still only do one thing, so all they have to do is carry multiple sets of gear and fill more roles than I can. And sure I may do a little more damage than other people but that is all I do, by choice of course, but most groups do not want a person that relies on healing all the time and can't heal or rez others when everyone else can do it. On a side note, in terms of fun I have found that neither system is defacto more fun than the other I think it depends more on offering good options, rather than just offering more.
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4/20/09 11:37:42 AM#53
I really like this thread, it has a lot of good discussion on a very important aspect of design. I'm still not too sure which way to yet either given that both ideas have merit. If I break it down in my head it looks like this.
So the basic idea is how do I offer the skills to the player? In a package(class)? or just let them pick? What are the other ways that a bunch of aspects can be attained? What if the abilities were say house building materials?( Wood, metal, doors, windows, chandeliers, sinks, etc. ) Every house wants a door, a couple windows, a roof, a floor, etc. Here's the foundation of your house so give this (class) to everyone since it makes sense to have them anyway. Sure some might have really tall houses and some really wide ones but all and all they have the things that make every house a house. Whats left now? Well, all the things that let you make your house your home. You like light so add a whole bunch into lights and windows. You like sleeping so choose a really high level bedroom because you want to expand it later when you can afford more. When finished you have a house you can call your own, similar in function to others, but made especially for your (play)lifestyle. Now over time you add on to your house with additions and renovations that make things so much better than when you started. Other people are building their houses and some look the same because they have similar tastes, and some look very different. All are relevant as houses though.
This is of course has been just as much a new concept to me as anyone who reads this since I just made it up for illustration, but when I think about the analogy, it really has helped me see alot of the critical elements I need to tweak in my own design... Race will embody my "classes" because it is the 'floorplan/frame' of the house that you get to add to. Anything that a normal physical being could do will be inherent in your race (moving, fighting, running, tending to wounds, basic crafting for survival, etc to varying degrees) And the customizations will be the unneeded but greatly desired elements that prove your specialty like martial feats, spells, research, language, leadership, deception, etc. Horizontal advancement will be the main focus, with a vertical element reward based on formulas involving but not linearly tied to time played.
EDIT: Since I am a proponant of decay in order to defeat the static nature of development, I would add this.
So basically to me this translates to characters having a state of survival needing to be maintained without having to SPECIFICALLY attend to the skill that would naturally decay. Maybe just grouping with that warrior brings back the good old days of when you used to hack and slash your way in the world?...This just gave me another idea on groups :), back to the document... |
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4/20/09 11:46:12 AM#54
Originally posted by CactusmanX
Of course they wouldn't want to group with you. Not having any form of a res or even a small heal would literally have been like saying "I am so much more important than you that I don't need to do anything to build team skills". Of coarse the game balance so that people who want to specialize is to make carrying spare gear very burdensome, and switching gear burdensome as well: 1- have very hefty requirements for using most skills, the simplest being gear 2- gear itself takes up a lot of space/wieght, meaning that it's generally a bad idea to carry an extra set of cloths/gear 3- switching gear is a time consuming task and one that requires you to be completely out of combat. |
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4/20/09 1:33:46 PM#55
Originally posted by paulscott
Of course they wouldn't want to group with you. Not having any form of a res or even a small heal would literally have been like saying "I am so much more important than you that I don't need to do anything to build team skills". Of coarse the game balance so that people who want to specialize is to make carrying spare gear very burdensome, and switching gear burdensome as well: 1- have very hefty requirements for using most skills, the simplest being gear 2- gear itself takes up a lot of space/wieght, meaning that it's generally a bad idea to carry an extra set of cloths/gear 3- switching gear is a time consuming task and one that requires you to be completely out of combat.
It's not saying, "I'm more important than you," it is saying "I have specialized skills, let's work together with what you have and do something fun." Everyone doesn't need those skills -- if the group wants to have everyone have those skills, that's one thing. But there are definitely other strategies you could employ that would work just as well or better. There should be other things you could do -- maybe a skill to bounce hate off other people, or maybe a different buff, or something like that. Healing and rezzing shouldn't be required by everyone in a group, and if they are, either the game is flawed, or the people playing it are dumb. |
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4/20/09 3:30:18 PM#56
Thats the thing the game doesn't require you to know healing and such for a group to get by, but since you can learn it with no penalty to your other skills everybody does because even if you don't focus in it or recieve a penalty for wearing armor you are better off having it than not. I can see the appeal of having a group where everybody knew how to heal themselves and others because it is useful, but I don't want to pick skills just because they are useful, I pick skills because they make sense in the character concept I made. And it seems to undermine the concept of a RPG or the reason for using a skill based system if the players are just going to shun the other players that don't have the "required" skills and go for the ones that have them, just like everyone else. Or indeed why people would want to make characters that all have healing abilities for any reason other than utility |
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4/20/09 4:01:51 PM#57
You really don't need to defend yourself, it was an attempt to share what would be going through the other players mind. Just a matter of not being clear. |
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merv808
Advanced Member
Joined: 9/30/06
Everything you type just reads out as blah blah blah |
4/20/09 4:22:09 PM#58
Originally posted by duran3d
IMO It doesn't have to be like that. A well designed and balanced classless system, with the apropriate natural penalties, will ensure there's no "ultimate build" for every situation. As starman999 said, in the original SWG most people just picked up the character they liked with whatever mix of skills they wanted and enjoyed the freedom of individuality. Personally I would love a fine classless game with well planned natural penalties.
I completely agree. It doesn't have to be that way... and it definitely shouldn't be. But even in games where there's not an "ultimate build" someone will act like theirs is and new players will always ask how they should build each of their own characters...(thats probably my biggest pet peeve in MMOs) The point I'm making is, this: Even if a developer found a perfect classless system, the players would find some way to unbalance it. And too many similar toons running around is the fastest way to do it. |
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5/12/09 1:39:22 AM#59
I have been thinking about a good class/skill system for some time now. Here are some key points i have set down for myslef: * Any class/skill-system needs support from the entire game. It dosent matter how well balanced your classes are or how well thought out your skillsystem is, its all useless if your game does not support it. For example, healing. If most encounters in the game can be won, with healing from a hybrid class than there is less/no need for a pure healing class (or a player who has focused all their skills on one task -healing). Same goes for DPS. If anyone (no matter their skillset) can do similar amounts of damage, than people who focused only on DPS are not needed. You must have a system that rewards having some pure classes in your group. Being a hybrid, has its charms. * Playebase has to support your class/skillsystem. As mentioned in an earlier example, if your playerbase expects all players to be able to heal themselves than all your efforts into designing a good class/skillsystem are in vain. So the game has t be designed in a way that let the playerbase know, that being a jack of all trades, will mean your a master of none. For example, you can enforse skill/spell interruption when hit. This will make payers understand that they can not heal and tank at the same time, and no-one can expect them to do it. * Reward instead of bunish. You want to avoid be-all-win-all combos. You probably dont want a caster with massive health pool and high armor, that is able to summon minions, do area effect damage, use stealth and heal himself and his minions. You couls solve this by dis-allowing heavy armor and magic to excist together or by weakening one if player chooses the other, but thats bunishment and feels very forced and not fun for players. An alternative solution would be to reward players when they make choises you feel are right. For exaple, give a player who chooses heavy armor, shield and devesive fighting skills with the Knight title (and appropriate bonuses). A player who chooses light/holy magic, light armour, staff weapon could be rewarded the priest title. These kind of rewards would give the player some sense of identity, a goal to aim for ('i really want that High priest title, id better not take that fire magic skill now, but invest more in holy magic.') and makes it alot easier for players to explain their build to others. |
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5/12/09 1:49:34 AM#60
Originally posted by Thunderhead Well, there is 3 possibilitys ('cept the usual one): Totaly limitless (you pick all your skills from a big list or you can learn every skill). This system however have some balancing issues or if you have every skill it tends to get a bit too much for most players. Select your own class skills (Like in RIFTS/Palladium, Runequest and many other Pen and paper RPGs). The easiest one but you need some kind of templete because all people dont want to spend a long time creating their character. It can be pretty well balanced because every class can only select skills from a specific list for that class. Multiclasses (like Warhammer fantasy roleplaying game) you can have a lot of classes which gives a better mix of skills then in usual MMOs. I agree that classes at least needs some choices more than the speccs we usually get, to create your own class from scratch however will upset the gameing balance. |
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