The system sounds a lot like what DCUO has in place, just, with a removed combo system and their more "card" based system instead.
I don't feel that by giving everyone the ability to control/support/DPS that they are minimizing the necessity of roles. Thats just not how group oriented games work.
If you aren't basing it off of a class and more based off of style or skill sets, people will just be calling for someone with that particular skill set to complete an ideal configuration. This is the point of synergizing classes and skills, and it will just get compounded on by "strategic" gameplay.
All it will take is a few groups to run their ideal configuration and have it do exceptionally well before people start to realize that in order to be "strategic" AND successful, certain classes with ideal skill sets will be necessary.
The difference in effectiveness between skill sets will probably be very small, as there isn't that much customization possible for your skill bar.
The system sounds a lot like what DCUO has in place, just, with a removed combo system and their more "card" based system instead.
I don't feel that by giving everyone the ability to control/support/DPS that they are minimizing the necessity of roles. Thats just not how group oriented games work.
If you aren't basing it off of a class and more based off of style or skill sets, people will just be calling for someone with that particular skill set to complete an ideal configuration. This is the point of synergizing classes and skills, and it will just get compounded on by "strategic" gameplay.
All it will take is a few groups to run their ideal configuration and have it do exceptionally well before people start to realize that in order to be "strategic" AND successful, certain classes with ideal skill sets will be necessary.
The difference in effectiveness between skill sets will probably be very small, as there isn't that much customization possible for your skill bar.
The system sounds a lot like what DCUO has in place, just, with a removed combo system and their more "card" based system instead.
I don't feel that by giving everyone the ability to control/support/DPS that they are minimizing the necessity of roles. Thats just not how group oriented games work.
If you aren't basing it off of a class and more based off of style or skill sets, people will just be calling for someone with that particular skill set to complete an ideal configuration. This is the point of synergizing classes and skills, and it will just get compounded on by "strategic" gameplay.
All it will take is a few groups to run their ideal configuration and have it do exceptionally well before people start to realize that in order to be "strategic" AND successful, certain classes with ideal skill sets will be necessary.
The difference in effectiveness between skill sets will probably be very small, as there isn't that much customization possible for your skill bar.
I truly hope that isn't the case.
So you're all for the fact that ONE particular set-up is greater than everything else?
The system sounds a lot like what DCUO has in place, just, with a removed combo system and their more "card" based system instead.
I don't feel that by giving everyone the ability to control/support/DPS that they are minimizing the necessity of roles. Thats just not how group oriented games work.
If you aren't basing it off of a class and more based off of style or skill sets, people will just be calling for someone with that particular skill set to complete an ideal configuration. This is the point of synergizing classes and skills, and it will just get compounded on by "strategic" gameplay.
All it will take is a few groups to run their ideal configuration and have it do exceptionally well before people start to realize that in order to be "strategic" AND successful, certain classes with ideal skill sets will be necessary.
The difference in effectiveness between skill sets will probably be very small, as there isn't that much customization possible for your skill bar.
I truly hope that isn't the case.
So you're all for the fact that ONE particular set-up is greater than everything else?
How did you get that from what I said at all?
There will end up being ideal sets that will work in tandem, but making each sets skill sets or effectiveness too similar would be the real crime here. Diversity would be the closest way to combat this, and removing the necessity for certain races/classes and making them just visual deviations would be worse to me then having classes that excel at something specifically.
Essentially from what he says, I imagine a number of sets built upon skills like the first guild wars, just with more of a focus on positioning, and some active movement. Removing classes won't stop a focus for a desired result which will hinge on a particular set of abilities. Thats just how games work. It all depends on a players direction, and "strategic" gameplay leads just as easily to this as any other. Giving all players the ability to do everything, and having that effectiveness be too similar would reduce the need for diversity.
As this game doesn't technically have factions at all, it already deviates from a normal necessary drive, and they go on to remove classes and so on, as awesome as it is that they have all of these choices, if they all essentially do the same thing with the same effectiveness I think the outcome would be more mundane than anything.
This is, of course, my opinion based on my theory. I won't know until I've played the game.
"This is one of the big ones. There are no skills that specifically target allies. Everything must be done using positioning, ground targeting or other unconventional methods. This keeps every profession focused on their allies in the world, which adds a tactical complexity to the combat. Instead of watching red bars, we want you to watch your allies in the world. Making sure you are dropping ground-targeted spells effectively and moving into position to block attacks on allies is how we want players to defend each other."
hmm i dont get it, so aoe buff anything in range? so if you use a fire aoe, you damge your enemies also hurt your teammates?
Yay all of my combat speculation and worries have been answered and confirmed! This is going to be the greatest fantasy mmo of its release. The thing about GW though, is that it only involves combat, and no alternatives such as a crafting system. I hope they either create their own crafting system for GW2 (whether it be radically changed or not), or have some alternative for making this game seem less of a strictly fighting game and more of a fantasy life-simulation game. Don't get me wrong, the fighting is what I'm in it for, but they could always branch out to a wider variety of gamers.
"Many have eyes, but few have seen." - Goddess Lyssa
Comments
The difference in effectiveness between skill sets will probably be very small, as there isn't that much customization possible for your skill bar.
I truly hope that isn't the case.
So you're all for the fact that ONE particular set-up is greater than everything else?
This is not a game.
I get more and more excited about this game every day. I can't wait.
All of my posts are either intelligent, thought provoking, funny, satirical, sarcastic or intentionally disrespectful. Take your pick.
I get banned in the forums for games I love, so lets see if I do better in the forums for games I hate.
I enjoy the serenity of not caring what your opinion is.
I don't hate much, but I hate Apple© with a passion. If Steve Jobs was alive, I would punch him in the face.
The wait is getting unbearable, oh how I wish I hadn't learned of this game until like a month before launch :P
How did you get that from what I said at all?
There will end up being ideal sets that will work in tandem, but making each sets skill sets or effectiveness too similar would be the real crime here. Diversity would be the closest way to combat this, and removing the necessity for certain races/classes and making them just visual deviations would be worse to me then having classes that excel at something specifically.
Essentially from what he says, I imagine a number of sets built upon skills like the first guild wars, just with more of a focus on positioning, and some active movement. Removing classes won't stop a focus for a desired result which will hinge on a particular set of abilities. Thats just how games work. It all depends on a players direction, and "strategic" gameplay leads just as easily to this as any other. Giving all players the ability to do everything, and having that effectiveness be too similar would reduce the need for diversity.
As this game doesn't technically have factions at all, it already deviates from a normal necessary drive, and they go on to remove classes and so on, as awesome as it is that they have all of these choices, if they all essentially do the same thing with the same effectiveness I think the outcome would be more mundane than anything.
This is, of course, my opinion based on my theory. I won't know until I've played the game.
Try the Darkfall trial. It might just keep you busy until GW2 comes out.
I want this game NOW!
"This is one of the big ones. There are no skills that specifically target allies. Everything must be done using positioning, ground targeting or other unconventional methods. This keeps every profession focused on their allies in the world, which adds a tactical complexity to the combat. Instead of watching red bars, we want you to watch your allies in the world. Making sure you are dropping ground-targeted spells effectively and moving into position to block attacks on allies is how we want players to defend each other."
hmm i dont get it, so aoe buff anything in range? so if you use a fire aoe, you damge your enemies also hurt your teammates?
Yay all of my combat speculation and worries have been answered and confirmed! This is going to be the greatest fantasy mmo of its release. The thing about GW though, is that it only involves combat, and no alternatives such as a crafting system. I hope they either create their own crafting system for GW2 (whether it be radically changed or not), or have some alternative for making this game seem less of a strictly fighting game and more of a fantasy life-simulation game. Don't get me wrong, the fighting is what I'm in it for, but they could always branch out to a wider variety of gamers.
"Many have eyes, but few have seen." - Goddess Lyssa