I am hoping classes will only be templates and that it will be skill based with no levels. More like UO than any of the other level and loot based games out now.
Well I didn't mean the EQ1 classes should be brought over wholesale, or that it should be the sole source of inspiration. EQ2 definitely has ideas that can be mined for the new game. What I meant is that the EQ1 classes (including their names and roles) need to be the base skeleton template from which the new ones are built, they can go to town with innovation after the foundations are laid.
Besides, one of the few things we absolutely do know for certain about this game is that it will have classes and levels. Probably not what all the people clamoring for a skill based game want to hear.
problem with no class system and just skills , is that you end up with everyone using the same template with tiny variations.....Classes are unique, I loved all the classes in EQ until Beastlords....I always loved the idea of the SK
Originally posted by jdlamson75 If it's a sandboxy kind of game we're going for, then a classless system with a skill cap suits my fancy. There would have to be tons of useful spells/abilities, and I mean really useful, or everyone will have the same stuff. If done right, it could be pretty damn awesome.
THIS
Give us 55 skills all with sub-skills and abilities (everything from combat, magic, stealth/thievery, crafting, gathering, influence, taming, riding) each with a 0-100 scale. Allow 1100 skill points per character so each character can master 1/5th of the available skills so 5 people can have/do everything. Make attributes govern skill-caps and allow players to max 1/2 of the attributes. Then assign titles (roles) to people who max out certain combinations of skills.
Then add a plus-minus-lock OVER TIME respeccing system (when you want to learn a new skill but have spent all your SP you set a maxxed skill to minus and the new skill you are learning will pull points from the minused skill as you learn).
Everything you can do in the game should be skill-based.
I agree with the no classes concept. You get better at what you do. You wield the weapon you carry. You craft those items you choose to study, etc. etc.
Would be nice if they did away with classes of the older EQs and went with skill trees which started with a storybrick involving your character and their race, their god and/or belief system, their tribe, etc...something that links them with the lore of Norrath and unfolds from there
As your character progress you improve in whatever skills and skill trees accordingly with each action/decision throughout gameplay; basically the choices you make help your character grow and evolve
In order to reach higher skill trees as you progress you need to unlock them through continued use and certain special quests and events so specialization and mastery is possible, though limited so players cannot master more then a couple skill trees and are defined by their role in the world and their unique expression so to speak
"Very few games have broken out of that mold. One or two have. EVE Online is a great example; it's not standard level-based gameplay, although I'm not saying we're going to a big skill-based system. You're still going to recognize the roleplaying game heritage in it."
If one wants to be rid of the class-based system, then avoiding highly tuned content is a must. Highly tuned raids and group encounters require certain roles to be filled, certain skills to be used, thus leading to preferential builds.
In early EQ for example, a dragon boss wasn't that 'tuned'. You had unlimited group sizes. Because of this, you could have crazy, sub-optimal builds playing along side better optimized builds. Granted, EQ has a class system, but it isn't the most rigid I've played.
So yeah...as for EQN...I'm hoping for no classes. If want to be a heavily armored wizard, why not? There is no 'law', other than tired convention, that prohibits it.
I played more EQ2 than EQ1 and those were my favorite EQ2 classes.
It would be interesting if EQN took a more SWG approach to skills and professions, but I'm not sure that would work as well with the admittedly DnD and Fantasy based setting. I guess we shall see.
I would like to see no levels you just put your xp gain into a class tree and let you pick where your xp goes so you could have some in a bunch of different classes. That being said here are my five
Originally posted by jdlamson75 If it's a sandboxy kind of game we're going for, then a classless system with a skill cap suits my fancy. There would have to be tons of useful spells/abilities, and I mean really useful, or everyone will have the same stuff. If done right, it could be pretty damn awesome.
THIS
Give us 55 skills all with sub-skills and abilities (everything from combat, magic, stealth/thievery, crafting, gathering, influence, taming, riding) each with a 0-100 scale. Allow 1100 skill points per character so each character can master 1/5th of the available skills so 5 people can have/do everything. Make attributes govern skill-caps and allow players to max 1/2 of the attributes. Then assign titles (roles) to people who max out certain combinations of skills.
Then add a plus-minus-lock OVER TIME respeccing system (when you want to learn a new skill but have spent all your SP you set a maxxed skill to minus and the new skill you are learning will pull points from the minused skill as you learn).
Everything you can do in the game should be skill-based.
PER
FEC
TION
So basically Asheron's Call.
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
sure, some of them have been done, but I am really waiting for someone to get the whole experience...what it means to be a samurai...what does the life of a Spartan warrior entail.
Looking for classes to be more of a total experience and not just a means of determining what weapons I can carry and what skills I havE. I want the first 100 hours to be all about training me...for example, about becoming Ninja...starting from a moron holding the wrong end of the blade...as a small child....ending with testing against my master...as an adult
then the game has me doing what a fully training whatever does....
Frank 'Spankybus' Mignone www.spankybus.com -3d Artist & Compositor -Writer -Professional Amature
I would like to see... no classes. Just skills. Skills that get better with use. Skills that have experience points unique to them. So if I spend an afternoon fishing and earn XP, I can't use said XP to level up my tracking.
Tracking and fishing... that I level up independently. So I can build my version of a Ranger class. Which is completely different from the next person's version of a Ranger class.
Comments
Shadow Knight
Assassin
Monk
Necromancer
Warden / Fury (Too hard to pick one, I loved both of them)
- SneakyTurtle
Well I didn't mean the EQ1 classes should be brought over wholesale, or that it should be the sole source of inspiration. EQ2 definitely has ideas that can be mined for the new game. What I meant is that the EQ1 classes (including their names and roles) need to be the base skeleton template from which the new ones are built, they can go to town with innovation after the foundations are laid.
Besides, one of the few things we absolutely do know for certain about this game is that it will have classes and levels. Probably not what all the people clamoring for a skill based game want to hear.
Druid
Druid
Druid
Druid
Beastlor.....Druid.
THIS
Give us 55 skills all with sub-skills and abilities (everything from combat, magic, stealth/thievery, crafting, gathering, influence, taming, riding) each with a 0-100 scale. Allow 1100 skill points per character so each character can master 1/5th of the available skills so 5 people can have/do everything. Make attributes govern skill-caps and allow players to max 1/2 of the attributes. Then assign titles (roles) to people who max out certain combinations of skills.
Then add a plus-minus-lock OVER TIME respeccing system (when you want to learn a new skill but have spent all your SP you set a maxxed skill to minus and the new skill you are learning will pull points from the minused skill as you learn).
Everything you can do in the game should be skill-based.
PER
FEC
TION
Gaming since 1985; Online gaming since 1995; No End in Sight! My YouTube Channel: https://www.youtube.com/channel/UC8POVoJ8fdOseuJ4U1ZX-oA
Would be nice if they did away with classes of the older EQs and went with skill trees which started with a storybrick involving your character and their race, their god and/or belief system, their tribe, etc...something that links them with the lore of Norrath and unfolds from there
As your character progress you improve in whatever skills and skill trees accordingly with each action/decision throughout gameplay; basically the choices you make help your character grow and evolve
In order to reach higher skill trees as you progress you need to unlock them through continued use and certain special quests and events so specialization and mastery is possible, though limited so players cannot master more then a couple skill trees and are defined by their role in the world and their unique expression so to speak
For all those wanting a skill based game:
"Very few games have broken out of that mold. One or two have. EVE Online is a great example; it's not standard level-based gameplay, although I'm not saying we're going to a big skill-based system. You're still going to recognize the roleplaying game heritage in it."
rogue
warri
mage
everything else is new age nonsense :P
^^
"I'll never grow up, never grow up, never grow up! Not me!"
Monk (not the gimped 1/2 tank eq2 one, the real old school monk)
SK
Cleric
Beastlord
Druid
If one wants to be rid of the class-based system, then avoiding highly tuned content is a must. Highly tuned raids and group encounters require certain roles to be filled, certain skills to be used, thus leading to preferential builds.
In early EQ for example, a dragon boss wasn't that 'tuned'. You had unlimited group sizes. Because of this, you could have crazy, sub-optimal builds playing along side better optimized builds. Granted, EQ has a class system, but it isn't the most rigid I've played.
So yeah...as for EQN...I'm hoping for no classes. If want to be a heavily armored wizard, why not? There is no 'law', other than tired convention, that prohibits it.
Necromancer
Coercer
Paladin
Wizard
Assassin
I played more EQ2 than EQ1 and those were my favorite EQ2 classes.
It would be interesting if EQN took a more SWG approach to skills and professions, but I'm not sure that would work as well with the admittedly DnD and Fantasy based setting. I guess we shall see.
I would like to see no levels you just put your xp gain into a class tree and let you pick where your xp goes so you could have some in a bunch of different classes. That being said here are my five
Druid
Paladin
Monk
Sorcerer
and just for fun
a Deathknight.
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
So basically Asheron's Call.
Sandbox means open world, non-linear gaming PERIOD!
Subscription Gaming, especially MMO gaming is a Cash grab bigger then the most P2W cash shop!
Bring Back Exploration and lengthy progression times. RPG's have always been about the Journey not the destination!!!
I would like to see classes from other cultures:
Ninja
Samurai
Spartan
Witchdoctor
etc
sure, some of them have been done, but I am really waiting for someone to get the whole experience...what it means to be a samurai...what does the life of a Spartan warrior entail.
Looking for classes to be more of a total experience and not just a means of determining what weapons I can carry and what skills I havE. I want the first 100 hours to be all about training me...for example, about becoming Ninja...starting from a moron holding the wrong end of the blade...as a small child....ending with testing against my master...as an adult
then the game has me doing what a fully training whatever does....
Frank 'Spankybus' Mignone
www.spankybus.com
-3d Artist & Compositor
-Writer
-Professional Amature
I would like to see... no classes. Just skills. Skills that get better with use. Skills that have experience points unique to them. So if I spend an afternoon fishing and earn XP, I can't use said XP to level up my tracking.
Tracking and fishing... that I level up independently. So I can build my version of a Ranger class. Which is completely different from the next person's version of a Ranger class.
So really... no classes.
What can I say, I'm a creature of habit.....hehe.
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Killing dragons is my shit