Then why are you arguing with my point about making it a quest, and then turning around and talking about making a quest? ... sigh
Because us "Hardcores" might want something to appeal to us, but in the end, the casual fanbase pays the bills. I think it'd make more sense to have the class switching mechanic have limitation (like you can't do it in the middle of a dungeon or a raid), but not make it an extremely involved process.
I'm not arguing against what you suggested, I'm simply stating that even if it is easy to do, that it won't ruin the game.
It absolutely makes it less fun (for me). Thankfully, a tweet by John Smedley made me feel better about the game catering to casuals: "if they want linear and coddled then they can play a lot of other games."
Then why are you arguing with my point about making it a quest, and then turning around and talking about making a quest? ... sigh
Because us "Hardcores" might want something to appeal to us, but in the end, the casual fanbase pays the bills. I think it'd make more sense to have the class switching mechanic have limitation (like you can't do it in the middle of a dungeon or a raid), but not make it an extremely involved process.
I'm not arguing against what you suggested, I'm simply stating that even if it is easy to do, that it won't ruin the game.
It absolutely makes it less fun (for me). Thankfully, a tweet by John Smedley made me feel better about the game catering to casuals: "if they want linear and coddled then they can play a lot of other games."
That makes me feel better as well.
However, I don't see how allowing players to not be stuck in one class on a character, whether they make it as easy as talking to an NPC in town, or force you to level it up from scratch like an AA tree, or require an extremely difficult quest to do it has any impact on how much or how little you enjoy the game.
Then why are you arguing with my point about making it a quest, and then turning around and talking about making a quest? ... sigh
Because us "Hardcores" might want something to appeal to us, but in the end, the casual fanbase pays the bills. I think it'd make more sense to have the class switching mechanic have limitation (like you can't do it in the middle of a dungeon or a raid), but not make it an extremely involved process.
I'm not arguing against what you suggested, I'm simply stating that even if it is easy to do, that it won't ruin the game.
It absolutely makes it less fun (for me). Thankfully, a tweet by John Smedley made me feel better about the game catering to casuals: "if they want linear and coddled then they can play a lot of other games."
That makes me feel better as well.
However, I don't see how allowing players to not be stuck in one class on a character, whether they make it as easy as talking to an NPC in town, or force you to level it up from scratch like an AA tree, or require an extremely difficult quest to do it has any impact on how much or how little you enjoy the game.
Because if they compromise with that, it won't end there. It's about everything else that is or will become compromised along the way.
You should be able to level whatever class skills you want to.
This should only be limited to a point cap.
The player can use skills to raise skill level to it's own cap "say 100 skill in sow"
This will take up a large chunk of points and take away points from other possible skills.
You should be able to lock skills once you get them where you want to.
This way you can be very good at very specific things.
You should also be able to turn a skill down.
This way once you reach total skill cap you can still switch skills whenever you want simply by getting the new skill and then using it to gain levels in that skill which would automatically take points from the skills you marked to lower.
This allows one character to live many lives similar to RL. how we may go through a few different jobs and hobbies over our lifetimes.
Put in your annoying quest to have to switch classes.
Make us lose skill when we change classes.
I have an instant respec button in every MMO I have ever played. Even EVE.
I will roll an alt and I will get that ez mode button to change classes, 30 seconds and I log over. There ya go, no skin off my back and congratulations you just made it a LOT less fun for a LOT of people.
Then when that rogue gets bored and considers a mage alt and they reconsider because they have to create a new toon and then they do not have access to their mains house and have to juggle several toons banks and guild hall permissions and bla bla, it isnt worth it, not seriously. So they dont play and the community is out for the night or if they stop playing the community is out forever and SOE is out money.
I just see this totally differently. I see it enhancing roleplaying and strengthening the community and making character identity even stronger.
Also, on another note, according to the Labor Department “the average person born in the later years of the baby boom held 10.5 jobs from age 18 to 40."
Put in your annoying quest to have to switch classes.
Make us lose skill when we change classes.
I have an instant respec button in every MMO I have ever played. Even EVE.
I will roll an alt and I will get that ez mode button to change classes, 30 seconds and I log over. There ya go, no skin off my back and congratulations you just made it a LOT less fun for a LOT of people.
Then when that rogue gets bored and considers a mage alt and they reconsider because they have to create a new toon and then they do not have access to their mains house and have to juggle several toons banks and guild hall permissions and bla bla, it isnt worth it, not seriously. So they dont play and the community is out for the night or if they stop playing the community is out forever and SOE is out money.
I just see this totally differently. I see it enhancing roleplaying and strengthening the community and making character identity even stronger.
Also, on another note, according to the Labor Department “the average person born in the later years of the baby boom held 10.5 jobs from age 18 to 40."
Having an alt is nothing like what Dave was talking about in the video. He was talking about freely switching between classes while using the same character.
This leads me to believe that whatever system they're coming up with won't be as involved as re-leveling the character all over again. If that was the case, then the system would barely be better than creating alts.
Whatever they come up with, it sounds to me like leveling from 1 to cap on your pimary class won't be nearly as hard as it will be to switch classes on that same character.
People are still missing the point that allowing everyone to easily be everything destroys the need for players to seek out others and to work together. Playing an alt at least requires players to start another character, go through the process of regearing a character and possibly having to travel on that character across the world in order to rejoin a group. It shouldn't be convenient, because there needs to be some limitations in order to encourage players to work together. Those limitations create a reliance upon other players, interdependence and the sense of community completely missing from modern MMOs.
Allowing players to circumvent the process of working together by permitting them to fill every role is the antithesis of a massively MULTIPLAYER online ROLE playing game.
Georgeson simply eluded to Everquest Next allowing players to change roles, not being stuck if you change your mind. What he did not, in any way suggest, is that you'll be able to freely change back and forth.
People are still missing the point that allowing everyone to easily be everything destroys the need for players to seek out others and to work together. Playing an alt at least requires players to start another character, go through the process of regearing a character and possibly having to travel on that character across the world in order to rejoin a group. It shouldn't be convenient, because there needs to be some limitations in order to encourage players to work together. Those limitations create a reliance upon other players, interdependence and the sense of community completely missing from modern MMOs.
Allowing players to circumvent the process of working together by permitting them to fill every role is the antithesis of a massively MULTIPLAYER online ROLE playing game.
Georgeson simply eluded to Everquest Next allowing players to change roles, not being stuck if you change your mind. What he did not, in any way suggest, is that you'll be able to freely change back and forth.
You're incorrect.
You would only be correct if everyone can be every class at the exact same time. If you're a tank, and you can freely switch to a DPS class, you still have to seek out other players (You'd still need to find a tank, healer and other dps classes to play with).
People are still missing the point that allowing everyone to easily be everything destroys the need for players to seek out others and to work together. Playing an alt at least requires players to start another character, go through the process of regearing a character and possibly having to travel on that character across the world in order to rejoin a group. It shouldn't be convenient, because there needs to be some limitations in order to encourage players to work together. Those limitations create a reliance upon other players, interdependence and the sense of community completely missing from modern MMOs.
Allowing players to circumvent the process of working together by permitting them to fill every role is the antithesis of a massively MULTIPLAYER online ROLE playing game.
Georgeson simply eluded to Everquest Next allowing players to change roles, not being stuck if you change your mind. What he did not, in any way suggest, is that you'll be able to freely change back and forth.
You're incorrect.
You would only be correct if everyone can be every class at the exact same time. If you're a tank, and you can freely switch to a DPS class, you still have to seek out other players (You'd still need to find a tank, healer and other dps classes to play with).
Just so you know.
You said I was incorrect, then literally proved my point.
What if you were a tank, had a tank and a healer, but, oh, you can just switch to dps.
People are still missing the point that allowing everyone to easily be everything destroys the need for players to seek out others and to work together. Playing an alt at least requires players to start another character, go through the process of regearing a character and possibly having to travel on that character across the world in order to rejoin a group. It shouldn't be convenient, because there needs to be some limitations in order to encourage players to work together. Those limitations create a reliance upon other players, interdependence and the sense of community completely missing from modern MMOs.
Allowing players to circumvent the process of working together by permitting them to fill every role is the antithesis of a massively MULTIPLAYER online ROLE playing game.
Georgeson simply eluded to Everquest Next allowing players to change roles, not being stuck if you change your mind. What he did not, in any way suggest, is that you'll be able to freely change back and forth.
You're incorrect.
You would only be correct if everyone can be every class at the exact same time. If you're a tank, and you can freely switch to a DPS class, you still have to seek out other players (You'd still need to find a tank, healer and other dps classes to play with).
Just so you know.
You said I was incorrect, then literally proved my point.
What if you were a tank, had a tank and a healer, but, oh, you can just switch to dps.
That scenario proves my point, not yours. Regardless of what class you switch to, no class can perform all roles at the same time. So no matter how you switch, you're still going to need to seek out others that complement your new role to play with to tackle group and raid level content.
You've created this scenario in your head that was not remotely mentioned by Dave in the video and is really far off base.
The benefit of a job system like Final Fantasy is that you CANNOT be all roles at the same time AND you have to level each separately.
With this system, I can have one character that might be a level 50 mage, level 10 tank, AND level 35 bard. I cannot be all of them at the same time, but I can switch between each one. Also, I have to level each part separately. So, when I am tanking, I earn XP as a tank and level as a tank. You don't need to have all the abilities at the same time. When tanking, you use your tanking abilities at the level your tank class is. When you are a wizard, you wiz at the level of your wizard class.
The job system simply replaces the need for alts. You still have to level each class separately, you just don't have to do it on several alts.
The benefit of a job system like Final Fantasy is that you CANNOT be all roles at the same time AND you have to level each separately.
With this system, I can have one character that might be a level 50 mage, level 10 tank, AND level 35 bard. I cannot be all of them at the same time, but I can switch between each one. Also, I have to level each part separately. So, when I am tanking, I earn XP as a tank and level as a tank. You don't need to have all the abilities at the same time. When tanking, you use your tanking abilities at the level your tank class is. When you are a wizard, you wiz at the level of your wizard class.
The job system simply replaces the need for alts. You still have to level each class separately, you just don't have to do it on several alts.
Yup, that could be what he's talking about. I'd love a system like that, personally.
If they didn't make it that envolved, and just let you pay a SC fee, or do a long quest, or talk to a trainer in town to switch, and you just keep your character/level/name/etc, and just switched to a new class, that would be fine with me too.
Anything that allows for more game play variety and freedom without having to play alts.
You should be able to level whatever class skills you want to.
This should only be limited to a point cap.
The player can use skills to raise skill level to it's own cap "say 100 skill in sow"
This will take up a large chunk of points and take away points from other possible skills.
You should be able to lock skills once you get them where you want to.
This way you can be very good at very specific things.
You should also be able to turn a skill down.
This way once you reach total skill cap you can still switch skills whenever you want simply by getting the new skill and then using it to gain levels in that skill which would automatically take points from the skills you marked to lower.
This allows one character to live many lives similar to RL. how we may go through a few different jobs and hobbies over our lifetimes.
this guy is onto something here. Maybe this is the correct way and the way EQ Next will be.
You should be able to level whatever class skills you want to.
This should only be limited to a point cap.
The player can use skills to raise skill level to it's own cap "say 100 skill in sow"
This will take up a large chunk of points and take away points from other possible skills.
You should be able to lock skills once you get them where you want to.
This way you can be very good at very specific things.
You should also be able to turn a skill down.
This way once you reach total skill cap you can still switch skills whenever you want simply by getting the new skill and then using it to gain levels in that skill which would automatically take points from the skills you marked to lower.
This allows one character to live many lives similar to RL. how we may go through a few different jobs and hobbies over our lifetimes.
this guy is onto something here. Maybe this is the correct way and the way EQ Next will be.
Having played Rift I must say that this roleless ideal while is nice on paper does bring about some very serious balancing issues.
This does seem to be the new trend... FFIX and Elder Scroll are both following this model I wouldn't be shocked if EQN doesn't follow. I just hope that if I play a rogue tank again I don't become totally useless for 6 months between releases like what happened in Rift.
Again if they can pull off the balancing act then cool I like the idea. Otherwise..... I am not sure if I want to deal with the pain, grief, and cries of the growing pains of this system.
You should be able to level whatever class skills you want to.
This should only be limited to a point cap.
The player can use skills to raise skill level to it's own cap "say 100 skill in sow"
This will take up a large chunk of points and take away points from other possible skills.
You should be able to lock skills once you get them where you want to.
This way you can be very good at very specific things.
You should also be able to turn a skill down.
This way once you reach total skill cap you can still switch skills whenever you want simply by getting the new skill and then using it to gain levels in that skill which would automatically take points from the skills you marked to lower.
This allows one character to live many lives similar to RL. how we may go through a few different jobs and hobbies over our lifetimes.
this guy is onto something here. Maybe this is the correct way and the way EQ Next will be.
Not sure if onto something, or just on something.
Did you ever play Ultima Online? This is the system they used and it worked brilliant. UO was a sandbox style. If you haven't tried it you still can. The graphics are very dated and it's top down perspective, but you can do all sorts of things and switch your skills around all the time to be good at different things as you use them.
Also Mortal Online did this as well, but it was polished enough since they were low budget developers.
SOE has the money and the designers to do this system correctly. So one character can live many lives over the course of the game.
Want to build a house? Go to your local npc and get a dull rusty axe and hammer and chisel. Then go out and use them on the surrounding woods and rocks to gain wood and stone. This will raise your skill in wood and stone collection and your strength and stamina.
Need to get cash for the floor plan perchase? Either sell the wood and rock to venders or other players, or grab a rusty sword and shield and go out for an adventure to kill mobs and gather money, weapons, pelts etc from them for sale to vendors and other players. After a while your skill in fighting will go up and soon you will have gathered enuff to start building house.
As you build you use wood and masonry and metal working skills, as these skills grow you get faster and better but you gain new skills like making furniture and other things. So the skills build on each other.
After you are done building your house you can then work on other people's homes and surrounding buildings to make money or drop those skills and just go adventuring and learning new skills related to combat from trainers. But you can pick and choose from all the various class trainers so you don't just have to be a warrior, pally, shadownight, druid, shaman, rogue, berserker, mage, necro, wizard, enchanter etc. You can pick maybe 3 druid skills, 2 rogue skills, and some mage skills to form a unique style all your own. Whatever you put more skills into dictates your class name.
Even if you choose a bunch of skills and are considered a certain class, your fighting style is also dictated by your skill with whatever you are using. If you use a mace and shield skill, your will have more health, stamina, and strength along with it. If you choose to use duel daggers, or bow and arrow skills your dexterity and agility will go up. If you choose staff, charm, wand skills your intel and wisdom will go up.
Once you reach the desired level skill in whatever you are going for you can lock it in. If you change your mind you can turn it to lower and start using a replacement skill.
Having played Rift I must say that this roleless ideal while is nice on paper does bring about some very serious balancing issues.
This does seem to be the new trend... FFIX and Elder Scroll are both following this model I wouldn't be shocked if EQN doesn't follow. I just hope that if I play a rogue tank again I don't become totally useless for 6 months between releases like what happened in Rift.
Again if they can pull off the balancing act then cool I like the idea. Otherwise..... I am not sure if I want to deal with the pain, grief, and cries of the growing pains of this system.
Isn't Rift the best WoW clone there is? Not even being sarcastic. Isn't it pretty much WoW in a new world with their class implementations?
Big difference -- EQN wont focus on end-game raiding and such for fun in their game. They want players to generate their own fun, which makes the game last longer. If you build a themepark game, you have to be providing constant updates every month or two, its an endless cycle. While in a Sandbox they can probably do once every 6 months or a year. I doubt Raids will even drop better gear than crafting, or else everyone would just raid. Although I think it'd be nice if there was a healthy medium -- A crafting material you need drops off a boss. Or at the least, have high value crafting materials in a PvP enabled zone.
All I have heard from reviews of FFXI is that it is very convenient. Convenience translates to EZmode when it comes to sandbox titles.
Why would anyone think that the "jobs" formula in an oversees based rpg would be good in an actual Next Next Gen game?
In all reality, it sounds as if some here are basically asking to be able to pay money to be every class in the game any time they want A.K.A. convenience. It's as if paying for an I win button is now the de facto way to go.
I am very concerned about this crop of gamers from the "I want it now" generation. What happens in RL when you can't do everything, or buy your way through it?
It's obvious you would need to learn new talents to deal with whatever new life job or situation or passion you want to follow. So it makes sense that following a skill based system with skill cap is more accurate. The more you use a skill the better you get. As you stop using skills, they lower in ability until they are a distant memory but not forgotten.
Anyone here ever actually play a full sandbox game with player built houses and such?
I am very concerned about this crop of gamers from the "I want it now" generation. What happens in RL when you can't do everything, or buy your way through it?
Because...you know obviously we all expect real life and video games to be exactly the same. God forbid I ask a video game to be a little less like work than my actual job is. lol
Based on your reasoning, going to the movie theater should only give you access to working towards seeing the movie. Because getting the movie right away, or "buying" you way into the theater would be too easy. Damn "I want it now" generation! Back in my day we had to build the theater every time we watched a movie!
There was nothing easy or convenient in FFXI when I played it. You had to work your ass off for everything. Exp didn't come easy, everyone had to level up additional jobs to half the level of their mains to be effective, had to do ****ed up quests to level past 50, 55, etc, had to group for nearly everything unless you were a beastmaster and then no one wanted to pug with you, and on and on.
The only convenience a multi-class system needs to offer is the convenience not to have to create and log onto an alt. The rest is up to the developers on how they want to design their game.
Multiclass system can be designed to make the initial class choice the most important, but still allow a lot of flexibility and progression towards a specific role.
In GW, I played a mesmer primary, but changed my secondary frequently to supplement whatever disruption/domination role I wanted, or needed, to play in specific areas of the game.
I am very concerned about this crop of gamers from the "I want it now" generation. What happens in RL when you can't do everything, or buy your way through it?
Because...you know obviously we all expect real life and video games to be exactly the same. God forbid I ask a video game to be a little less like work than my actual job is. lol
Based on your reasoning, going to the movie theater should only give you access to working towards seeing the movie. Because getting the movie right away, or "buying" you way into the theater would be too easy. Damn "I want it now" generation! Back in my day we had to build the theater every time we watched a movie!
LOL. Spot on. Some people forget what games are about.
Multiclass system can be designed to make the initial class choice the most important, but still allow a lot of flexibility and progression towards a specific role.
In GW, I played a mesmer primary, but changed my secondary frequently to supplement whatever disruption/domination role I wanted, or needed, to play in specific areas of the game.
That's a good point, but he specifically said classes. So... to me it sounds more free-flowing than GW2's character customization (where you can make one class as offensive, defensive, supportive or mixed as you want) Sounds to me mre like he thinks you should be able to have 1 character, and it can work towards leveling all classes, and switching to them as you feel like it. Or something like that.
Comments
It absolutely makes it less fun (for me). Thankfully, a tweet by John Smedley made me feel better about the game catering to casuals: "if they want linear and coddled then they can play a lot of other games."
That makes me feel better as well.
However, I don't see how allowing players to not be stuck in one class on a character, whether they make it as easy as talking to an NPC in town, or force you to level it up from scratch like an AA tree, or require an extremely difficult quest to do it has any impact on how much or how little you enjoy the game.
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Because if they compromise with that, it won't end there. It's about everything else that is or will become compromised along the way.
You should be able to level whatever class skills you want to.
This should only be limited to a point cap.
The player can use skills to raise skill level to it's own cap "say 100 skill in sow"
This will take up a large chunk of points and take away points from other possible skills.
You should be able to lock skills once you get them where you want to.
This way you can be very good at very specific things.
You should also be able to turn a skill down.
This way once you reach total skill cap you can still switch skills whenever you want simply by getting the new skill and then using it to gain levels in that skill which would automatically take points from the skills you marked to lower.
This allows one character to live many lives similar to RL. how we may go through a few different jobs and hobbies over our lifetimes.
Put in your annoying quest to have to switch classes.
Make us lose skill when we change classes.
I have an instant respec button in every MMO I have ever played. Even EVE.
I will roll an alt and I will get that ez mode button to change classes, 30 seconds and I log over. There ya go, no skin off my back and congratulations you just made it a LOT less fun for a LOT of people.
Then when that rogue gets bored and considers a mage alt and they reconsider because they have to create a new toon and then they do not have access to their mains house and have to juggle several toons banks and guild hall permissions and bla bla, it isnt worth it, not seriously. So they dont play and the community is out for the night or if they stop playing the community is out forever and SOE is out money.
I just see this totally differently. I see it enhancing roleplaying and strengthening the community and making character identity even stronger.
Also, on another note, according to the Labor Department “the average person born in the later years of the baby boom held 10.5 jobs from age 18 to 40."
Having an alt is nothing like what Dave was talking about in the video. He was talking about freely switching between classes while using the same character.
This leads me to believe that whatever system they're coming up with won't be as involved as re-leveling the character all over again. If that was the case, then the system would barely be better than creating alts.
Whatever they come up with, it sounds to me like leveling from 1 to cap on your pimary class won't be nearly as hard as it will be to switch classes on that same character.
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People are still missing the point that allowing everyone to easily be everything destroys the need for players to seek out others and to work together. Playing an alt at least requires players to start another character, go through the process of regearing a character and possibly having to travel on that character across the world in order to rejoin a group. It shouldn't be convenient, because there needs to be some limitations in order to encourage players to work together. Those limitations create a reliance upon other players, interdependence and the sense of community completely missing from modern MMOs.
Allowing players to circumvent the process of working together by permitting them to fill every role is the antithesis of a massively MULTIPLAYER online ROLE playing game.
Georgeson simply eluded to Everquest Next allowing players to change roles, not being stuck if you change your mind. What he did not, in any way suggest, is that you'll be able to freely change back and forth.
You're incorrect.
You would only be correct if everyone can be every class at the exact same time. If you're a tank, and you can freely switch to a DPS class, you still have to seek out other players (You'd still need to find a tank, healer and other dps classes to play with).
Just so you know.
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You said I was incorrect, then literally proved my point.
What if you were a tank, had a tank and a healer, but, oh, you can just switch to dps.
That scenario proves my point, not yours. Regardless of what class you switch to, no class can perform all roles at the same time. So no matter how you switch, you're still going to need to seek out others that complement your new role to play with to tackle group and raid level content.
You've created this scenario in your head that was not remotely mentioned by Dave in the video and is really far off base.
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The benefit of a job system like Final Fantasy is that you CANNOT be all roles at the same time AND you have to level each separately.
With this system, I can have one character that might be a level 50 mage, level 10 tank, AND level 35 bard. I cannot be all of them at the same time, but I can switch between each one. Also, I have to level each part separately. So, when I am tanking, I earn XP as a tank and level as a tank. You don't need to have all the abilities at the same time. When tanking, you use your tanking abilities at the level your tank class is. When you are a wizard, you wiz at the level of your wizard class.
The job system simply replaces the need for alts. You still have to level each class separately, you just don't have to do it on several alts.
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Yup, that could be what he's talking about. I'd love a system like that, personally.
If they didn't make it that envolved, and just let you pay a SC fee, or do a long quest, or talk to a trainer in town to switch, and you just keep your character/level/name/etc, and just switched to a new class, that would be fine with me too.
Anything that allows for more game play variety and freedom without having to play alts.
Legends of Kesmai, UO, EQ, AO, DAoC, AC, SB, RO, SWG, EVE, EQ2, CoH, GW, VG:SOH, WAR, Aion, DF, CO, MO, DN, Tera, SWTOR, RO2, DP, GW2, PS2, BnS, NW, FF:XIV, ESO, EQ:NL
this guy is onto something here. Maybe this is the correct way and the way EQ Next will be.
Not sure if onto something, or just on something.
Having played Rift I must say that this roleless ideal while is nice on paper does bring about some very serious balancing issues.
This does seem to be the new trend... FFIX and Elder Scroll are both following this model I wouldn't be shocked if EQN doesn't follow. I just hope that if I play a rogue tank again I don't become totally useless for 6 months between releases like what happened in Rift.
Again if they can pull off the balancing act then cool I like the idea. Otherwise..... I am not sure if I want to deal with the pain, grief, and cries of the growing pains of this system.
Did you ever play Ultima Online? This is the system they used and it worked brilliant. UO was a sandbox style. If you haven't tried it you still can. The graphics are very dated and it's top down perspective, but you can do all sorts of things and switch your skills around all the time to be good at different things as you use them.
Also Mortal Online did this as well, but it was polished enough since they were low budget developers.
SOE has the money and the designers to do this system correctly. So one character can live many lives over the course of the game.
Want to build a house? Go to your local npc and get a dull rusty axe and hammer and chisel. Then go out and use them on the surrounding woods and rocks to gain wood and stone. This will raise your skill in wood and stone collection and your strength and stamina.
Need to get cash for the floor plan perchase? Either sell the wood and rock to venders or other players, or grab a rusty sword and shield and go out for an adventure to kill mobs and gather money, weapons, pelts etc from them for sale to vendors and other players. After a while your skill in fighting will go up and soon you will have gathered enuff to start building house.
As you build you use wood and masonry and metal working skills, as these skills grow you get faster and better but you gain new skills like making furniture and other things. So the skills build on each other.
After you are done building your house you can then work on other people's homes and surrounding buildings to make money or drop those skills and just go adventuring and learning new skills related to combat from trainers. But you can pick and choose from all the various class trainers so you don't just have to be a warrior, pally, shadownight, druid, shaman, rogue, berserker, mage, necro, wizard, enchanter etc. You can pick maybe 3 druid skills, 2 rogue skills, and some mage skills to form a unique style all your own. Whatever you put more skills into dictates your class name.
Even if you choose a bunch of skills and are considered a certain class, your fighting style is also dictated by your skill with whatever you are using. If you use a mace and shield skill, your will have more health, stamina, and strength along with it. If you choose to use duel daggers, or bow and arrow skills your dexterity and agility will go up. If you choose staff, charm, wand skills your intel and wisdom will go up.
Once you reach the desired level skill in whatever you are going for you can lock it in. If you change your mind you can turn it to lower and start using a replacement skill.
Isn't Rift the best WoW clone there is? Not even being sarcastic. Isn't it pretty much WoW in a new world with their class implementations?
Big difference -- EQN wont focus on end-game raiding and such for fun in their game. They want players to generate their own fun, which makes the game last longer. If you build a themepark game, you have to be providing constant updates every month or two, its an endless cycle. While in a Sandbox they can probably do once every 6 months or a year. I doubt Raids will even drop better gear than crafting, or else everyone would just raid. Although I think it'd be nice if there was a healthy medium -- A crafting material you need drops off a boss. Or at the least, have high value crafting materials in a PvP enabled zone.
I would love EQN to have a "Job and sub-job" system like FFXI.
All I have heard from reviews of FFXI is that it is very convenient. Convenience translates to EZmode when it comes to sandbox titles.
Why would anyone think that the "jobs" formula in an oversees based rpg would be good in an actual Next Next Gen game?
In all reality, it sounds as if some here are basically asking to be able to pay money to be every class in the game any time they want A.K.A. convenience. It's as if paying for an I win button is now the de facto way to go.
I am very concerned about this crop of gamers from the "I want it now" generation. What happens in RL when you can't do everything, or buy your way through it?
It's obvious you would need to learn new talents to deal with whatever new life job or situation or passion you want to follow. So it makes sense that following a skill based system with skill cap is more accurate. The more you use a skill the better you get. As you stop using skills, they lower in ability until they are a distant memory but not forgotten.
Anyone here ever actually play a full sandbox game with player built houses and such?
I just heard from a source that Smedley and Dave BOTH use the bathroom everyday. Bowel movements totally confirmed for EverQuest Next! OMG
=D
Because...you know obviously we all expect real life and video games to be exactly the same. God forbid I ask a video game to be a little less like work than my actual job is. lol
Based on your reasoning, going to the movie theater should only give you access to working towards seeing the movie. Because getting the movie right away, or "buying" you way into the theater would be too easy. Damn "I want it now" generation! Back in my day we had to build the theater every time we watched a movie!
The only convenience a multi-class system needs to offer is the convenience not to have to create and log onto an alt. The rest is up to the developers on how they want to design their game.
There isn't anyone here that played Guild Wars?!
Multiclass system can be designed to make the initial class choice the most important, but still allow a lot of flexibility and progression towards a specific role.
In GW, I played a mesmer primary, but changed my secondary frequently to supplement whatever disruption/domination role I wanted, or needed, to play in specific areas of the game.
LOL. Spot on. Some people forget what games are about.
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That's a good point, but he specifically said classes. So... to me it sounds more free-flowing than GW2's character customization (where you can make one class as offensive, defensive, supportive or mixed as you want) Sounds to me mre like he thinks you should be able to have 1 character, and it can work towards leveling all classes, and switching to them as you feel like it. Or something like that.
I guess we'll find out August 2nd :P
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