I want a group to need healing, Tanking, Crowd Control and damage at the least. I'd like to expand that to maybe include evac conditions or support or some such.
I want as many classes as it needs to make it so you need them in a good exploration group.
I'd love to see classes a little more like Blood mage in VG where you balanced things more, you could heal at the cost of your own blood so you could push it far if you were careful.
Offensive and defensive targets, skills which when used cost you something else so you have to play tactically.
Originally posted by arieste Hoping for zero. If there ARE classes, I hope it's something like Rift where there are 4 "main" class types and many options that can mixed underneath.
Also hoping for viable non-combat pursuits like diplomacy in vg or entertainment in swg.
Normally I would hope for zero , but EQ1 nostalgia is stronger than that so I think I want all the same classes/races from the original.
And nothing from that cancerous EQ2 rubbish:)
I do hope that some game eventually comes out with no strict classes. No reliance on tiered gear. Zones that aren't quest it forget it .
No more instanced raids dungeons ,and hides all numbers from the player
I think character creation should go like this in a skills based game where each skill belongs to a subgroup , combat ,divine,nature,magic etc..
Pick your race= race provides certain attributes such as , those attributes effect how fast you learn the subgroups of skills.
Also races give certain special abilities
ex : ogre ; large: wears large armor, can't be pushed by smaller races ,melee damage bonus
;unintelligent: learns magic and science skills slower than normal
;militaristic: learns combat skills faster than normal
;meat hooks: large enough to grab small races in one hand and throw them
etc
pick your diety= each diety gives a small set of skills you can raise in addition to general skills everyone gets plus blocks certain skills
if class is included
either A pick your class , it gives a set of skills in addition to normal skills
or B there are a series of traits you pick 3 from , like holy,defensive,intelligent,charismatic,etc
like paladins (if you wanted a classic EQ pally) would choose holy,defensive,combatant
then from those pick a set of gifts (which could be skills ,passive abilities,actions) possible from each , holy mount, lay hands,etc
Originally posted by arieste Hoping for zero. If there ARE classes, I hope it's something like Rift where there are 4 "main" class types and many options that can mixed underneath.
Also hoping for viable non-combat pursuits like diplomacy in vg or entertainment in swg.
Oh god no. The Rift soul system was an abomination. Ironically, the soul system had no soul whatsoever.
Originally posted by mbd1968 For a true sandbox number of Classes must be ZERO.
I disagree
Classes are just skill templates that come with and without restrictions depending on the game. Sandbox should be implemented with the "without restriction" version, but how this is done could be many thing: multiclassing, freeform skill system, stances, etc.
Originally posted by arieste Hoping for zero. If there ARE classes, I hope it's something like Rift where there are 4 "main" class types and many options that can mixed underneath.
Also hoping for viable non-combat pursuits like diplomacy in vg or entertainment in swg.
Oh god no. The Rift soul system was an abomination. Ironically, the soul system had no soul whatsoever.
+1
Plus EQ2 at release had a system where you picked base class and at 10 it branched then again at 20 to your final class. Since they removed it I doubt they will experiement with another system similar to it.
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what
it offers rather than pass on what might be a great playing experience
because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in
the game mechanics that define the MMORPG genre, then why are you
playing an MMORPG?"
Originally posted by waynejr2 Originally posted by evilastroOriginally posted by arieste Hoping for zero. If there ARE classes, I hope it's something like Rift where there are 4 "main" class types and many options that can mixed underneath. Also hoping for viable non-combat pursuits like diplomacy in vg or entertainment in swg.
Oh god no. The Rift soul system was an abomination. Ironically, the soul system had no soul whatsoever.+1
Plus EQ2 at release had a system where you picked base class and at 10 it branched then again at 20 to your final class. Since they removed it I doubt they will experiement with another system similar to it.
That's a really good point about the branching classes. I'm glad you posted it because I didn't really want that type of branching class structure.
I am actually hoping for SWG 2.0 skill system. Where you have like 3 base "Profession".
Melee
Ranged
Crafter
Then they each spread out into 5 or 6 specific classes that can be branched into. So with enough "Skill Points" you could create an Enchanter / Warrior to create a sort of Paladin-hybrid type class that instead of healing it casts short-term AOE stuns and mezzes, and can use illusions to increase his melee damage and tanking ability due to the illusions having a "taunt" element to them so they do first before the "real" player is ever hit.
Or, you could combine a Necromancer with a Wizard, which would create a Psuedo-Warlock that allows you to summon Golem pets out of MAGMA and can breath fire !
Or or, what about mix a Ranger and a Cleric to create a healer that uses a bow to cast their heals from BEYOND normal spell range. The heals would be less effective, but would be WAAAY outside danger and could be rapid-fired ?
Comments
I'm more interested in whether there'll be a way to change classes than what the classes actually are.
Hoping we can, even if there's no shared skills when you're one or another.
"Heal please"
you know, I think you could be a little more appreciative and ..
"please heal, you're a great cleric"
I think you're just saying that
"WOMAN HEAL"
fine
I can live with skill templates for noobs but the idea of being restricted to one skillset per character? I'm done with that.
My youtube MMO gaming channel
I want a group to need healing, Tanking, Crowd Control and damage at the least. I'd like to expand that to maybe include evac conditions or support or some such.
I want as many classes as it needs to make it so you need them in a good exploration group.
I'd love to see classes a little more like Blood mage in VG where you balanced things more, you could heal at the cost of your own blood so you could push it far if you were careful.
Offensive and defensive targets, skills which when used cost you something else so you have to play tactically.
Asdar
I am hoping for at least 15 classes for diversity sake, and no spec builds... you are what you are.
To me, I hope the classes are written to provide very specific roles and gimp any classes with hybrid roles...
There would be at least two classes for each of the below archtypes
tank
healer
buffer
debuffer
crowd control
melee dps
ranged dps
pet classes
+puller
Normally I would hope for zero , but EQ1 nostalgia is stronger than that so I think I want all the same classes/races from the original.
And nothing from that cancerous EQ2 rubbish:)
I do hope that some game eventually comes out with no strict classes. No reliance on tiered gear. Zones that aren't quest it forget it .
No more instanced raids dungeons ,and hides all numbers from the player
I think character creation should go like this in a skills based game where each skill belongs to a subgroup , combat ,divine,nature,magic etc..
Pick your race= race provides certain attributes such as , those attributes effect how fast you learn the subgroups of skills.
Also races give certain special abilities
ex : ogre ; large: wears large armor, can't be pushed by smaller races ,melee damage bonus
;unintelligent: learns magic and science skills slower than normal
;militaristic: learns combat skills faster than normal
;meat hooks: large enough to grab small races in one hand and throw them
etc
pick your diety= each diety gives a small set of skills you can raise in addition to general skills everyone gets plus blocks certain skills
if class is included
either A pick your class , it gives a set of skills in addition to normal skills
or B there are a series of traits you pick 3 from , like holy,defensive,intelligent,charismatic,etc
like paladins (if you wanted a classic EQ pally) would choose holy,defensive,combatant
then from those pick a set of gifts (which could be skills ,passive abilities,actions) possible from each , holy mount, lay hands,etc
Philosophy of MMO Game Design
Oh god no. The Rift soul system was an abomination. Ironically, the soul system had no soul whatsoever.
I disagree
Classes are just skill templates that come with and without restrictions depending on the game. Sandbox should be implemented with the "without restriction" version, but how this is done could be many thing: multiclassing, freeform skill system, stances, etc.
+1
Plus EQ2 at release had a system where you picked base class and at 10 it branched then again at 20 to your final class. Since they removed it I doubt they will experiement with another system similar to it.
Epic Music: https://www.youtube.com/watch?v=vAigCvelkhQ&list=PLo9FRw1AkDuQLEz7Gvvaz3ideB2NpFtT1
https://archive.org/details/softwarelibrary_msdos?&sort=-downloads&page=1
Kyleran: "Now there's the real trick, learning to accept and enjoy a game for what it offers rather than pass on what might be a great playing experience because it lacks a few features you prefer."
John Henry Newman: "A man would do nothing if he waited until he could do it so well that no one could find fault."
FreddyNoNose: "A good game needs no defense; a bad game has no defense." "Easily digested content is just as easily forgotten."
LacedOpium: "So the question that begs to be asked is, if you are not interested in the game mechanics that define the MMORPG genre, then why are you playing an MMORPG?"
+1
Plus EQ2 at release had a system where you picked base class and at 10 it branched then again at 20 to your final class. Since they removed it I doubt they will experiement with another system similar to it.
That's a really good point about the branching classes. I'm glad you posted it because I didn't really want that type of branching class structure.
Asdar
0 classes
8)
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Corpus Callosum
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I am actually hoping for SWG 2.0 skill system. Where you have like 3 base "Profession".
Melee
Ranged
Crafter
Then they each spread out into 5 or 6 specific classes that can be branched into. So with enough "Skill Points" you could create an Enchanter / Warrior to create a sort of Paladin-hybrid type class that instead of healing it casts short-term AOE stuns and mezzes, and can use illusions to increase his melee damage and tanking ability due to the illusions having a "taunt" element to them so they do first before the "real" player is ever hit.
Or, you could combine a Necromancer with a Wizard, which would create a Psuedo-Warlock that allows you to summon Golem pets out of MAGMA and can breath fire !
Or or, what about mix a Ranger and a Cleric to create a healer that uses a bow to cast their heals from BEYOND normal spell range. The heals would be less effective, but would be WAAAY outside danger and could be rapid-fired ?
Oh god my mind just went "THE POSSIBILITIES!" !