We have had a lot of marketing centered around being able to play how you want, mainly that your class would only be “your starting point.” That is no longer true. As it stands now, your class isn’t just “your starting point,” but it determines what you are unable to learn later or do later by way of the classes you did not choose.
Philosophy of MMO Game Design
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What is it with you and constantly starting threads that gives us no chance to properly reply? xD
By replying in any proper manner, it'll just break the NDA.
If i ever start a company that have NDA´s one of my questions would be
State your internet handle and any MMORPG beta you have been in.
That should weed out a good chunk of them. =P
This have been a good conversation
For one thing, this isnt a NDA break, since this is info from Developers.
Also I didnt say there arent other skill lines. But Classes being just a foundation, no longer is true. Since you cant cross skills with other classes. So some builds arent possible. Cant just make a class as you see fit, to your liking.
Cant just build a class. The current class system is a big restriction that was marketed as a small foundation starter point.
I am just informing people to this set of info, which is also being discussed on other TESO communities. So nothing to be offended about.
Philosophy of MMO Game Design
Well given that we only have 5-7 active abilities at anyone time to begin with and we know that each weapon has a skill line, each guild has a skill line (at least two are confirmed) and there are other skill lines in game does it really matter?
I mean yea you won't be able to put the most powerful heal, taunt, mitigation buff, mob debuff, and DPS ability on your ability bar all at the same time. But did anyone really think we ever where going to be able to? I mean TES games are fun but they have a history of no shortage of unbalanced god mode builds.
This is not the first post that the OP has made in this manner. Secondly, if the information regarding this subject is freely available for all, then naturally I apologize. I have simply not seen so.
And why the heck would I want to reply like that, just to say I can't answer? I'd love to answer, and go more in depth. However, from what I have read, seen and been told, you can barely even say you're in the beta, so, that is where I got my reply from.
The only difference in TESO is the addition of the trinity for grouping. Even that is highly open as any class can tank, any class can heal and any class can dps.
The most basic explanation is that picking a class ONLY excludes the skill lines from other classes. All weapons, all guilds, all world, all armor and all Alliance War skills are freely available to everyone. Any addition to those categories will be open to everyone.
Because it is multi-player and offers grouping which is new to ESO games the developers felt a more trinity approach and greater class identity would benefit their game. We can disagree or agree but your character as a starting point is really no different.
I could likely randomly search for 2 official vids that inform us of this information as far back as a year ago.
You stay sassy!
^^ This.
Hey TSW Players http://www.unfair.co/ for Mission guides, Lore Locations and stuff....
OP, you're using the same argument the developers are using for their method of character progression (with skills) to say how it's not true.
They never said you'd start as a sorcerer and have access to skills from another classes skill tree. The way it's been described by them is 100% true. You start as your base class, have your skill tress. Then also have a skill tree for each style of weapon (much similar to GW2 but without the inherent weapon restriction each class has) same with armor, racial choice, faction choice, guild choice, etc. There are a lot of choices for how to develop your character. You use all of the choices you make to customize your class to make it your own. That's always been how it was described and hasn't changed.
In AC there was only one or two builds that anyone played. That's the danger of a totally free system, having some structure with flexibility is the best way it can be done.
However it will all be in the implementation, its a very tricky balancing act.