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Just wondering why this traditional SOE trademark would not fit in this game... Its my favorite feature in both EQ games and its what sets them appart from the rest..
i dont think multiclassing will be a replacement for this, somehow it sounds wrong to ma that they are going full gear progression and forget about deep character progression... Where multi classing will be more of a horizontal progression.
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
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With 40 classes and each class having 4 abilities, that's an eventual pool of 160 abilities.
Add to that 20 or so (probably more) weapons, each with 4 abilities.
So all weapons across all classes will give a pool of 240+ abilities/spells/actions. At launch...
I haven't had a chance to watch all the video's and if its true they have left out AA's that will be unfortunate. To me AA's where an additional reason to leveling after the cap other than just for gear through progression/raids.
AA's was one of the reasons I continued to play EQ after hitting my level cap, besides the social aspect.
AA's would also be another way to continue to separate yourself from others of the same classes. I'm guessing with the multiclass system and if you tried to add in AA's you'd never be able to balance in PvP.
No. Wow Sony took all my ideas from my blog!!! >:-(
no thats not what the goal is. The game is designed around the concept of "endgame stars at level 1"
for real this time and not just a phrase like Anet and other developers throw it around.
in EQN, like in my MMO idea from my blog, the game is similar to endgame of any other traditional THEMEPARK MMO, but since you have no levels, you have the freedom to explore and venture anywhere without paths, like a sandbox. Progression is still there like endgame in any other traditional THEMEPARK MMO.
but to replace the feel of leveling up, the developers hidden secret goals in the game world for each character to complete to unlock new spells and skills to use. In other words, its the same concept of what traditionally gets unlocked when a character levels up in a traditional leveling based THEMEPARK MMO.
its meant to mimic that.
In traditional THEMEPARK MMO, when you level you gain a skill point for a tree, and you also unlock a new spell or skill to use.
we since there is no levels, you still unlock skills and skill points and spells but by doing random task and missions in the game world rather than by leveling up.
hope that clears things up for you.
Philosophy of MMO Game Design
I don't see this working unless they severely limit the amount of skills/skill points at the start and slowly release them over time.
It works because you have to discover them. And Internet wiki won't help, because the goal is different for each character. Doing task a b and c may unlock skill 1 for that warrior over their but for yours, doing the same thing didnt get that. S you have to venture in the world and discover on your own how to unlock new classes.
Philosophy of MMO Game Design
I see now what you trying to explain. However, I still don't think it will be that much fun. It is the exact same problem that D3 currently has with their gear progression, but worse, since no amount of player activity will lessen the factor of RNG.
I also question that players would opt for grinding the exact same quests every time in hopes that they will get a skill point. At least with the current themepark design players can fetch/kill different animals as we advance.
cant say i am happy about a few things about what we know now, this being one of them. but there is a lot to be exited for too, this is a game that i will have to wait and see for myself before i pass judgement.