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how are you suppose to regulate what you can and cant use with levels?
can't you just wait till a friend get the best stuff and give it to you and bam, your the top level?
can anyone use anything at anytime? no matter how powerful or rare it is?
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or tiers in general? because each class can weild any weapon
Maybe? I mean, there has to be some form of uniqueness to classes in the form of equipment. Maybe every class can equip every generic weapon ie a Tier 1 Magician can equip a Fine Steel Axe, but only a Tier 4 Warrior can equip an Executioners Axe.
Good point,
There are several ways of doing it as I see it,
1. It could be skill based, say you need to have xx skill to use xx type of armor - unsure if skills in EQN, only will be to fill out your 4-8 buttons - or if there will be some additional skills to say armor, mounts, ect
2. Could also be stats based - again I am unsure how stats will be in EQN, but say you need xx amount of STR to use xx armor
3. BOE, and BOP will for sure also come in use, restricting you from passing all your gear down - let’s hope not all item will have BOE, but some that actually can be traded or sold
4. Class restriction, was it 40 classes they are talking about atm, some are for sure damn hard to unlock, so they could come with special benefit
5. Quest / reputation related - you need to complete xx quest to "learn" how to use a certain armor / weapon
And I am sure, those who are more creative than me could come up with a longer list
Trivan
- played them all
Artificial restrictions for items was always a bad thing. Theres no need for restrictions at all. Its unrealistic to prevent someone from using an item if they have the means to acquire it.
Just another thing classic Everquest had right, that everyone else has screwed up since.
Levels = Tiers = QL (TSW's equivalent)
Shot answer is it is ALL semantics. Yes they will "gate" gear and content.
I fear EQN will run up against players ill will without XP. I understand the concept of having "Tier Quests" to obtain the next access of tier. But I think that players will want a constant stream of rewards, IE: xp gain from kills, quests, and exploration. I could be wrong on that. it is merely conjecture.
Edit: Unless EQN replaces XP gain with drops. Which I think would be disastrous, again conjecture.
What is an example of of 'the best stuff'!
The tier of your class will most likely be the only restriction, if any, that you will get on certain weapons. Saying "Berzerker Tier 4", means that that particular weapon, can only be used by a very specific, and not varied subset of the fighters.
However, "Tier 4" only restriction, means that as long as you get a class... any of your classes to tier 4, and equip said class, you can equip this weapon to it. So you can have an evil Cleric (Inquisitor), with this executioner's axe, and it will certainly fit the part.
Also, there will be a "constant stream" of advancement... only that it is not called "xp" or "Levels". No matter what you are doing, you get points, and these points translate into skill points. These skill points are what you can use to add and advance skills in particular classes...
For example: I have an uber warrior setup that I have maxed out, but I just got the ninja class unlocked. Instead of SWITCHING to the ninja class, which I know very little about, and which would limit me back to tier 1 stuff, I instead put points directly into skills that my Ninja has... eventually, I unlock the tier 2 ninja abilities... I keep putting skill points into it, and with time, I get it to tier 5. At this point, if I want to, I could now switch to the Ninja class for it's passive abilities, equip my huge 2 handed sword from my warrior build, and redo it's class skill makeup. So now it is a stealth killing machine that wields a 2 handed sword (katana).
As you gain skill points, these go into a general pool, and you decide what class of the ones you have unlocked, get those skill points and eventually tiers up.
I hope they don't cap the points. I would like to have the ability to possibly inflate all my classes to the highest tier over several years. That would add to the game play for me for sure. I did however, like the caps placed on points in Ultima Online so you ended up crafting a specific class or multi-class and dialing in the points. I also heard they were thinking of making it 2 parts. The first is the points put into a tier and the second is full set of armor for that class on that tier before advancing to the next tier. This would slow down progression quite a bit, but still retain the carrot chasing with gear that most gear progression based games have.
Once you have found all sets to unlock tier 5 on warrior you can take on higher tier content and maybe even skip some of the lower tier content for other classes by collecting higher tier sets as you go for other classes and then just putting points into them to rank up.
Another thought here...what if the point progression is not changed for doing harder content. If that were the case then doing harder content would only be beneficial for collecting higher tier gear for other classes if you had already collected the points. If this was the case then you could do any content and still progress along your points for class unlocks just fine, which would make redoing areas just fine since the content is more dynamic.
The GUI sounds like it will need to have alot of panels.
1 for each class and within that class a unique gear sheet with tier armor collection spots similar to other in game collection mechanics. Basically fill out the blank spots with the right peaces of gear and unlock the next spot and tier as long as you have also spent the class points needed. Sounds a little confusing at first, but easily understood over a short time.
It's amazing how many basic systems outside the EQ/WOW design are so completely alien to so many MMO gamers. So totally foreign that they cannot even conceive of a possible way to do it outside of how the EQ/WOW MMOs have done it.
It's a fascinating yet dismaying monocultural phenomenon.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
Wait, where did you see this that any class can wield any weapon?
This is great if it is true but I could have sworn that I heard that your weapon choice was restricted by the class you have active.
Survivor of the great MMORPG Famine of 2011
One of the panels did say you could equip any weapon, but that certain passive abilities of certain classes work better with a certain subset of weapons. Illusionist, for example, might have a bonus to all castable magics, however, if you equip him with a sword & shield, he wont be able to equip castable magics, which require staves, daggers or staffs. For the full benefit of the passive abilities of a certain class, you will likely gravitate towards the weapons that can maximize the effectiveness of your class' innate abilities.
what about binding? i believe georgeson said once your equip it, its bind to you,
so that means if you build a really cool weapon... you can't even sell it??? that sucks!
Although "tiers" can be looked at like levels as a method of verticle progrssion they seem to act differently and "gear creep" can be avoided a lot easier. It was said that someone T2 could travel to a T3 area but the results would be bad. There was also mention of needing a certain tier of equipment like Mithril to mine down to the T3 content since granite would be in your way.
It's worth noting that tiers are applied seperately to each class. As far as we know "winning" the game means unlocking every class, which is different for people, and progressively collecting 3-4 tiers of gear for each one of those classes to a total of 40... that's 160 sets. This is ignoring the other progression aspects within each class.
Sounds like fun to me.
Far as I've seen, every class has access to only 2 weapons. Example: Warrior can only equip 2-handed swords and mace+shield. That is what defines a class (2 weapons sets and armor type).
So Wizards will not be wielding 2-handed swords unless it is one of their 2 weapon sets.
Tiers are another form of progression. They've said you unlock skills as you play a class, assuming this means you'll unlock tiers 1-4 and as you do, can equip better gear along with it. With how complex they are making crafting sound, I'm also assuming you'll have tiers of materials from which you'll make better quality stuff as well. So doubtful someone can equip Tier 4 stuff on day one, there will be some sort of progression milestones that must be met first.
I say let people equip it but they need to practice with the weapon. Until then when in combat, they might drop it, hit themselves with it, get it stuck in something (like if you don't know or remember to turn it horizontal, a blade can get stuck between someone's ribs).
Remember Gogo in Kill Bill and her weapons? Takes years to master. http://en.wikipedia.org/wiki/Meteor_hammer