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One of the more intriguing features that has been hinted about in Skyforge is the "classless system", an open progression system that allows player to unlock a multitude of classes over time. In addition, the system allows players to, for instance, fulfill missing roles in raids or dungeons on the fly as long as the party is not in combat. Players will gain access to classes and, over time, more advanced classes.
In this case several people can wait for hours for a tank to go on an adventure. In Skyforge the risk of not finding the required class is very minimal – in all likelihood you’ll have a friend or someone already in the group who has opened and developed the required class. And even if they have not it only takes a few minutes to become a Paladin and open up the first few skills in the Progress Chart. The class switch system is designed so that even when you first switch classes from a class you’ve developed, the new class you switch to will also be as developed. This is because the main attributes are tied to the character and not the class. We have written about this in more detail in the article on the Ascension Atlas.
Read the full post on the Skyforge site.
Comments
So, a classless system that makes players get tons of classes.
Huh?!
This is hilarious they are trying to call this a MMO. It eschews all the basic tenets of a MMO for a pick your class for the situation type game.
This is just an expanded rock, paper, scissors type game where you pick your tool for the battleyou expect to encounter.
The system is certainly not as advertised, it is not a classless system, it is just a system where you pick the class for the encounter.
The game looks like short term fun, I would not spend a lot of money on it.
You never had to make alts in FFXI unless you feel you needed a mule.
A Sub CLASS system is by far the better alternative,it gives your player tons more longevity and reason to play him all the while still giving the versatility of this modern rant of classless systems.
IMO a classless system is a cop out for the developer,it is a lazy design of which there is no need for if using a sub class system.
Instead of making constant excuses or trying to tell us the WHY,devs should put in some effort into the grouping and bringing players together,then there would be no need to make anymore excuses.If you have 20+k active users on a server ,you cannot possibly tell me that you can't find 1 of each needed class to form a measly 4-6 man group.The ONLY reason there has ever been a problem is when a game is designed to SOLO,then finding players to group with becomes a real problem,but that is a weak game design not an excuse.
Never forget 3 mile Island and never trust a government official or company spokesman.
I prefer the classless system over ones designated. With the way they have it you can build how you want and really customize your character.
The way it looks, looks similar to Path of Exile. Least with that you pick the stats you want and it branches off to different ways to continue the customization. Which can be bad and good depending on the direction you go to get to where you want to be.
It worked well for Ultima Online, and having options is better then one direction with a specific class. People do like to mingle things together. We don't need a wow or similar game.
All the shitty mmos I've played had a class system, it did not save their mmos either.
At least they are trying a different way so that gets a big thumbs up from me.
I agree with you that a classless system does little to solve grouping problems. Suggesting otherwise is rather short-sighted on the part of the developers (or their spokesperson). You need only look to games like FFXIV and TSW to see that giving players access to everything on a single toon doesn't make them any more willing to play tanks and healers in a group, or to play in a group for that matter.
But that doesn't mean that giving a single toon access to every ability in the game is a bad thing. I, for one, think Skyforge's system might actually make for some interesting group play if the developers manage to keep each of the classes you can acquire unique. They don't need to worry about making every class capable of doing everything in the game, because players have the option to switch between classes when the need arises. So there's a chance the game will employ the kind of class interdependency that some players enjoy.
And leveling is effectively being removed as an obstacle to trying new specs. That's awesome and worrying at the same time if you consider all the caveats that kind of system entails. Either way, like others in this thread have stated, the game is trying to be different; and I don't see that as a bad thing.