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The class system good or bad or just needs some work

Wel again this in response of a thread already running. Lots of people really want a skill based mmorpg but i'm not so sure if thats the way to go.

With skill based system everybody can more or less train any skill as they see fit. Now people who really like this concept argue that you get more indivualisme to the char but the reality people tend to play a role in the game and just develop into one of the archtype classes just to support there function or are total soloers that use the system to be self supportive. The sad thing is that any try to get out off the archtype group setup has failt untill now. In the end it rather makes people all the same in a skill based system because in the end everybody gets the same skill because there basic skill can't be trained anymore so they develop the others and in the end everybody has all there skills at max level.

The class system prevents you from becoming a fighter after you choicen a healer. This limits your options from start and in the long run BUT it also makes it easier developing your character. In most skill based sytem you can gimp your char by training the wrong skills first making it mostly games with a steep learning curve in the start of the game.

The main problem of most class based mmorpg is they make it to easy not to make misstakes so everybody gets to max level it jsut depends on your char on how fast. In a skill based mmorpg people that don't learn to play there char right tend to be left behind which sort of "seperates the man from the mice" most old time mmorpg hate the Roxxor kiddies i really enjoy that those get shafted by a to diffcult system to get into. Im one of them i eally found that skill based mmorpgs have A LOT more mature community.

Actaully i think that WAR is going the right way actaully and that is a primairy and secondary class. Basic group will rely on the primairy classe with possibity of having the secondary class providing the needed skills to finish a group. In basic group keep function the same in both skill based and class based games. PvE groups are support class (healer/buffer), pull class(ranged dmg dealer), damage dealer, tank(agro holder) and PvP there's the additional stealther(for suprise and recon) and some of the mention classes get split up into 2 classes. You really end up with only a few base classes.

Also really like to see more Side proffesions like the ones you used to have in SWG. i really would like see that more often. Just be a dancer as a side proffesion.

If it was my choice i would say 3 proffesions. 1 basic group PvE class, 2. basic PvP proffesion 3. in town proffesion. that would be activated on where you are so when in town you become the crafter builder or wathever. In Pvp a certain type and in Pve a certain type. just my two cents ofcourse

Comments

  • VircoVirco Member Posts: 3
    I think without a class system then there is no variety. To me having no classes in a game would be kinda boring depending on what content they put in the game. Although i do believe that they need to work on the classes more than they are, for instance, maybe make a few more classes even if they are quite unbelievable. Just get creative.
  • Theoretically you could say that a class system is just a subset of a skill system.

  • MrbloodworthMrbloodworth Member Posts: 5,615


    Do classes suck?





    I was away, of course, but i am sure that plenty of people have expected me to jump in on the never-ending debate on class-based systems. So I thought I should, but with brevity.

    Class based systems are:

    • Simpler. Everyone has just one role to play, and a game is
      built out of bringing a fairly fixed handful of these roles together.
      It’s like a sports team. You gather a few defenders, a few attackers,
      and so on.
    • Simpler means the permutations and combinations are easier to balance. Less permutations and combinations, natch. You can trap them all.
    • It also means it’s heavily constrained,
      which makes it easy to learn and master. “You stay back here, and if
      the ball comes in this direction, you catch it.” “You stay back here,
      and if the ball tries to go in the goal, you stop it.” “You stay back
      here, and when the red bar on a teammate reaches this percentage, you
      hit this button.” Obviously, there are endless nuances, but this is a
      heavily constrained experience, very directed. Very different from
      one-on-one games like tennis, where you have to manage defense and
      offense both, for example.
    • Lastly, it’s easy to communicate because it relies on archetypal roles very strongly. Healer, tanker, nuke, defender, attacker, goalie, etc.

    It’s no accident, to my mind, that the MMORPGs have
    progressed more and more towards feeling like sports games, with raids
    and so on. It’s the thrill of being part of a well-oiled machine, where
    each has a role to play and knows how to play it well. The terminology
    is creeping towards similarity as well: I don’t think the term “pick-up
    group” is a linguistic accident, but rather a recognition of the ways
    in which the dynamics are much like a pick-up team in a sport.

    Skill-based
    systems are, of course, none of the above. They are more complicated,
    harder to balance, so lacking in constraint that they often seem
    directionless, and hard to explain to users. But they do have some
    virtues that run contrary to the sports metaphor:

    • Users aren’t locked in to one behavior; they can shift their
      nature or have more than one specialty. In a team-based game, this is
      generally a bad thing; you need intense focus.
    • Class-based games have to be designed in a fairly static
      way; you cannot add a new role to soccer or baseball without throwing
      the whole thing out of whack. You can’t add a sniper to football,
      useful as it might be. In contrast, skill-based games are expandable because not all the roles need even aim at the same purpose.
    • Which brings to mind another virtue, which is that there’s no assumption that every role is equal. This is something that is a lie
      in team-based games anyway. Everyone contributes, but sorry, some
      contribute more than others, and some roles are far less important than
      others, far easier than others, and far less active than others.
      Skill-based games can feel fre to say “sorry, this is a shallow role.
      If you aren’t satisfied by that, feel free to pick up some other stuff
      too.”
    • And really, the fact that there can be multiple reasons to play
      is at the heart of it. This is why class-based systems have real
      trouble absorbing crafting, for example, and we often see the notion of
      having a separate parallel class system for crafting alongside the
      combat classes. It’s like asking a hockey team to also do embroidery
      during the match.

    Of course, the game design secret here is that class systems and skill systems are the same thing;
    they simply have different parameters. A skill-system can have
    exclusive skills, pre-requisite skills, tiered skills, branching
    skills, mutually exclusive branches, and so on. Put in enough of these,
    and you tip over into what gets called a class system.

    The
    question is, as always, what is the appropriate mix for the job. If you
    are making a game centered around teams, with clear singular objectives
    and one core system and mechanic, and nothing much else in the mix,
    then yes, of course, go with classes. Anything else would be a bit
    strange.

    But if you’re making a virtual world with more than
    one thing to do, more than one game system, then they’ll make less
    sense. As soon as you have parallel game systems that don’t really
    overlap in their objectives, you’ll need to account for the fact that
    someone might be a hockey goalie and a herringbone stitcher. And the more of these you add to the mix, the less sense classes will make.

    I leave the question of whether virtual worlds are destined to have one single core game mechanic as an exercise for the reader.



    ----------
    "Anyone posting on this forum is not an average user, and there for any opinions about the game are going to be overly critical compared to an average users opinions." - Me

    "No, your wrong.." - Random user #123

    "Hello person posting on a site specifically for MMO's in a thread on a sub forum specifically for a particular game talking about meta features and making comparisons to other titles in the genre, and their meta features.

    How are you?" -Me



  • Originally posted by Mrbloodworth










    Do classes suck?












    I was away, of course, but i am sure that plenty of people have expected me to jump in on the never-ending debate on class-based systems. So I thought I should, but with brevity.


    Class based systems are:



    Simpler. Everyone has just one role to play, and a game is
    built out of bringing a fairly fixed handful of these roles together.
    It’s like a sports team. You gather a few defenders, a few attackers,
    and so on.
    Simpler means the permutations and combinations are easier to balance. Less permutations and combinations, natch. You can trap them all.

    It also means it’s heavily constrained,
    which makes it easy to learn and master. “You stay back here, and if
    the ball comes in this direction, you catch it.” “You stay back here,
    and if the ball tries to go in the goal, you stop it.” “You stay back
    here, and when the red bar on a teammate reaches this percentage, you
    hit this button.” Obviously, there are endless nuances, but this is a
    heavily constrained experience, very directed. Very different from
    one-on-one games like tennis, where you have to manage defense and
    offense both, for example.
    Lastly, it’s easy to communicate because it relies on archetypal roles very strongly. Healer, tanker, nuke, defender, attacker, goalie, etc.



    It’s no accident, to my mind, that the MMORPGs have
    progressed more and more towards feeling like sports games, with raids
    and so on. It’s the thrill of being part of a well-oiled machine, where
    each has a role to play and knows how to play it well. The terminology
    is creeping towards similarity as well: I don’t think the term “pick-up
    group” is a linguistic accident, but rather a recognition of the ways
    in which the dynamics are much like a pick-up team in a sport.


    Skill-based
    systems are, of course, none of the above. They are more complicated,
    harder to balance, so lacking in constraint that they often seem
    directionless, and hard to explain to users. But they do have some
    virtues that run contrary to the sports metaphor:



    Users aren’t locked in to one behavior; they can shift their
    nature or have more than one specialty. In a team-based game, this is
    generally a bad thing; you need intense focus.
    Class-based games have to be designed in a fairly static
    way; you cannot add a new role to soccer or baseball without throwing
    the whole thing out of whack. You can’t add a sniper to football,
    useful as it might be. In contrast, skill-based games are expandable because not all the roles need even aim at the same purpose.

    Which brings to mind another virtue, which is that there’s no assumption that every role is equal. This is something that is a lie
    in team-based games anyway. Everyone contributes, but sorry, some
    contribute more than others, and some roles are far less important than
    others, far easier than others, and far less active than others.
    Skill-based games can feel fre to say “sorry, this is a shallow role.
    If you aren’t satisfied by that, feel free to pick up some other stuff
    too.”
    And really, the fact that there can be multiple reasons to play
    is at the heart of it. This is why class-based systems have real
    trouble absorbing crafting, for example, and we often see the notion of
    having a separate parallel class system for crafting alongside the
    combat classes. It’s like asking a hockey team to also do embroidery
    during the match.



    Of course, the game design secret here is that class systems and skill systems are the same thing;
    they simply have different parameters. A skill-system can have
    exclusive skills, pre-requisite skills, tiered skills, branching
    skills, mutually exclusive branches, and so on. Put in enough of these,
    and you tip over into what gets called a class system.


    The
    question is, as always, what is the appropriate mix for the job. If you
    are making a game centered around teams, with clear singular objectives
    and one core system and mechanic, and nothing much else in the mix,
    then yes, of course, go with classes. Anything else would be a bit
    strange.


    But if you’re making a virtual world with more than
    one thing to do, more than one game system, then they’ll make less
    sense. As soon as you have parallel game systems that don’t really
    overlap in their objectives, you’ll need to account for the fact that
    someone might be a hockey goalie and a herringbone stitcher. And the more of these you add to the mix, the less sense classes will make.


    I leave the question of whether virtual worlds are destined to have one single core game mechanic as an exercise for the reader.





    Not sure if easier to balance is a 100% thing.  If the system is heaevily vertical than that is probably true.  But a system that is very lateral and caps all "roles" or abilities or whatever you want to call it.  Lets just say specialties.  Well that may work itself out.

    A good example is Eve.  Which has a fairly hard cap on the power of any one skill line and is very much lateral.  Then for balance you just have to make sure that any particular combination of things does not synergize into uberness.  For Eve that is not so hard to do since being awesome at BattleShips and Interdictors means nothing together and maxing out projectiles is just maxing out projectiles.

    I don't think it is a coincidence that the treadmill of uberness games tend to be class based.  But I don't think its always the case that class based is easier to balance.  In fact I think it might be easier to balance a nicely deisgned lateral skill game.
  • nomadiannomadian Member Posts: 3,490
    I don't mind the class system but it bugs me when the classes are really boiled down to HEALER-TANK-DAMAGE DEALER. If anyone has played Dota that is a lot more varied 'class' design.

  • MrbloodworthMrbloodworth Member Posts: 5,615


    Originally posted by nomadian
    I don't mind the class system but it bugs me when the classes are really boiled down to HEALER-TANK-DAMAGE DEALER. If anyone has played Dota that is a lot more varied 'class' design.





    That’s all that design allows for. Its based off the LOTR "group" set
    up that was carried over to the DnD, and now MMO's. = People get bored


    Skill based system allows you to make your own "class" based on your play
    style. = Freedom of play, choice and people stay more attached because of the limitless
    possibilities and combinations.

    ----------
    "Anyone posting on this forum is not an average user, and there for any opinions about the game are going to be overly critical compared to an average users opinions." - Me

    "No, your wrong.." - Random user #123

    "Hello person posting on a site specifically for MMO's in a thread on a sub forum specifically for a particular game talking about meta features and making comparisons to other titles in the genre, and their meta features.

    How are you?" -Me

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