EQ Never

Quaid

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Lets quote that, I have learned to never count anything out.
Ya... I should have added 'unless they are fucking morons' at the end.

Monetizing classes would literally rip the guts out of EQNext based on my understanding of the game.
 

zzeris

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They won't monetize classes per se but I could see them monetizing a goal needed to get a few classes. Like WoW required engineers having 10 k gold for a part to make the hog, I could see that armor pre-req maybe needing a $3 piece. There will have to be some hard to get classes out of 40. I don't see all of them being completely free(at least early). SKs and Pallys could be such classes but could be wrong.
 

Lenas

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Classes are going to require huge time sinks. Jeff Butler pretty much said at SOE Live that you'd need to be a neckbeard poopsocker to get em all.

AKA spend 1 week looking for this ultra-rare-drop or pay 500 SC
 

Daidraco

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I sincerely doubt a staple class like paladin or shadowknight, but yea.. I can definately see where, in order to get a particular class, you have to go on this legendary journey that spans the course of 3 months due to rng rng and other cock blocks. Or!!!! for the price of 25.99, you can skip that and get it now! Just think about how many people would have paid 30 bucks for the legendary cloak in WoW instead of grinding that shit out. Is it dumb? Its debatable. The class is still able to be obtained through playing and just because you get a class, doesnt mean you're King Dingalong. For example, you can buy Lux with Cash or you can buy her with Influence Points (A grind) in LoL and plenty of people are OK with that. Itll be interesting to see what they monetize, just put it that way.
 

Quaid

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The thing is, I'm getting the distinct impression from comments Jeff & Dave have made that a bulk of the scripted content is going to be directly related to the acquisition of classes. That means, the ultimate reward for engaging the world is unlocking new play styles.

If you allow classes to be purchased, what is that player's motivation for engaging with the world? If players don't engage, their 'evolving world' is ultimately wasted. Why would they allow you to pay to not experience their game? Are there any examples of this in the industry, other than level boosts in decade old MMORPGs?

The concept doesn't make sense, and would be terrible design on their part.
 

Cinge

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I would almost say its pretty common, though in most cases its a matter of paying to shorten the "time" to gain X. Some games let you just buy X straightout, but most just make the acquisition faster, bypassing something in game, but still making you get the pieces or final piece yourself.
 

Quaid

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Hah I think I just realized how they are gonna gate content.

There are 5 tiers to the world. They'll make 8 classes available in each tier. The monsters of the tier higher than the player will require class abilities from those available on his current tier.

That makes the multiclassing system look less crazy too. Makes itemization easier to organize...
 

Quaid

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I would almost say its pretty common, though in most cases its a matter of paying to shorten the "time" to gain X. Some games let you just buy X straightout, but most just make the acquisition faster, bypassing something in game, but still making you get the pieces or final piece yourself.
But with EQN we are talking about something fundamentally different. In other MMORPGs the game is about acquiring max level so you have access to all your abilities. In EQnext the game is about acquiring every class so you have access to all your abilities (max player power).

To have a similar outcome, a company would have to sell (in the traditional MMORPG level model) a potion of '+5 levels'. That's the only way it could be comparable to selling classes in EQN.

I don't think anyone is doing that, are they?
 

Cinge

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Not really. If the endgame of EQ:N is classes, then to compare to most other games it would be equal to gear. And as for f2p, they mostly do what I said, which you could see here like others have said. Leveling is a minor bump in other MMO's(most of them) and not what the game "is about".
 

Lenas

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Leveling is a minor bump in other MMO's(most of them) and not what the game "is about".
I think the vast majority of MMO players would disagree with you. End game raiders/pvp'ers compromise a small percentage of overall player bases.
 

Daidraco

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Im still thinking its just going to be an item grind to progress. From what they showed us at the convention, it just fits. Gating harder content behind abilities seems, not only finite, but hard to do in an MMO. Unless it really is just a trigger. Guards wont let you pass from this zone to the next unless you meet a certain requirement. Which, I really hope not. Or, if its an ability that say.. smashes through something? Whats to keep a neck beard from just doing shit for you. I dont know, maybe Im just being close minded.

Also, if the game is centered around just doing events/quests that gain you a new class... Whats the driving force for someone that is already playing the class they want to play and they have in their mind, the best cross passives and cross abilities for that class? The idea just seems to fall flat for a lot of people. Case in point - Final Fantasy. I have other classes leveled up, but I only play my Paladin. Its the class Ive worked the hardest to gear and its what I like to play.
 

gogojira_sl

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Would +1 for Snake Man reference but out of nets to give you.

He was the first Shissar I camped. I wish Capcom wasn't so terrible now.
 

Quaid

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Im still thinking its just going to be an item grind to progress. From what they showed us at the convention, it just fits.Gating harder content behind abilities seems, not only finite, but hard to do in an MMO.Unless it really is just a trigger. Guards wont let you pass from this zone to the next unless you meet a certain requirement. Which, I really hope not. Or, if its an ability that say.. smashes through something? Whats to keep a neck beard from just doing shit for you. I dont know, maybe Im just being close minded.
It would be the easiest way of doing it. You only need to make a couple class abilities per tier matter.

Tier 2: 1 or more obtainable classes have dispel & cure, because the MOBs in tier 3 start to cast DOTs and debuffs.
Tier 3: 1 or more obtainable classes have CC spells, because the MOBs in tier 4 attack in packs.
Tier 4: 1 or more obtainable classes have slow & armor buffs, because the MOBs in tier 5 have crazy melee dps.
 

Quaid

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Not really. If the endgame of EQ:N is classes, then to compare to most other games it would be equal to gear. And as for f2p, they mostly do what I said, which you could see here like others have said. Leveling is a minor bump in other MMO's(most of them) and not what the game "is about".
The endgame in EQN is acquiring items, just like every other MMORPG. The class-gathering-game is exactly the same thing as leveling up in other games, just packaged differently.

I just don't think SOE would sell you the Ranger class, just like I don't think Blizzard would sell you 'level 1-5'. It destroys the need to play the game, and it doesn't make sense. This is why companies are offering 'level boosts' in aging games. They WANT you to ignore the old content that doesnt measure up to their current offering.

Items? Sure. Those are temporary power gains. Player power on the other hand is permanent and far more valuable.
 

etchazz

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Partially true but simplified a whole lot. All games up to now had various ways to level but that was the end goal. You did what you needed to get to the end game for raiding most of the time. With leveling removed, we don't know how they will show progress. You maybe can cook, or explore which not only should help you gain skills you want but will probably be pushed. You don't have that one driving force that pushes you past content and possibly leaves friends behind or slows you down. Now, your friend should be able to group with you at any point. You can probably expand your skill selection how you want. You raid with everyone in gigantic rallying calls or just do your own thing. At least that's how they have been describing it and I'm glad the Gerbil Wheel isn't being used. I'm pretty tired of the camping, questing, etc grind to get to the game part.
The grind is still going to be there regardless. Unless it's possible to enter the toughest dungeon in the game the very second you log in to play, leveling, in some form or another, exists.
 

Cinge

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Correct me if I am wrong, haven't paid super close attention to info, but last thing I knew is they still had "Tiers" instead of levels and certain places/zones would require Tier X to do?
 

Quaid

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Correct me if I am wrong, haven't paid super close attention to info, but last thing I knew is they still had "Tiers" instead of levels and certain places/zones would require Tier X to do?
I'm not entirely sure if it's a hard numerical restriction, or if tiers are gated by things like 'needing an obsidian pick to get into the magma caves' or something. I don't think they've been totally clear. I mean, if a tier 1 player is useless against tier 5 encounters wtf is the point of a no-level system?