Draegan said:
I disagree with a lot of classes. Keep the number low. Not Mage, Cleric, Rogue, Warrior low. But 8 is a good number, anything over 10 is too many. The reasoning behind this is balance and itemization.
I also disagree with the FFXI varying class system. Or at least done differently. Something doesn"t sit well with me when your character can just switch classes by just going to town. It doesn"t lend to character identity very well. You could develop a system where things like bound gear, reputation or factions are account bound rather than character bound.
What is so good about the FFXI combat system? I havn"t played the game in years but I can"t remember how it was done, can you explain?
AC1"s Character development? Explain, I never played the game beyond trying it for an hour. And that was a long long long time ago.
I"m not really calling for all those things, just making the point that developers shy away from good aspects of other games, just to be different. The number of classes was just a personal point, which I know a lot of folk disagree with. Most folk who have played FFXI really like the ability to play all classes on one character. It removes a lot of the grind when you are improving an existing character instead of leveling yet another toon through the same old areas.
The class system in AC1 and the combat system in FFXI are unparalleled. Nothing else comes close to them. The AC1 class system, in a nutshell, is that as you gain experience points and levels you gain points to spend on any skills, abilities or stats. I"ll leave it at that, but its like saying Ben n Jerrys make ice cream - its true but it doesn"t really give you a taste of how good it is.
The combat system in FFXI is just sensational. It has two elements :
1) Its based around a certain number of points per level applied to individual weapon skills. The cap is different for each weapon class, based upon character class. At certain levels of skill special attacks become available. Some attacks are only available to specific classes.
This first part is the basis for getting the special attacks. This is not what makes the system so good.
2) The real innovation is that attacks can be chained together and produce significant effects of all different types - damage, debuffs, buffs, heals, etc.
Each special attack and each chain attack (a chain attack is a Renkei) have an element attached to them. All mobs have elements they are strong and weak to.
See this chartfor a graphical representation of the system.
Effective use of Renkei doubles or triples the effectiveness of a conventional party. Its a great method, apart from anything else, of making a group of people be much more than the sum of their parts. In this respect it achieves what the "trinity" did in EQ1, with different mechanics. It can be the method some games look for, giving a reason to party over soloing.
EQ2 did try to adapt this system, but given the 6 buttons a second you spam to play that, they had no chance of pulling it off.
Again, I"m underlining that game mechanics and hooks in the game are far, FAR more important than the type or quality of the graphics.