Bellstian_foh
shitlord
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Well if that"s the case then you wouldn"t mind giving a few of us early beta invites then huh?
I"d suggest one of the foundational reasons for EQ2 being such a poor game was that central to their development philosophy was they tried to make everything in EQ2 to be as different from EQ1 as was possible. That and its shifting focus from expansion to expansion from solo, group to raid content, and back again, so that as you progress through levels and content its clear it never had a long term vision (don"t you hate how such a valid word is forever tainted, almost beyond use) or identity.Moorgard Mobhunter said:If you want to discuss design philosophy and frame conversations based on what you have experienced in other games, then it has the potential to be extremely useful and informative.
Job/skill systems from FF,UO, whatever fit into certain types of games. But he was right in saying that effects other aspects of the game.MrGraham said:When people say "job system" they don"t mean "clone FFXI"s system exactly".
When I think of applying the job system to, say, WoW, I think of levelling to 80 then being offered a quest by a prominent member of another class to go on an epic quest of self enlightenment that will allow me to learn the ways of their class. Once that quest is complete, I can hit a button and turn into a level 1 of that class, complete with a new starting area that"s easy to enter/exit so I can go back to my other class"s trainer and then revert back to my original class.
A lot of revamps would have to happen to the inventory, equipment, and questing mechanics, but the gist of the idea is to not need to roll alts.
It"s not going to happen in WoW, but my ideal game would have it. It"s a nice combination, to me, of the greatly added additional character advancement of AA"s and the functionality you bring to groups with dual specs.
Personally, I"m glad that as a shaman, my dual specing will allow me to fill 2 different roles in a group. Pure DPS classes don"t have that option, which to me makes just a dual spec type system inelegant.
You might be right about PvP, but then again this seems to be a problem in one class per character games as well. Cookie cutters exist in any game like this. SWG skill trees. CoH powers. WoW specs. EQ spell rotations. Probably EQ2 in some way, I don"t know. Certainly FFXI subjobbing. You can"t get away from it, the players are going to data mine shit to death and find out down to decimals what is "best".Caliane said:Job/skill systems from FF,UO, whatever fit into certain types of games. But he was right in saying that effects other aspects of the game.
Is progression loot based, skill based or level based? Job/skill systems work well with level based, and very much skill based, but not loot based progression.
PvP doesn"t work well with a job/skill based game. Its ridiculously hard to balance skills and abilities when the dev team doesn"t know exactly what skills any given player might have. Certainly not impossible. But what you would end up with is certain "builds" being vastly superior to others. Cookie cutters reign supreme and no one really is happy.
And a job system changes this...how?Caliane said:In a job system game...
I don"t see how these are at all mutually exclusive. In WoW you have a class, talents, and then gear. You still have a role based on your class and talents. Your gear defines how well you do that job in terms of what the numbers on your skills are.Caliane said:In a job system game, your job and skills define your character and its role.
In a gear based game, you have set roles, and the gear defines how well you do it.
The choices are a choice of what role to fill at any given time. Its not a choice from moment to moment about how to react. You don"t have everything you character could potentially do all at the same time. You make the choice on what role to fill on a revolving basis. This has worked fine in many games, through job switching, gear switching and talent switching.Caliane said:Who said more choices is a good thing? Choice in the world of retail is not a good thing. People rarely know what they want. Give people too much choice and they just get confused, bored and scared. Its far better to give a tight, well constructed game, thats enjoyable, then a broad meandering game that no one understands.
Once again, you are capped at max level for one job at a time. This exists right now. People collect off spec gear. They respec. They can come to raids as an 80 healer instead of an 80 DPS/tank. I don"t see where the game breaking aspect lies. I"m not going to go around in circles, maybe you can explain what you mean better than I understand it so far.Caliane said:This is the whole point of level caps, and gear progression past it. Level caps remove one of the variables. At some point everyone hits that max level and then is on a level playing field.
Just wanted to point out that I know this is how I take pretty much all of this, even the posts including F bombs. Players that care about their games, and that care about games being made they WANT to play.Flight said:edit : There seems to be a tendency for you guys to take thing I/we say personally; that"s almost certainly aided by my/our inadequate abilities with regard to communication. I hope you can see that we believe in you - most of us anyways (to the extent it hurts that we aren"t involved) and what we are doing is egging you on to better whats gone on before, not commenting on what we think you are doing - WoW should be the baseline for this industry, not the pinnacle. I"m showing my age by saying I"ve loved Todds work since Spidey #298, so its a dream team, but more than anything I believe in the quality of the team you"ve recruited and your company ethos. Now I"ll get stick on here for ass kissing, but I will personally bare my own ass in the local department store and post pictures of it here if you fail us in any way - thats how much I believe in you guys. And, trust me - it wouldn"t be pretty
Ngruk said:We"re just not that different from anyone here when you are looking at our gamer DNA. We want to play fun, kick ass, totally immersive games, with our friends.