So why not split the difference with a "family system"? You make a character. Any other character you make
on that same accountcan be part of the original character"s family. Last names are in the game and unique. So you and all your alts
on the same accountcan be the Henderson family.
Benefits:
1) Faction by family, not character. Any faction gained by any member of the family is applied to the entire family. Faction grind once per faction only.
Apply this to keys, flags,
someachievements, etc. Killed the big ubber end game dragon that gives a title? If that character killed it he gets "Dragon Killer" but if a family member did not, he gets another title that implies someone in his family did, but he himself did not (my imagination fails me here for an example).
2) All items, including no-drops, BoE, whatever, can be traded between family members. Let the twinking begin! As long as you meet any requirements the item has (level, stats, skill, etc) you can wear it, but otherwise you can still hold it (see crafting example below).
This also gets around looting issues. ROT items still have a use and can be given to family members, and yet they are still alts in a sense, so you roll need for the guy that attended. Even loot whores can"t argue that (well).
Mrs. Henderson is your smithing alt while Mr. Henderson is a full time fighter. But Mr . Henderson needs his new BP crafted with all no-drop materials. In this game of family members being able to trade stuff around - no problem! Give materials to her, she crafts, hands back to hubby.
This only really matters if you limit how many tradeskills you can learn per character, or put stat requirements (or incentives) on tradeskills.
You can also use tabards, shield designs, bp logos, whatever for a family crest, so in some capacity if you want all your family members can be identified (even if no one gives a shit).
Dymus said:
The disadvantages of a job system:
1. Quests which can only be done once per character. The diminishing quest availability with job switching forces a grind to level subsequent job choices.
2. This is made doubly problematic if class specific or even class-focused items are given out as quest rewards and those quests can not be re-done.
3. Switching jobs adds complexity to a character and complexity undermines accessibility. This is more simply done via just having multiple characters.
4. Greed factor is potentially increased by those who exclaim things like: "Oh, I can use that on my 8th job, I"m rolling need."
5. Part of character identity is appearance, appearance is usually a factor of class, being able to change classes at will diminishes this recognition.
#1 - taken care of.
#2 - taken care of.
#3 - taken care of.
#4 - taken care of.
#5 - taken care of either by the unique last name or family crest.
Dymus said:
The things a job system mitigates but other systems could as well:
1. The regrinding of faction is typically not fun.
2. Being able to share earned gear with multiple characters is a benefit.
3. Being able to change role within a single character is a benefit.
4. Some kind of benefit for doing the content "once" already is nice.
5. Not having to pay for transfers of 23 alts is an advantage.
#1 - taken care of.
#2 - taken care of.
#3 won"t fit in this system.
#4 - taken care of.
#5 - taken care of.
I"m not saying this family system is the best or solves all problems, but, what do you guys think as a compromise between straight alts and a job system? Otherwise I"ll just take a skill-based system and say fuck classes.