You want unique classes, but you want to avoid the "specialist" as much as humanly possible...at least in terms of a individual class. For instance, at least in terms of instance running, you can do well with a warrior or a feral druid in a dungeon. If you pigeonhole classes too much, you get left with the dreaded "holy trinity".3. Players want choices. They dont want classes that are essentially the same. Classes need to be clearly defined and with as few overlaps as possible
M-U-L-T-I-C-L-A-S-S-I-N-GCybsled said:You want unique classes, but you want to avoid the "specialist" as much as humanly possible...at least in terms of a individual class. For instance, at least in terms of instance running, you can do well with a warrior or a feral druid in a dungeon. If you pigeonhole classes too much, you get left with the dreaded "holy trinity".
Fails for the same reason hybrids fail. It"s okay in theory, but designers almost always fuck it up by having shared GCD"s and using mana.Fammaden said:M-U-L-T-I-C-L-A-S-S-I-N-G
I was mainly trying to address the issue of being stuck with what you rolled, but really I think there is not much choice but to have sub classes be support for the main. It would cease to be a grouping game if simply going WAR/CLR let you be a full on main tank and main healer at the same time. My point is that it adds some sort of flavorful pseudo depth to single class systems while allowing you that freedom to be whatever main class you want or need at the time. Last time I loaded up FFXI for a couple weeks when the last expansion hit, my old LS at raid time would be like, person logs in, "what do you want me to be?", Leader: "uh, well sepriothh and mangine are on WHM already so can you go BRD for me? thanks". That shit is a beautiful thing and I want more of it but in a different game.Zehn - Vhex said:WoW and EQ highlight these pretty well. My "obsession with mana" is incredibly relevant because that"s the key fucker right here. Being a fighter/cleric multi-class is incredibly useless in a mana system because you can only do one thing or the other...or you do one job shittily and the other job shittily, so much so that you"re almost better off bringing a fighter and a cleric.
Especially since with the more and more readily available customization methods games are putting into these things, talents/traits/gear/etc...just ends up fucking you. What"s the point of being a fighter/cleric multi-class if your traits/talents/gear is orientated towards your cleric so much so that performing your fighter functions is.
On top of that, you"d need to avoid making classes that compliment eachother better then others.
FFxi"s system failed and succeeded because it just led mostly to templates based on what task you wanted to do. You pick a sub-class who"s passives best help your main class. Just leads to a bunch of absurd/shitty job combinations. If you wanted to tank, you picked a ninja/warrior or paladin/warrior and that was it. There was no such thing as a warrior/blackmage tank.
Multi-classing is a good concept in theory and one that I very much want to see pursued. However, there are a lot of pitfalls that would need to be overcome for it to not just be a basic glorified single-class system.
Anyways...
I do however, -very- much love being able to level up different jobs on a single character. I wish every game would adopt this. It would be so much nicer if I could just level up my main dude in every class and just switch to whatever I need to complete a group.
Oh to dream that impossible dream...
If your regular PC title fails odds are so will your MMO and at bigger cost. GMG is a total startup. It has zero history. If they somehow make this knock your socks off (no pun intended) MMO game, which is just incredibly hard to do, then fine. But there is only one WOW to date. I know of no other MMO that even comes close to its numbers. And I wager that that success was a large play off it"s history of PC products more than anything.Cybsled said:. . .
Furthermore, what if the regular PC title "fails"?
I disagree with this in part. Yes we want choices, but there is nothing wrong in my mind with classes that are similar and differ in flavor only.Lleauaric~EW said:3. Players want choices. They dont want classes that are essentially the same. Classes need to be clearly defined and with as few overlaps as possible. of course there will be some... but each class needs it own unique individuality and usefullness. Choices have to matter. As much as we want a grand story arc, we also want freedom to make choices and move about the world in a non linear sense. Also allow players to use different play styles.. Soloers, PvPers, Powergamers and progress in a fair way.
You know where my beef with EQ2 came? When, as a guild leader I took it upon myself to do an in depth study of classes and their abilities as they related to raiding.Valderen said:I disagree with this in part. Yes we want choices, but there is nothing wrong in my mind with classes that are similar and differ in flavor only.
Take WoW for example, I like paladin"s mechanics...but I hate paladins, I hate the "good" concept being them. I"d love to see a clone of the wow paladin but with an evil twist. Sure it would be somewhat different, but not necessary unique.
Good example of this can be found in EQ2. I love my SK but would never in my lifetime play a paladin, I like my brigand but hate the swashbuckler, same for my defiler vs a mystic...or dirge vs troubadour. These classes mirror each other...yet there is a version that I will never play. It"s more then just good vs evil though...although that"s mostly the case here...but dirge vs troubadour isn"t evil, neither are warlock vs wizard but I might play a warlock but not a wizard.
I"ll be interested to see what you do in the direction of making things like this matter. The only possible issue that I can see with having your initial character creation choices substantially make a difference, is a balance issue. For every person who is satisfied because they feel unique and powerful - there will be another who wants to change what they initially picked because the grass is greener, or because they feel the one they picked got the short end of the stick and its unfair.Ngruk said:My look, my choice of sex, my race, had literally ZERO impact on my character at the high end. Once you got past the "coolness" of those first few days, weeks, levels, there was absolutely ZERO difference between a gnome defiler and an ogre.
I 100% agree. I would really like to see people evolve into different directions as they level.Ngruk said:But I see the big challenge and the successful games being the ones that make you MORE different and MORE unique as you "grow older" and "better".
Of course they are, even in a class based game everyone has certain skills, and it"s the power of those skills that "overpower" them, not the "class" itself. If paladins healed for 10 hitpoints on a max rank flash of light and 30 hitpoitns on a holy light, obviously paladins in WoW would not be wanted as healers...Faille said:This is one of the reasons I would like to see more skill based games, rather then classes, though they are probably just a prone to the problem.
I wouldn"t say you"d been had, Curt. With the vast number of classes EQ2 has, there is only so much you can do to separate them from each other to make them unique. So yeah, you are going to have some overlap and multiple classes that can sort of do the same thing. I wouldn"t say this is exactly a bad thing, as there are enough differences to allow for different play styles. For example, if you want to play an offensive casting type class - you have several options. You can be a pet class, a straight up nuker, an AOE blaster or a DoTer, along with some crowd control for some of them.Ngruk said:You know where my beef with EQ2 came? When, as a guild leader I took it upon myself to do an in depth study of classes and their abilities as they related to raiding.
I took every class, buff, debuff, and made a huge geek spreadsheet labeling their differing abilities.
After doing just ONE class, I realized I"d been had. I chose a Defiler, when I compared him to the Mystic I was stunned to realize we were pretty much the same exact toon, just a tad different.
I agree here, but like others have said above - you have to be careful here. If you make races, sexes and other things like this matter youhaveto let the user know how their choices will affect them in the game. If you make starting stats matter, they need to know if the race they pick is not going to be an optimal tank, or healer or whatever. Also, if their choice of religion/deity matters they need to know how it will benefit or not benefit them in the game. Same with looks and their sex - I don"t see how sex would matter unless you plan to implement NPC hitting on the PCsListen I LOVED EQ2, still do, but it was at that point that I realized character creation was nothing more than what you did when you logged on the first time. My look, my choice of sex, my race, had literally ZERO impact on my character at the high end. Once you got past the "coolness" of those first few days, weeks, levels, there was absolutely ZERO difference between a gnome defiler and an ogre.
I don"t like that. Now the temp fix and some of the better fixes in other games have been handled by AA"s and other things of the same ilk with different names. But I see the big challenge and the successful games being the ones that make you MORE different and MORE unique as you "grow older" and "better".
See above They are different because there are so few classes. EQ2"s classes had many that felt the same from the get-go because, well, they were the same - since you started out as one of four archetypes.I"m way hooked into WoW. I was definitely late to the party but damn do they know how to make a game. The list of things they did right is so long and so impressive to me. My Tauren Shaman, Orc Hunter, Gnome Mage, Dranei Paladin all feel so VASTLY different it"s incredible. Starting with their first 10 minutes in game being almost different worlds, it"s stunning.
If you are speaking of a normal level 40 mount - stay out of the auction house. Really dude, you can make enough money from questing and mob drops to buy it at level 40 Or, take up skinning and herbalism and get 100g before level 30 from selling mats on the auction house.I want a mount so bad I"ve actually entertained sinful thoughts as I read the friggin gold selling spammers! I can"t bring myself to do it though, at least not yet
Again, as stated above by others, it"s really awesome to see you here talking candidly about this type of stuff.For me the even prettier part of this is seeing the things that aren"t, imo only, right, or don"t work all that well, and know that we"ve already addressed them and are moving farther and farther into some pretty incredible stuff. I know that"s a tease and I apologize for it but I was trying to offer up a little insight to how I look at other worlds and compare and contrast them to what we are creating.
We"ve stated many times here that we won"t reinvent the wheel where it doesn"t need it. There are tried and true formulas that work for certain things and some of those will always work well. But being able to watch these worlds with a birds eye perspective on them and us at the same time is a pretty cool vantage point.