Twobit Whore said:
What you people really want but are too stupid to realize it is a classless skill-based system. Except some of you apparently need the devs to outline every possible combination and slap a title on it for you.
The irony is, that most will never admit it because they are either still hung up on some half assed implementation of some long dead (or dieing) game that screwed up, ruining the idea for them, or are incapable of creative thought.
***WARNING: RARE RANT INCOMING***
IMO the problem is simply that class based hierarchies are the cause of player imbalance, not the solution. They are also the most significant drain on development time (after actually building the content) due to the need to ?Balance? every zone/encounter/boss around the ?utility? of each one, insuring that none are left behind or made unnecessary. Which, ironically, only becomes necessary because the developer forced the entire player base to chose *ONE* of a handful of their cookie cutter classes to begin with!!
The main reason a customer feels shafted after their class is nerfed, or another?s buffed, is because they where forced to chose one class in the first place and must now re-start from the very beginning if they don?t like it anymore and want to do something different.
They feel neglected by the uncaring developers because the developer is both the reason they are stuck in their class (having been forced to chose one) and the reason they feel shafted versus those who chose right the first time (due to that class being given the proverbial gift).
And no, the problem of balance is not exaggerated by classless skill based systems because all skills are available to all players at all times and thus all players are by default BALANCED. Any unintended mechanics caused by badly designed skills, or poorly implemented content, can be altered without making 90% of the entire player base feel shafted because they where the only one effected, or left out, of the change. In essence after every nerf, or buff, the entire player base remains BALANCED because the change affects everyone
EQUALLY.
In the end, the only reason a customer would chose one set of skills over another is if they WANT to. Thus as a customer they are always playing the game the way THEY WANT TO. And that way is not imbalanced because anyone else in the game can play exactly the same way if THEY WANT TO as well.
In the end, class based hierarchies do not serve the player base and are nothing more then a way for a games producers to MAKE MORE MONEY in the long run. (Note I said
PRODUCERS, as in THE FINANCIERS.)
Why?
Because any time you want to do something different, you need to
START OVER.
The real ass kicking irony of this all, is that the extra time invested by the developers, making class based hierarchies work, can instead be re-directed in over all variety of content in a non-class based mechanic, and more then make up for the greater amount of content that will be necessary with a game that didn?t make you start over every time you wanted to do something different.
Chew on that a while and see how it sets with ya?
Or just insult me and make yourself feel better. I honestly don?t care. This was a self serving rant anyway?