I"m for skill and against class base, but it hasn"t been done to my satisfaction, so I don"t have any proof it works.
Unless you"ve had an epiphany and can lay out how to make it rock, its wise to stick with the class base. Either the developers will hybridize the class system and interject choices or the players will bastardize the skill system and remove choices.
I hate classes having contradictory specs though. I think each spec should be a take on the same interdependent role. For example a paladin doesn"t tank, dps, OR heal. He does one, with different flavors. The healers of WoW present this "problem" with the most extremity, but it applies to other classes as well. Warriors, for example, should always represent a role of tanking. One particular spec might be mitigation-light and counterattack-strong, but its still a spin on the same topic. That warrior wouldn"t be a large benefit to a group that posessed a tank already because mobs have to hit him for his counterattacks to work.
When I get a certain class I expect a certain set of tools that are expanded in different ways to provide a few extremes. Not that the spec itself defines their usefulness to me. A good example is giving all rogues improved sap in the different environment of TBC. They didn"t have to spec for it anymore. I could then rely on all rogues to effectively and safely sap humanoids in my instance runs.
I just want to get a cleric, know that the cleric has heal buttons and, furthermore, enjoys using them.
I do like one-server though. It would be far more difficult to create one-server in a fantasy landscape, but EVE, a space game, hosts the entire community on one-server and it"s awesome. They had 250k+ subs when I stopped playing and over 25k+ players online at the same time. Unfortunately they use zones aggressively to spread the load, and I hate zones.
i r contradictions?
I"d like seamless to go beyond the landscape. Why must there be such an abrupt change from content designed for 1-2 to 5 to 10 to 25 to 40 to whatever? There should be solo/duo content in overland zones with the occasional trio encounter that can be easily avoided if you"re not interested or incapable. Then as you get to a dungeon you can perform 3-4, 4-5, 5 man content.
As you go down into the dungeon the content evolves further as you approach raid size difficulty. The mobs don"t have to gain more HP. Mobs that took 4 people might come in pairs now. Mobs that were CCable might stop being CCable and need additional tanking/kiting.
As with soloing, your GROUP might decide to work with another nearby group to test the more difficult content. This fluid transition continues to a certain ceiling of your particular design.
For raiding groups that intend, from the very beginning, to reach the pinnacle of this progression there might be a slightly more expeditious route down that doesn"t interfere with groups and only presents encounters designed for 10+ players. For example, you might enter through an alternate entrance that may or may not require previous achievements in the grouping area.
I not only dislike the abrupt changes, but I think more fluid scaling would present opportunities. You could run a dungeon, and when a 6th or 7th wants to join, you can just bring them along and perform additional content. I"m paraphrasing VG developers. I thought it was a good idea when they said it. Obviously a lot of things went wrong but it"s still a solid idea that could work in an otherwise balanced MMO. The counter to just 7 manning all 5 man content was xp penalties, loot penalties, etc. Perhaps a 5 man encounter would only drop 1 of 2 superior quality items if you fought it with 7 and only had a 50% chance to drop the 2nd item when fighting with 6 players. Every penalty and bonus is approached with a similar gradient, with very few steep differences.
It"s a cosmetic change to me, an elegant one, not some fanatical interest. I thought it was relevant to VG when that game was interesting to me. I really appreciate WoW having different environments, but I take the contrasting difficulties harshly. It isn"t much of a problem for such a heavily instanced game, but for an environment that has both seamless overland and dungeon areas it would become more obvious.