Draegan said:
Thats my whole argument. I"d be happy with the WOW style in class set up for any MMO. The burden of proof lies with the person who thinks the system is broken.
This conversation needs to be restarted with the proper basic premises.
(1) Every system is a skill system. Pure class systems are simply static skill systems where players are required to select the specific set of skills (aka the class) that he can use upon character creation.
(2) WoW is a hybrid class system where the player has to select a specific set of skills (his class) upon character creation but also gets to choose additional skills as he levels (talent trees and profession skills). These additional skills are dynamic in that the player always has the option of replacing them with different profession skills or different skills from his class" talent trees.
(3) EQ is also something of a hybrid class system (professions and AA in addition to basic class picks though there isn"t the option to dynamically switch AAs that exists in WoW). [At some point we should probably come up with terms to differentiate a pure dynamic skill system (able to change through some mechanism) from the other types of skill systems if we"re going to keep talking about them].
The static skill class system has two advantages over dynamic skill systems (a) ease of identification when forming groups and (b) role playing. It is probably more fun to role-play a Paladin then "toon that has selected various melee, healing and buffing skills from amongst those available to all players".
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So your basic premise is wrong. Skill systems have worked and continue to work in MMOs including in WoW.
What you are really asking is whether a dynamic skill system can be created that is better than a static skill system. That is can a dynamic skill system (a) allow for easy identification to other players when forming groups or (b) be as easy to role-play when you can"t automaticall call yourself a "ninja, monk, paladin, pirate, and/or pirate-ninja"
As to (a) if, as you state, that skill systems ultimately evolve into Build of the Week (which, lets face it, is really not that different from the static skill sets in standard classes) than identification becomes easy. When LFG you just go "LFG Healer-build/Tank-build" The assumption being that Healer-build will have the BotW.
As to (b) a solution is presented by LOTRO style titles. The roleplay element comes from finishing deeds, gaining titles and having those titles impact the game (much moreso than in LOTRO). E.g create a heirarchy of titles and have one of the long-term goals of this MMO to be to move up the heirarchy.
Having noted the advantages of a static skill system over dynamic skill syetems I would be remiss in noting that dynamic skill systems have one advantage over static skill systems (classes) in that you can, within whatever limiting system the designers put on the system (points) design a character that does what you want it to do. If you want a character that can feign-death and tank using plate armor -- you can, within reason, create that.
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Now all the above has been based in a standard archetype world. What bongk and others were trying to drill into your and 2bits head was that the content drives skill systems (whether static class systems or dynamic skills systems) and skill systems drive content. I thought swimming was a bad example -- as it should be a skill available to all (a la EQ). A better example is simple invisibility. If invisibility is a skill available to characters (whether or not we are in a dynamic or static skill situation) that skill by itself drives content design just as much as healing/tanking/dps. Every dungeon designer must take it into account. One option might be to make undead always see simple invisibility -- requring an additional skill (inviz to undead). Similarly, designers could create different mountain gradients and make some gradients climable by non, some climable only by players with the "mountain climbing skill" and others climable by all players (no different really then creating content that is accesible only if you have a flying mount and the flying mount skill).
My biggest issue with WoW was that they put some skills in (Hunter FD) and then wrote code so they wouldn"t have to deal with the skill in dungeons (no splt pulling in MC--this is still the case right?).
Players should have the widest number of skills with which to tackle a dungeon under any system (static/dynamic). Not only does it make it more interesting for the players in figuring out how to beat encounters it gives the designer more flexibility in designing encounters.
Post has reached max length+1 so I"lll end it here.