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Re: Fixing the Class system
Each archetype will have 4 schools. I expect one of Bard's schools to be concentrated on debuffs, so, yes, an L2 class that had a shitton of debuffs would be quite similar to what I imagine tank/bard to be in Ashes.George_Black wrote: »SK = tank and bard.
You just like to talk for the sake of talking.
Logic is not necessary for you. It's actually an obsticle.
Re: Fixing the Class system
1). I am here to discuss what we know about the development. And the coming alpha 2 without NDA where there will be quite a lot of revelations to what is built atm.
2). They have a design and plan for eight archetypes. How many MMO's release with eight finished archetypes. And a design plan for 64 classes to progress from those archetypes.
2a). Half the classes you talk about in this thread took those development teams years after initial release to add into their game.
3). You indicate that you are trying to stop someone from making a mistake. Damn dude, we are not at the bar talking about hitting on a girl or something. You are actually here intending to cause an entire studio to change their design? When nobody can even make any guess as to whether it's a mistake or not
4). Let them cook, get out of the kitchen!
2). They have a design and plan for eight archetypes. How many MMO's release with eight finished archetypes. And a design plan for 64 classes to progress from those archetypes.
2a). Half the classes you talk about in this thread took those development teams years after initial release to add into their game.
3). You indicate that you are trying to stop someone from making a mistake. Damn dude, we are not at the bar talking about hitting on a girl or something. You are actually here intending to cause an entire studio to change their design? When nobody can even make any guess as to whether it's a mistake or not
4). Let them cook, get out of the kitchen!
rollox
1
Re: Fixing the Class system
Which is why I asked how is Monk different from a Fighter. Lore can be written (and I expect different lore for Ashes classes). Visual difference on abilities are definitely something I expect from augments (i.e. the fucking TP on rush instead of direct rush). Gear specialization is simply not something Intrepid are going for, so changing the entire gearing system would be way more than just changing classes.George_Black wrote: »You cant even understand what people want from a class.
What is there left in a class outside of its lore, gameplay and visuals?
Also, how is AoC's system any different from L2's "you're a physical character > you're a knight archetype > you're a specific type of knight > you're the master of your type"? Our gear lets use choose the first point in that list. Our archetype is the second point. Our class is the third point (it just comes at lvl25 instead of 40). Top lvl with full augments and skills is our 3rd profession.
You said that L2 had separate classes with their own lore and shit, right? So why wouldn't Ashes has the same, when your character's progression is near-identical?
Re: Fixing the Class system
Crazy someone is saying its flawed without IS showing anything about it yet. And people having 0 evidence how its really going to work yet besides a few quotes like charge can be a teleport (which at that point it is less flavor and more of a skill having different functionality).
If there were 30 unique classes I'm sure people love everything being unique. But that is far more work than the augment system for making full classes.
If there were 30 unique classes I'm sure people love everything being unique. But that is far more work than the augment system for making full classes.
Mag7spy
2
Re: Fixing the Class system
I didn't know it was broken. How can anybody even postulate that something that hasn't even been fully developed or revealed needs to be fixed already
I am glad for the discussion here. Lots of insight to class design and theory. But let's first see if anything is actually broken before suggesting how to fix it. Fair enough?
I am glad for the discussion here. Lots of insight to class design and theory. But let's first see if anything is actually broken before suggesting how to fix it. Fair enough?
rollox
3
Re: Removing Waypoints During Questing: A More Immersive Exploration?
The challenge is not supposed to be finding the fun you want to have during your play session.
Dygz
1
Re: Removing Waypoints During Questing: A More Immersive Exploration?
i think the best Option People can quickly settle for - > is that certain Tools of "Help" during Quests are completely optional.MajorGeraldX wrote: »Removing Waypoints During Questing: A More Immersive Exploration ?
That You can choose for yourself if you want to see for example a "glowing/marked Region" on your Minimap, which Points You into the right Direction of a Quest You saw for example on a Questboard.
This is actually something you definitely couldn’t do, because Ashes is a competitive game, even with some of the questing. If only X people can complete a quest (such as with particular gathering tasks) then the people using the UI pointers is going to get it done faster.
It’s gotta be one or the other, either we have the waypoint guidance for everyone or, for no one during any given quest, otherwise it just ends up punishing the people who don’t use the Point-Me systems.
Caeryl
1