Noaani wrote: » This is an MMO. ... Do you honestly think what you are asking here is even mathematically possible?
daveywavey wrote: » Still too soon, man... it's still too soon...!
Noaani wrote: » Ironhope wrote: » Everything I've been ''shown'' was rather based on assumptions I disagree with as opposed to arguments. I am curious, what part of When you pick your primary class, that IS your role. is an assumption?
Ironhope wrote: » Everything I've been ''shown'' was rather based on assumptions I disagree with as opposed to arguments.
When you pick your primary class, that IS your role.
Kiluvian wrote: » Noaani wrote: » This is an MMO. ... Do you honestly think what you are asking here is even mathematically possible? You're putting too much thought into my casual remarks and explanation of my wish list class system that will never be implemented in this game. I clearly stated "hundreds of them" in reference to the amount of abilities I was talking about. Maybe like a thousand or so at most, which would be a lot - unrealistic. It is simply my opinion and personal preference to have a large amount of static abilities over a small amount of dynamic abilities changed by augments.
Ironhope wrote: » Noaani wrote: » Ironhope wrote: » Everything I've been ''shown'' was rather based on assumptions I disagree with as opposed to arguments. I am curious, what part of When you pick your primary class, that IS your role. is an assumption? What Atama said.
Noaani wrote: » Atama said many things, this has no context without a quote.
Noaani wrote: » Ironhope wrote: » Noaani wrote: » Ironhope wrote: » Everything I've been ''shown'' was rather based on assumptions I disagree with as opposed to arguments. I am curious, what part of When you pick your primary class, that IS your role. is an assumption? What Atama said. Atama said many things, this has no context without a quote.
Noaani wrote: » Rather than many abilities leaving players with little choice, Intrepid are making fewer base abilities (though still likely more than 250 in total) and giving players unprecedented ability to alter those abilities. Each individual ability will have around 170 different variations.
Ironhope wrote: » Noaani wrote: » Rather than many abilities leaving players with little choice, Intrepid are making fewer base abilities (though still likely more than 250 in total) and giving players unprecedented ability to alter those abilities. Each individual ability will have around 170 different variations. The question is how significant are those variations. Because if the vast majority are just numerical or visual that's a disaster.
Ironhope wrote: » Noaani wrote: » Atama said many things, this has no context without a quote. Based on those quotes you could draw the conclusion that classes will significantly differ from one another. Based on other quotes tho, you could draw the conclusion that they won't at all.
Noaani wrote: » This is only really true if you take the quotes in isolation. If you take on board the context in which they are to be found in, there is less confusion.
Ironhope wrote: » Noaani wrote: » This is only really true if you take the quotes in isolation. If you take on board the context in which they are to be found in, there is less confusion. I disagree, it's the exact opposite. If you take them together they contradict themselves.
Noaani wrote: » and Intrepid say that the class and augment system allow them to greatly customize their character, that is a perfectly valid answer to that question.
Ironhope wrote: » Noaani wrote: » and Intrepid say that the class and augment system allow them to greatly customize their character, that is a perfectly valid answer to that question. A statement which says basically nothing (''greatly customize'' as opposed to what?) and contradicts the claim that you're bound to your original pick no matter what which is again contradicted by another claim that players shouldn't feel branded by their original pick because the lines between classes will be made blurry.
Noaani wrote: » A statement which says basically nothing (''greatly customize'' as opposed to what?) and contradicts the claim that you're bound to your original pick no matter what which is again contradicted by another claim that players shouldn't feel branded by their original pick because the lines between classes will be made blurry.
Atama wrote: » Ironhope wrote: » Noaani wrote: » and Intrepid say that the class and augment system allow them to greatly customize their character, that is a perfectly valid answer to that question. A statement which says basically nothing (''greatly customize'' as opposed to what?) and contradicts the claim that you're bound to your original pick no matter what which is again contradicted by another claim that players shouldn't feel branded by their original pick because the lines between classes will be made blurry. I take it to mean that if you, say, make a Mage, you are a ranged damage dealer. You are a master of magical damage. That’s what you do. That character will always be a ranged magical damage dealer, and that will always be your contribution to a group, that will always be your strength, that will always be your focus. Now, Mages are squishy. Mages aren’t sneaky. Mages don’t have pets. Those are perhaps a few things that come along with being a Mage, but you can change them. You don’t have to feel “stuck” with having to live with those downsides of being a Mage due to the options offered by your secondary class. Grab Tank as a secondary class and now you’re less squishy depending on what augments you learn. Get Rogue and you can be sneaky in some situations. Get Summoner and now some of your spells summon pets. None of that changes who you are; you are a ranged magical damage-dealer, and that will always be what you do. But it can change some of the ways that magical damage-dealing is done. I don’t believe that Intrepid is being contradictory in their statements. It’s rather that they’re trying to convey some aspects of the game but giving you different pieces of the puzzle. It’s difficult because they can’t reveal too many specifics, probably because they don’t want to tell us things that haven’t been decided yet or they don’t quite know will work yet. It’s like being shown photos of different parts of a big machine. Those parts in isolation don’t make sense, even when you’re told what the machine is going to try to do. You can’t see how they fit together and if you consider one part and ignore another you might get a misleading idea of how the machine will work. But if you accept that they’re both part of the same device, you can get at least some understanding of what they’re doing with it. We definitely won’t have a full understanding of it until it’s all put together and we can test it ourselves. But neither are we fully in the dark at this point.
SirChancelot11 wrote: » Have you never read a book or watched a show where there are mages that are virtually indestructible tanks? Mana Shields, barriers, and defensive runes that make their skin like iron? Mages don't have pets? Have you never seen a witch or wizard with a familiar? The dance of shadows book series had excellent examples of wizard/magic assassins... Mages that work like the warded man from the demon cycle books sound fun as hell. Your point of view here is based on a very narrow view of what a mage can be. Now intrepid's version of a mage may fit into your paradigm for mages but it could also be different, we really should just wait until we actually see some augments and see what they do. If we love it, hate it, or want something different we have seen that intrepid likes to listen to feedback... So let's wait.