CROW3 wrote: » Out of curiosity, what problem are you trying to solve? What's the value of your proposal v. the current system?
CROW3 wrote: » What problem are you trying to solve?
CROW3 wrote: » What's the value of your proposal v. the current system?
Asraiel wrote: » Suspect to change That's the motto of Steven and since that's so big above the Development of Ashes i give it a shot on the Skill and char level side. Shure there's a Wiki up but “Suspect to change may even change what's currently in there. so with out any more time to waste let's dig inn: As for now how the level and skill system works is not yet fixated so i suggest a system like this (for that i use numbers that are all fictional and does not state any other means than to simplify): We have Classes and archetypes (sorry here i take classes as basement and archetype as augmentation)
Dygz wrote: » Subject to change? Apparently, you want the game to release in 2030.
Asraiel wrote: » not at all but as far i can tell theres currently no system finalized so changes can be made.
Asraiel wrote: » Suspect to change
bloodprophet wrote: » I personally really dislike the idea of everyone can do everything if you change one thing. I prefer that class and role have meaning and be distinct. Tank should tank not heal because he now has a staff vs a sword. Having skills tied to weapons is bad design. Glad they aren't doing that.
Asgerr wrote: » bloodprophet wrote: » I personally really dislike the idea of everyone can do everything if you change one thing. I prefer that class and role have meaning and be distinct. Tank should tank not heal because he now has a staff vs a sword. Having skills tied to weapons is bad design. Glad they aren't doing that. I think you're misunderstanding how FFXIV does this. When you're a Warrior (Tank) and change your weapon to a Staff, you don't suddenly become a Tank that can heal. You become a White mage, with its own gear types, abilities and skills and questlines. It basically just means you can play all classes on one character. Not that one class can do everything. You still have to level up every class individually. You're just free to say: ok, today I want to play as a Bard (ranged DPS) for a couple hours, before I go raiding with my friends as the Paladin (tank). Does it make alts useless? To some extent. But I also don't see why that would be an issue. I am OK with how intrepid has chosen to do this, because there is no prominent main story to play through, so you're not having to replay the same story five times to try five different classes. But starting over every time, can still be tedious. Hopefully the starting areas will be diverse enough to not be mind-numbingly boring for new alts.
Asraiel wrote: » For a class reincarnation the Character will be set back to level 1 losing all skill points but keeps them unlocked so if he does level up again he can now select skills of its current and previous class.
Asraiel wrote: » Suspect to change That's the motto of Steven and since that's so big above the Development of Ashes i give it a shot on the Skill and char level side. Shure there's a Wiki up but “Suspect to change may even change what's currently in there. so with out any more time to waste let's dig inn: As for now how the level and skill system works is not yet fixated so i suggest a system like this (for that i use numbers that are all fictional and does not state any other means than to simplify): We have Classes and archetypes (sorry here i take classes as basement and archetype as augmentation) Maximum Level 100 Maximum class level 50 Maximum Archetype Level 50 Now the player starts with 1 of the 8 classes and levels it up to level 50 then he can choose an Archetype to progress into the future. That Archetype can also be leveled up to lvl 50 which does end up with a level 100 char or The Player starts with a class and with level 20 he can choose a archetype withs then levels along with the class level but at a slower paced since 75% of the gained xp goes into the class leveling and only 25% makes it on the archetype leveling. Once reached Level 100 the player has 3 choices how to proceed let the character stay as he is do a archetype class change or does a class reincarnation Now Archetype class change will set his archetype class level back to 0 and he can choose now a different archetype. however all the augmentations he unlocked with the previous archetype will still be chooseble but the archetype levels points to enable skills are set back to 0 as well, by leveling up in the new archetype he can now select the augentations from the new archetype or those of the old and personalize its char even more. For a class reincarnation the Character will be set back to level 1 losing all skill points but keeps them unlocked so if he does level up again he can now select skills of its current and previous class. This progress is repeatable however comes with a ingame fee and maybe does have a cooldown of how often it can be used. also the price might rise the more reincarnations or class changes had been done in the past. not to be clear it gives 8 classes and every one of those 8 classes has 8 archetype so getting all skills and augmentations unlocked will need 7 reincarnations and 63 class changes which would take some years to achieve besides the cost that rises the more reincarnations or class changes were made in the past. Also may have a limitation in place that only allows the use of 1-5 skills of the previous class or archetype augmentations. The game as planned brings diversity in means of class and archetype (augmentation) but why stop there and not allow the full spectrum of the diversity only with a few rules to follow. Also would it not corrupt the holy triangle due to having limitations to off class skills and off archetype augmentations if in place. So that tanke is still needed as much as a healer but the tank may have additional magic resistance due to an archetype augmentation and a heal due to the class reincarnation he made. In numbers, if a cleric decides to reincarnate into a tank he then can use only 1-5 of its 100 skill points of the tank class for skills related to clerics, so he could choose maybe 5 level 1 skills or 1 level 5 skill in the end. Well i do have it visual before my inner eye but sadly ain't that good at describing it but i hope it lets the inner wheels of Steven and the devs spinn a bit. Regards Asraiel
MaiWaifu wrote: » I think this would just become a balancing nightmare since eventually you'd be able to cherry pick the most over powered skills from every class. It would significantly reduce the viability of individual classes.
MaiWaifu wrote: » I can understand, rewarding players for longer time investment but I think in fairness of PvP there should be a plateau of some kind that players should reach for a fair playing field when fighting each other. Otherwise, PvP will always be predetermined by who has been playing the game the longest. It's less likely for upsets.
Dygz wrote: » Subject to change?
Dygz wrote: » That is a poor understanding of game development.