Greetings, glorious testers!
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Check out Alpha Two Announcements here to see the latest news on Alpha Two.
Check out general Announcements here to see the latest news on Ashes of Creation & Intrepid Studios.
To get the quickest updates regarding Alpha Two, connect your Discord and Intrepid accounts here.
Concerns about the class system
Evaluator
Member
I haven't been following AOC updates lately, so I don't know if Steven or someone else had adressed what I'm about to say.
The combat/class system looks pretty cool and all, I'm worried that it might get stale very quickly.Talking from my Archeage experience, a lot of the classes were pretty bad,if not down right unplayable. Another problem was when another player uses the same sub/main-class as you, it gets boring real quick because you keep using the same skills against each other. And when you scale this to a PvP world events, you can see the same issue of everyone using a dps main and support/debuff sub-classes.
On the other hand, if you want to make every single class unique, that is such a high development cost because Steven promised like 70 classes. And if they had 20-30 unique abilities lets say, they would need to make 1400-2100 of them which just sounds absurd.
So I came up with an idea which only would up the dev cost by 3 folds, but still make the combat interesting enough. Let's say there are 2 classes with the same main class(Warrior/Fighter whatever) and some other sub-class which doesn't matter. If they both had whirlwind abilities, one of them could use a single tap spin(idk maybe someone tanky), while the other uses a tap and hold spin(most likely berserker). Also one more version which just dashes into the enemy idk.
Long story short, if every class had the same abilities but were given different versions of it, in my opinion, this would solve the problem. I don't know what other people/devs think about this topic so I'd like to read your answers. Thanks.
The combat/class system looks pretty cool and all, I'm worried that it might get stale very quickly.Talking from my Archeage experience, a lot of the classes were pretty bad,if not down right unplayable. Another problem was when another player uses the same sub/main-class as you, it gets boring real quick because you keep using the same skills against each other. And when you scale this to a PvP world events, you can see the same issue of everyone using a dps main and support/debuff sub-classes.
On the other hand, if you want to make every single class unique, that is such a high development cost because Steven promised like 70 classes. And if they had 20-30 unique abilities lets say, they would need to make 1400-2100 of them which just sounds absurd.
So I came up with an idea which only would up the dev cost by 3 folds, but still make the combat interesting enough. Let's say there are 2 classes with the same main class(Warrior/Fighter whatever) and some other sub-class which doesn't matter. If they both had whirlwind abilities, one of them could use a single tap spin(idk maybe someone tanky), while the other uses a tap and hold spin(most likely berserker). Also one more version which just dashes into the enemy idk.
Long story short, if every class had the same abilities but were given different versions of it, in my opinion, this would solve the problem. I don't know what other people/devs think about this topic so I'd like to read your answers. Thanks.
0
Comments
Isn't that what would happen now, though?
Fighter/Mage A has a Whirlwind, augmented with Wind, it does a tornado
Fighter/Mage B has a Whirlwind, augmented with Mana Drain, it does a smaller AoE due to no tornado but drains Mana.
Speculative Examples mind you, but we're getting SOMETHING like that.
Link is in the post above mine.
The latest from Intrepid is that the secondary archetypes will merely add "flavor" to the primary archetype. There won't be 64 distinct classes.
The design behind augments is to not just change the flavor so that it reflects the secondary archetype, but it also fundamentally changes the core components of a skill.[27] – Steven Sharif
https://ashesofcreation.wiki/Classes
I know some stuff. I may have missed the part when they mentioned this but did you need ro be rude like that? Ar least im happy that it's a very similar system.