Myosotys wrote: » I've read that AOC's gameplay wanted to avoid the appearance of populated areas according to level by giving importance to all areas, regardless of level. Which is a good thing. But what about the usefulness and practicability of zones according to class? Will all classes be equivalent in PVE in all areas? Or will certain zones be de facto reserved for certain classes? It seems logical to me that mobs that only attack in close combat should be farmed more by tanks or range classes. The strategy followed will also have an impact on PvP, with classes with advantage or disadvantage when fighting surrounded by mobs. It also has a significant impact on the economy, with certain materials easy to obtain for some classes and much harder to obtain for others. Do you know what's planned?
Myosotys wrote: » Noaani wrote: » I would hope there are areas in which some classes are better than others. The obvious example of this is undead. There should be classes that do more damage to them. This would create a natural situation where those classes are better in those areas than other classes. I don't really see any way to make all classes equally viable in all areas without making either all classes bland, or without making all content bland. As such, I hope they don't even try to do this, but rather focus on giving all primary classes roughly equal weight in areas where they are better than normal. The example of the undead is indeed a good one. I expect Clerics and especially High Priests and Templars to be excellent against the undead, and to survive for hours in areas where other classes (none Cleric) wouldn't last one minute alone. But strangely enough, there's very little documentation on undeads in the Wiki and clerics don't seem to have any specific skills/spells against them.
Noaani wrote: » I would hope there are areas in which some classes are better than others. The obvious example of this is undead. There should be classes that do more damage to them. This would create a natural situation where those classes are better in those areas than other classes. I don't really see any way to make all classes equally viable in all areas without making either all classes bland, or without making all content bland. As such, I hope they don't even try to do this, but rather focus on giving all primary classes roughly equal weight in areas where they are better than normal.
Myosotys wrote: » Saabynator wrote: » I think people will farm on the strengths of the mob. if there is an annoying poison move or something, they wont farm there. There might be a specific mob that wizards are good at, because they die in a nuke or two. Ranger wont farm a specific mob because they instantly charge after a shot. But in general, I would think its probably more the location, lootdrop and general strengths of the mobs. Not if they are ranged or melee. So you think every class should be able to farm/xp equally whatever the area ?
Saabynator wrote: » I think people will farm on the strengths of the mob. if there is an annoying poison move or something, they wont farm there. There might be a specific mob that wizards are good at, because they die in a nuke or two. Ranger wont farm a specific mob because they instantly charge after a shot. But in general, I would think its probably more the location, lootdrop and general strengths of the mobs. Not if they are ranged or melee.
Myosotys wrote: » Homogeneous Area's
Myosotys wrote: » I was not talking about the race but the class. And I hope the world will NOT be homogeneous and that each class will NOT be able to farm every mobs and get every mats/ingredients themselves (or at least easy for some and difficult for others).