neuroguy wrote: » Essentially, I think the grid system of picking a secondary archetype to define your class is unnecessarily restrictive without providing much benefit ...... Furthermore, each primary archetype shouldn't even need to have the same number of specialization trees as every other one. Instead of fighting against the asymmetry....... We don't need to keep everything nice and tidy in the grid with your selection of the many "shadow[blank]" or "spell[blank]"
FuryBladeborne wrote: » The framework does give a reason to have many different types of classes that could each have different themes if the abilities are created as such.
FuryBladeborne wrote: » The framework also makes it easy to balance classes in terms of the number of options available to each.
Lore Dynamic wrote: » I would like Necromancer to feel far different than Beastmaster for example (from the Summoner archetype). I really loved the "Sub Job" system from Final Fantasy 11. Example: a NINJA / WARRIOR (Ninja main job with a Warrior sub-job) played FAR FAR differently than a NINJA / BLACK MAGE. Both play styles were quite fun, but served entirely different purposes/roles in a group dynamic. I'm hoping that AoC's Class system will be just as dynamic. [/center]
Tacualeon wrote: » Devs seem to want to mix classes mechanically.Mixing 2 classes mechanically over talent tree requires thought, imagination and implementation. And a bit of roleplaying to envision how X skill would interact mechanically with the next arquetype. Maybe I'm biased, but I doubt they will remove the most enjoyable part of game development as game developers. Some people enjoy thinking rpgs and mechanical implementations. Talent tree Vs food for thought
neuroguy wrote: » Tacualeon wrote: » Devs seem to want to mix classes mechanically.Mixing 2 classes mechanically over talent tree requires thought, imagination and implementation. And a bit of roleplaying to envision how X skill would interact mechanically with the next arquetype. Maybe I'm biased, but I doubt they will remove the most enjoyable part of game development as game developers. Some people enjoy thinking rpgs and mechanical implementations. Talent tree Vs food for thought Sorry, I don't follow, could you explain this to me a bit more? My apologies I'm not well versed/knowledgable in game development. I understand some framework can help guide the creative process but too much framework can restrict it no? I guess I don't get why not use archetype combinations as inspiration instead of a hard rule.
Sathrago wrote: » neuroguy wrote: » Tacualeon wrote: » Devs seem to want to mix classes mechanically.Mixing 2 classes mechanically over talent tree requires thought, imagination and implementation. And a bit of roleplaying to envision how X skill would interact mechanically with the next arquetype. Maybe I'm biased, but I doubt they will remove the most enjoyable part of game development as game developers. Some people enjoy thinking rpgs and mechanical implementations. Talent tree Vs food for thought Sorry, I don't follow, could you explain this to me a bit more? My apologies I'm not well versed/knowledgable in game development. I understand some framework can help guide the creative process but too much framework can restrict it no? I guess I don't get why not use archetype combinations as inspiration instead of a hard rule. Because narrowing the focus also narrows down the creativity and freedom of choice for players.
neuroguy wrote: » FuryBladeborne wrote: » The framework does give a reason to have many different types of classes that could each have different themes if the abilities are created as such. But does that not also stay true for arbitrary specializations? Like I said I think if they have cool ideas for these classes that sets them apart and feels different/impactful enough then more power to them, but it doesn't need to be tied to this secondary archetype grid imo.
FuryBladeborne wrote: » neuroguy wrote: » FuryBladeborne wrote: » The framework does give a reason to have many different types of classes that could each have different themes if the abilities are created as such. But does that not also stay true for arbitrary specializations? Like I said I think if they have cool ideas for these classes that sets them apart and feels different/impactful enough then more power to them, but it doesn't need to be tied to this secondary archetype grid imo. I was just saying that sticking the 64 class grid forces them to have that many different variations. I didn't give an opinion on whether this was a good idea or necessary. However, more variation may provide more people with a closer match to what they want.
neuroguy wrote: » Now, I would like to challenge the usefulness of having a secondary archetype selection be the mechanism through which we create class identity for a few reasons: 1. Uniqueness: 2. Asymmetry: 3. Exponential growth:
Noaani wrote: » Now, I may have a different opinion on this to a few peopel here, as this is exactly how I have been assuming the class system will work for the last 3 years. To me, the system has always been 8 classes, each with 8 different specs. Of those specs, some are obviously going to be more powerful (the pure classes), and some are obviously going to be as much about the flavor of the class as anythign else (necromancer). Thing is, I don't view this as a negative in itself. It means people can RP as their necromancer if they want, but if they want to get serious in PvE or PvP, they can fulfil a role that their guild needs, assuming a necromancer is unable to fulfil that. Asymmetry is not something I see as an issue. If Ashes was a purely PvE game, then very few people would ever play anything other than the pure subclasses (tank/tank, for example). Being a PvX game though, the other subclass will have their place without the developers needing to specifically add in mechanics for them. Mages, for example, may find that they are better served by taking tank as a secondary when out harvesting materials, or when expecting 1v1 or 1v2 PvP. It is entierly probable that some of the 64 specs are significantly less useful than others, and may be rarely ever seen. This isn't a bad thing though, as long as each class has a few subclasses that are viable at any given time. The lack of ability to grow this system is something I have talked about a few times. Attempting to add one new class to the game would require the addition of 15 new subclasses. Adding two new classes would require adding 36 new subclasses. Adding 4 new classes would require adding 80 new subclasses. To me, all this means is that they won't add new classes. That isn't a bad thing. One other thing I have been saying for a while is that if you take two people of a specific class, give each of them different subclasses, spec out their class skill tree the same, and only use augments from social organizations, religions or other non-subclass avenues, then you could have two characters of different subclasses that are functionally identicle. It was my realization of this that saw me understand that the subclass choice in Ashes is literally nothing more than a choice of augments for your primary class - and those augments may not even be the ones you use.
Tacualeon wrote: » Assuming you want a talent tree for arquetypes AND classes, that's a lot of more work. I personally like the dedicated thought behind a customized interaction of skills.
daveywavey wrote: » I don't know how different the augments will make the Primary. I don't think we have any info on it, yet. They say it will "radically alter" it, so will be interesting to see what effect each one has. I'm quite looking forward to it, it's something a little different, and that's part of the excitement I'm feeling for the game.
Demidreamer wrote: » daveywavey wrote: » I don't know how different the augments will make the Primary. I don't think we have any info on it, yet. They say it will "radically alter" it, so will be interesting to see what effect each one has. I'm quite looking forward to it, it's something a little different, and that's part of the excitement I'm feeling for the game. I've found myself wondering how many times will a player be able to use these augments. -Will the player be able to modify all spell and abilities with just one particular augment? -Will a player be able to mix/match every ability with every ability? -Will there be a limitation of using an augment just once to a single particular spell/ability? I find myself settling on the third option. This would encourage finding/gaining new augments.
neuroguy wrote: » Again, I don't see strong reasons why they have deviated from the convention, just reasons why it's not that big a deal or not that bad. It does not sound like it's adding much/any positives.