Ironhope wrote: » Yeah I agree but the fact is, heavy names like Warlock, Shaman, Beastmaster, Templar, Necromancer, etc have a pretty solid, clear image in the collective imagination.
Percimes wrote: » Ironhope wrote: » Yeah I agree but the fact is, heavy names like Warlock, Shaman, Beastmaster, Templar, Necromancer, etc have a pretty solid, clear image in the collective imagination. Of all those, only the necromancer can be considered a heavy weight. Shamans have a tribal vibe to them and EQ, DAoC, and WoW all had shamans with heal/dps/support gameplay, but in the non-gamer world, I'm not sure their role is has precise. Warlock is close but there's still some leeway on how you spin the concept to be a real heavy weight: the name has recognition, but not the form. Templar are know as some sort of knight; historians and geeks may know more about them. And Beastmaster is a blonde dude with two ferrets. What I'm trying to say is: however loaded the name of a class, there is always some room in how it is implemented.
Dygz wrote: » I dunno. It seems like the vast majority of people can tell from some of the odd names for classes, that what's most important is the class combo itself, rather than the name. And should be able to tell fairly early whether they would like the combo, regardless of the name. I don't see Druid as a class name. But, I can find a few class combos that could fit the Druid concept. What's in a name...?
Azherae wrote: » Percimes wrote: » Ironhope wrote: » Yeah I agree but the fact is, heavy names like Warlock, Shaman, Beastmaster, Templar, Necromancer, etc have a pretty solid, clear image in the collective imagination. Of all those, only the necromancer can be considered a heavy weight. Shamans have a tribal vibe to them and EQ, DAoC, and WoW all had shamans with heal/dps/support gameplay, but in the non-gamer world, I'm not sure their role is has precise. Warlock is close but there's still some leeway on how you spin the concept to be a real heavy weight: the name has recognition, but not the form. Templar are know as some sort of knight; historians and geeks may know more about them. And Beastmaster is a blonde dude with two ferrets. What I'm trying to say is: however loaded the name of a class, there is always some room in how it is implemented. I wonder exactly how much the attraction-rejection response happens in MMOs. There's always some set of people who don't care, but it'd be interesting to get the data. For example, a game like Ace Combat but with less brand recognition. If such a game meaningfully changed the properties of aircraft one could choose, but did not change the names, or made names that were obvious hints or references to corresponding real life aircraft, there is a certain set of people who would be attracted based on their knowledge of those aircraft, and then reject the game (even if it was good) because of this approach. How many Warlocks would refuse to play Ashes if the class didn't fit what they expected? (I am not actually worried about this, my Compilations have indicated that people vocal in the community so far agree on 'what a class should be like' over 90% of the time)
Percimes wrote: » Azherae wrote: » Percimes wrote: » Ironhope wrote: » Yeah I agree but the fact is, heavy names like Warlock, Shaman, Beastmaster, Templar, Necromancer, etc have a pretty solid, clear image in the collective imagination. Of all those, only the necromancer can be considered a heavy weight. Shamans have a tribal vibe to them and EQ, DAoC, and WoW all had shamans with heal/dps/support gameplay, but in the non-gamer world, I'm not sure their role is has precise. Warlock is close but there's still some leeway on how you spin the concept to be a real heavy weight: the name has recognition, but not the form. Templar are know as some sort of knight; historians and geeks may know more about them. And Beastmaster is a blonde dude with two ferrets. What I'm trying to say is: however loaded the name of a class, there is always some room in how it is implemented. I wonder exactly how much the attraction-rejection response happens in MMOs. There's always some set of people who don't care, but it'd be interesting to get the data. For example, a game like Ace Combat but with less brand recognition. If such a game meaningfully changed the properties of aircraft one could choose, but did not change the names, or made names that were obvious hints or references to corresponding real life aircraft, there is a certain set of people who would be attracted based on their knowledge of those aircraft, and then reject the game (even if it was good) because of this approach. How many Warlocks would refuse to play Ashes if the class didn't fit what they expected? (I am not actually worried about this, my Compilations have indicated that people vocal in the community so far agree on 'what a class should be like' over 90% of the time) I would say the attraction or attention grabbing far outweigh the rejection response, unless we're talking about a simulation or recreating a time period as in your aircraft example. People interested in that aspect may not be the public at large, but a large portion of the target audience. Weapons in realistic FPS, tanks in World of Tanks: no point upsetting the players who cares. The option of changing the names, or even the looks, but capturing the feel of the objects was done very well by Ubisoft in the Watchdogs series. The cars all look inspired by real models, you can almost say which real ones they blended into one. And no need to get the rights from the car manufacturers and no restriction if they want to wreck them in the game. But in the cases of class names, the very popular ones are well known because they've been used and remashed times and times again in different media over the years. How many flavour of wizards are there in literature only? From Gandalf to Harry Potter, with a wary glance in those probably lurking in hentai, it's a name vague enough to do whatever you want with it. So long at it's a magic-user.
Azherae wrote: » I wouldn't expect you to be the type that was affected. Your... 'neurological profile', let's say, doesn't match it. Some people care about 'how many shades of eyeshadow you can use in Character Creation'. Some people go 'Random character appearance let's go see some gameplay!' Apply to anything in any game that has ever been offered as an option. The ability to understand the motivations of others is a difficult ask, and empathizing with the ones you don't share or agree with is a whole thing we literally train people for years to do.
Dygz wrote: » Azherae wrote: » I wouldn't expect you to be the type that was affected. Your... 'neurological profile', let's say, doesn't match it. Some people care about 'how many shades of eyeshadow you can use in Character Creation'. Some people go 'Random character appearance let's go see some gameplay!' Apply to anything in any game that has ever been offered as an option. The ability to understand the motivations of others is a difficult ask, and empathizing with the ones you don't share or agree with is a whole thing we literally train people for years to do. If you don't see the name Rogue or Thief in BDO, I bet you can still find a class close to the playstyle you want. I mean, originally, in D&D Rogue was called Thief. Especially if you speak several languages, labels become less important. We have names like Highsword - the name shouldn't stop Fighters from choosing the Death School rather than the Life School just because the label indicates Holy healing, rather than a focus on Death.
Dygz wrote: » Especially if you speak several languages, labels become less important.
Dygz wrote: » Of all those, only the necromancer can be considered a heavy weight. Shamans have a tribal vibe to them and EQ, DAoC, and WoW all had shamans with heal/dps/support gameplay, but in the non-gamer world, I'm not sure their role is has precise. Warlock is close but there's still some leeway on how you spin the concept to be a real heavy weight: the name has recognition, but not the form.
Dygz wrote: » Templar are know as some sort of knight; historians and geeks may know more about them.
Dygz wrote: » What I'm trying to say is: however loaded the name of a class, there is always some room in how it is implemented.
Dygz wrote: » What's in a name...?
Dygz wrote: » Or none of that actually matters much. It's just the way some people like to play. Same as people who obsess over the economy or who obsess over RP or obsess over being completionist. You don't have to have the Most Efficient Tactics Available in order to defeat encounters. Especially if the devs are not designing encounters to be only successful if you find the one META. In Ashes, you don't need to try to define "the one META" in order to pay attention to how the rest of your group plays and synergize with them well enough to consistently beat encounters. You don't have to be the best to win consistently. You just have to be good enough. It's like a card game. It's not about always having the best hand - it's about understanding how to make the most of the hand your dealt and, if it's Bridge or Spades, paying attention to how your partner(s) play their hands and adjusting your strategies and tactics accordingly.
Percimes wrote: » Dygz wrote: » Especially if you speak several languages, labels become less important. Oh yes. Wizard, magician, sorcerer, warlock... so many different words in English and not all of them have a direct translation. Just translating to French: wizard and magician would probably be lumped together into "magicien" while sorcerer would become "sorcier". Warlock is harder. "Sorcière" (female sorcerer) translate to "witch", but is a warlock a male witch? Is a warlock a sorcier or magicien? French D&D class terminology can be rather confusing when you're used to the original English names. Drat, where are we going with this discussion hehe?
Ironhope wrote: » I disagree with these claims but it's too subjective of a topic to even begin to debate.
Ironhope wrote: » Dygz wrote: » What's in a name...? If you put enough effort into it (not that much when looking at how much effort it takes to make such a game) you're going to nail down something which the vast majority of fans looking to play a warlock will appreciate.
beaushinkle wrote: » It would really help me out in our discussions if you actually engaged with the things I wrote <_<
beaushinkle wrote: » I fully agree that you don't need to play to the meta to defeat encounters - you can be an option-2 player in a party of option-3 players and they can be pulling their weight and yours.
beaushinkle wrote: » If the game is very difficult, maybe that's not enough and you'll fail. If the game is easy (like most FFXIV content), a party full of option-2 type players will succeed fine and you don't need anyone to be option-3 type people. Option-3 type players will be pressured into becoming option-2 players (since they're sacrificing their own fun for a group that isn't reciprocating, and that sacrifice isn't necessary).
beaushinkle wrote: » It may also be the case that "just beating the boss" isn't necessarily the goal. I know that players both care about farm rate in terms of XP/hour efficiency, gold/hour efficiency. Even in PvE, killing a boss faster in ashes may make it so that you're the group that gets looting rights, or you might make it so that the next boss further in the dungeon spawns at the next higher tier of dynamic difficulty (for better loot). Playing better is basically always better.
beaushinkle wrote: » What you're describing (doing what you want, being "good enough", etc) is what I'm describing when I'm talking about option-2. Things that make people individually happy but aren't group-optimal or meta.
beaushinkle wrote: » None of that directly engages with any of the points I made, though!
Dygz wrote: » You don't fully agree because I don't agree with your vision of weight being pulled.
Dygz wrote: » Rather beating the boss with the META isn't the goal. The goal is just beating the boss with whatever strategy works.
beaushinkle wrote: » I'm a little confused here. You wrote "You don't have to have the Most Efficient Tactics Available in order to defeat encounters." I agree with that. If the encounter is extremely difficult, everyone has to use the meta to win.
beaushinkle wrote: » If it's slightly less difficult, most people have to use the meta (and those that don't will have their weight be pulled by those who do) to win. If this isn't the case, then the encounter can be more difficult. If the encounter is very easy, no one has to use the meta. Maybe someone is using the meta anyway, and is pulling everyone's weight when they don't have to.
beaushinkle wrote: » I don't think you get to define other people's goals for them. That may be your goal, and I think that's a very reasonable goal. Other people's goals might be to lose to the boss because of role play constraints, or to beat the boss using a particular set of items for RP reasons. Other sets of folks might be interested in beating the boss as fast as possible to post a video on the internet to try to set speedrunning records.
beaushinkle wrote: » Broadly, these goals happen at a group level (option-3) and an individual level (option-2). If you're willing to sacrifice your own fun to do what's good for the group, like play a class that you're less interested in because it's more effective, then you would probably be at home with other players willing to do the same thing.
beaushinkle wrote: » If you're not willing to sacrifice your own fun to do what's good for the group, like if you'd rather play the class you're more interested in even if it's less effective so long as you can still kill the boss, then you would probably be at home with other players who share that independence. If the content of the game isn't competitive or difficult enough to warrant people sacrificing their own fun for the good of the group, the community expectation will gravitate toward option-2 type players (like FFXIV did). If it is competitive or difficult, the opposite happens.
beaushinkle wrote: » All of that said, it's like you're actively trying to not talk to me, or that you don't want to understand what I have to say or where I'm coming from. I'd like to understand your position (and maybe even change your mind). Are you willing to do the same?
bloodprophet wrote: » Next question. What is more important game play style or terminology?