Mahes wrote: » It would be nice if they started going over the rest of the core classes. We have not seen anything new for over a year now regarding a key part of the game. Weather and super detailed character creators are nice but for me that is icing on the cake. The core classes are part of the actual cake.
Tragnar wrote: » I really dislike the wording where they said "64 classes", because in essence it is only 8 classes with a choice to double down on your class fantasy or to steal stuff from another class yes you have total 64 RP variations, but from gameplay perspective you will not have 64 unique classes - just 8 with customization options to steal stuff from the other 7 classes
Atama wrote: » Yes, Intrepid seems to have Obi-Wan Kenobi's philosophy when it comes to facts. "So, what I told you was true... from a certain point of view."
Taleof2Cities wrote: » Atama wrote: » Yes, Intrepid seems to have Obi-Wan Kenobi's philosophy when it comes to facts. "So, what I told you was true... from a certain point of view." Given Intrepid's recent track record of under-promising and over-delivering (e.g. Dynamic Seasons), we may be surprised at what the Archetypes eventually turn out to be, @Atama. You remember the very first Star Wars movie title, do you not? "A New Hope."
Atama wrote: » Step 1: Redefine what the word "class" means even though it's a very well-defined term in role-playing games going back 50+ years to the original D&D game. Step 2: Create a system with 64 "classes", which aren't really classes, we just call them that. Step 3: Advertise that "THIS GAME HAS 64 CLASSES OMG!!!!111". Step 4: Let the community patiently explain how the game really has only 8 classes.
NiKr wrote: » Atama wrote: » Step 1: Redefine what the word "class" means even though it's a very well-defined term in role-playing games going back 50+ years to the original D&D game. Step 2: Create a system with 64 "classes", which aren't really classes, we just call them that. Step 3: Advertise that "THIS GAME HAS 64 CLASSES OMG!!!!111". Step 4: Let the community patiently explain how the game really has only 8 classes. I still give them a chance to show augments in their full glory (if there is any). Cause quite often there's barely more than 10 "classes" in an mmo either way. You might have several elemental mages or a few flavors of melee fighters, but most of the time their core gameplay is very similar. The attacks achieve same results, debuffs have very similar effect, buffs increase similar (or sometimes same) stats. So in a way those 64 "classes" can still be called classes in their usual mmorpg meaning. But to be sure about that, we'll first have to see waaay more augments than the singular fucking TP dash.
Atama wrote: » But they aren't classes. They've been very clear to temper expectations; augments can change the way you do things, but not what you can do.
Dygz wrote: » It's 8 Primary Archetypes and 64 classes. Classes are defined as the combo of Primary Archetype with Secondary Archetype. So... 64 classes is correct. And, no, there are not just 8 classes.
CROW3 wrote: » Ok, I’m curious if you’re taking a legalistic approach, so let’s take Steven’s redesignation of ‘class’ out of the equation. If we think of this in terms of 2nd edition, which arguably laid down the foundation for the modern definition of classes, I see Ashes as having 8 classes each with 8 kits. Now, I’m totally open to RP creating additional differentiation between kitted rogues. For example, a smuggler and a fence could be played as very, very different experiences. Yet at a practical level they are both thieves. Do you think that the Ashes classes (silly rhyme) will feel wholly distinct or vaguely similar? What are your thoughts from that vantage?
CROW3 wrote: » Dygz wrote: » It's 8 Primary Archetypes and 64 classes. Classes are defined as the combo of Primary Archetype with Secondary Archetype. So... 64 classes is correct. And, no, there are not just 8 classes. Ok, I’m curious if you’re taking a legalistic approach, so let’s take Steven’s redesignation of ‘class’ out of the equation. If we think of this in terms of 2nd edition, which arguably laid down the foundation for the modern definition of classes, I see Ashes as having 8 classes each with 8 kits. Now, I’m totally open to RP creating additional differentiation between kitted rogues. For example, a smuggler and a fence could be played as very, very different experiences. Yet at a practical level they are both thieves. Do you think that the Ashes classes (silly rhyme) will feel wholly distinct or vaguely similar? What are your thoughts from that vantage?
Dygz wrote: » It can confuse people if they choose not to read, sure.