Falkath wrote: » Archetypes are only meant to slightly change the feeling of each class, it's not a game changer and you can switch archetypes easily. No need to force players to pick one before they even get the feeling of the basic skills. It's not like the gameplay between a Shadowblade and a Weaponmaster will be two different classes. Also the classes never have a complete set of skills as you start leveling, what does it matter to have the final archetype feeling if you won't be able to play it anyways ? Better learn slowly your class skills and combo than roleplay upgraded skills you don't understand.
Ironhope wrote: » Karthos wrote: » This seems like a personal problem, Seems because of your own supperficial analysis maybe. Judging by the very large number of people playing warlocks/paladins/shamans/etc in mmo-rpgs and the notable numbers of people dedicated to those clases (just check the classic wow drama) one can only concluse there's going to be a lot of people disappointed. Karthos wrote: » that you just don't like the class system, because it's not something you're used to. Baseless personal assumption of yours, irrational considering I've never experienced (am not used to) stuff like nodes, sieges, caravans, ships, etc (caravans and ships I've encountered before but did not stick with the mmos) yet I love them. I love them because they're obejctivelly good. Discriminating a large part of your players, those who would like to adventure as warlocks/paladins/shamans/etc from lvl 1 but can't is objectively bad. Karthos wrote: » This is a fairly oldschool way of doing classes, and makes alot of sense considering Lineage was an influence on Steven. Name a successful mmo-rpg which uses this system.
Karthos wrote: » This seems like a personal problem,
Karthos wrote: » that you just don't like the class system, because it's not something you're used to.
Karthos wrote: » This is a fairly oldschool way of doing classes, and makes alot of sense considering Lineage was an influence on Steven.
Karthos wrote: » Ironhope wrote: » Karthos wrote: » This seems like a personal problem, Seems because of your own supperficial analysis maybe. Judging by the very large number of people playing warlocks/paladins/shamans/etc in mmo-rpgs and the notable numbers of people dedicated to those clases (just check the classic wow drama) one can only concluse there's going to be a lot of people disappointed. Karthos wrote: » that you just don't like the class system, because it's not something you're used to. Baseless personal assumption of yours, irrational considering I've never experienced (am not used to) stuff like nodes, sieges, caravans, ships, etc (caravans and ships I've encountered before but did not stick with the mmos) yet I love them. I love them because they're obejctivelly good. Discriminating a large part of your players, those who would like to adventure as warlocks/paladins/shamans/etc from lvl 1 but can't is objectively bad. Karthos wrote: » This is a fairly oldschool way of doing classes, and makes alot of sense considering Lineage was an influence on Steven. Name a successful mmo-rpg which uses this system. Lineage 2,, Final Fantasy 11 (and arguably FF14 as well has a version of this system), Ragnarok Online, a very oldschool and quite popular game in Korea from Nexon called "Baram", or "Nexus: Kingdom of the Winds" in NA had a similar class system. These are just the ones off the top of my head. It's a very Final Fantasy thing. You start out as a "Warrior" and become a "Knight" and then work your way up to Advanced Classes. Again, old school RPG way of doing it.
Ironhope wrote: » Noaani wrote: » Change your fantasy to fit the game, , rather than asking for the game to be changed to fit your fantasy. So your ''logic'' is that after we were explicitly invited to these forum to criticise the game project and make suggestions, I should not do that but instead ignore a shortcoming of the game and work my way around it... That makes no sense.
Noaani wrote: » Change your fantasy to fit the game, , rather than asking for the game to be changed to fit your fantasy.
Karthos wrote: » I mean, we are comparing two systems that essentially function the same way, while knowing not everything about one of them. Given that the general concept was consistent, it's still a valid example. Correct me if I'm wrong, but his original complaint was about not being able to play your "End" class at the start, and being required to play one of the base classes first in order to graduate it to the class you actually wanted to play, were they not? Most Final Fantasy games do this. I want to play a Dragoon, but I need to play the base class first, level/skill it up and then do the Job Quest. And then there's all the support job stuff. The point I'm making is this isn't a new system that Intrepid is "taking a chance on", it's an established method of doing class systems.
deliriumstatus wrote: » I see two things wrong with your class system "problem". 1. the "rpg fans" having a problem with the class system is pure speculation. I haven't seen anyone voicing negative opinions about this. 2. If you think rpg fans have a problem not being able to play the class in its final form, then they aren't real rpg fans to begin with. Characters grow and develop over time. That is one of the main points to any story. So if you claim that it will be a "hard pill to swallow for rpg fans", then they aren't real rpg fans.
Iskiab wrote: » Only problem I see with the class system is will you really require 1 of each class? If so, players don't typically choose classes equally and some are more popular than others. Based on other games, I think we'll have too many rogues and priests.
SongRune wrote: » Yeah. I've been wondering about that occasionally myself. They talk a lot about working to require one of each archetype in a party. I don't know what their solution is, but there's never gonna be the same number of Bards and Rogues.
Ironhope wrote: » While I love the concept of mixing base archetypes to obtain classes, I feel that the inability to start off (from lvl 1) as the class (fantasy-gameplay style) you want is going to be a pretty bitter pill to swallow for a lot of mmo-rpg fans.
Ironhope wrote: » In the top mmo-rpgs (wow and ff14) you can start any class fantasy from lvl 1 so I have no idea what you're talking about.
Noaani wrote: » The class system is as foundational to Ashes as PvP.
Noaani wrote: » Your suggestion is akin to the people that come in here and ask for PvE servers because they dont like PvP.
Noaani wrote: » You are literally asking for a different experience than the one Ashes is built around.
Noaani wrote: » Having players play their their class for the first 20 or so levels reinforces the fact that this is indeed their class.
Karthos wrote: » Lineage 2,, Final Fantasy 11 (and arguably FF14 as well has a version of this system), Ragnarok Online, a very oldschool and quite popular game in Korea from Nexon called "Baram", or "Nexus: Kingdom of the Winds" in NA had a similar class system.
Karthos wrote: » These are just the ones off the top of my head. It's a very Final Fantasy thing. You start out as a "Warrior" and become a "Knight" and then work your way up to Advanced Classes. Again, old school RPG way of doing it.
deliriumstatus wrote: » 1. the "rpg fans" having a problem with the class system is pure speculation. I haven't seen anyone voicing negative opinions about this. 2.
deliriumstatus wrote: » 4. If you think rpg fans have a problem not being able to play the class in its final form,
Azherae wrote: » @Ironhope I still disagree with you for a simple enough reason. Skills aren't locked, and you are ignoring the fact that the only way this works in the first place is that there would have to be a build of 'Cleric that intends to be a High Priest' and 'Cleric that intends to be something else'. The abilities themselves could easily work in a lot of that. This gives the player even more and better options, they could just choose the abilities that fit their class fantasy instead, to solve the problem. Nothing makes you take a single healing spell in Alpha-1, I don't think.
Ironhope wrote: » Azherae wrote: » @Ironhope I still disagree with you for a simple enough reason. Skills aren't locked, and you are ignoring the fact that the only way this works in the first place is that there would have to be a build of 'Cleric that intends to be a High Priest' and 'Cleric that intends to be something else'. The abilities themselves could easily work in a lot of that. This gives the player even more and better options, they could just choose the abilities that fit their class fantasy instead, to solve the problem. Nothing makes you take a single healing spell in Alpha-1, I don't think. Can you please rephrase, I'm notsure I understood your point well enough. What would be wrong with the talent system allowing a lower lvl mage for example have a warlock flavor to him as result of the talents he picked? Wouldn't it actually be better that the journey to your secondary archetype be an organic one? Not to mention it would solve the issue of those wanting to enter the rpg as their favored fantasy (warlock/shaman/paladin/etc) at least in good part.