George_Black wrote: » I wanna point out that there is a sizable number of people that dont stop to think the insanity of having 64 combos as part of "great customozation", access to any weapon any armor + universal abilities, from all of which the viable playstyles will be a fraction of the offered combos. Yet when it comes to the actual archetype abilities, actual archetype playstyle, there are restrictions on which abilities you can learn due to in innapropriate system for mmos, the skill tree. The same people who want no restrictions on unrealistic combinations are happy with restrictions on core archetypes.
Kilion wrote: » I think it is, especially when looking at the Ranger showcase. I'm not going to open up another Falconer super thread here, but we can look at a few skills to assess how the augmentation system could work:Example: BeartrapBard augment: An enemy hit by the trap will grant those who hit him a short buff (cooldown reduction, mana regenration, movement speed, creates an illusion of the character that mirrors the originals skills for 3 actions/5s) Cleric augment: An enemy hit by the trap triggers an AOE heal for nearby enemies; The trap does additional necrotic damage; the trap triggers a debuff that heals enemies for a percecntage of the damage done; the enemy trapped will be blinded which lasts a bit longer than the actual root. Fighter augment:Inflicts critical wounds on the trapped enemy that reduces received healing for some time; the trap explodes into 4 smaller traps that scatter near the original zone; The trapped enemy becomes staggered for a time after the root ends; Instead of being rooted the enemy gets knocked back into the direction he came from Mage augment: Obviously elemental damages would be an option; an ice trap would stun the enemy and if enough damage is applied during the "freeze" it the enemy gets shatter damage; fire traps light the enemy up applying burn damage and making it impossible to camouflage; storm could bounce the enemy in the air and make them subject to fall damage Rouge augment: Poison damage should definitely be an option here; the trap spawns a bunch of small snakes around that have attack priority on the trapped enemy; causes a debuff ("vulnerable") for increased damage when dealt to their back or from camouflage; critical wounds to reduce healing effects (this effect is too useful in PvP to be limited to just 1 class augment) Ranger augment: I think increasing the root duration would be useful enough but I would also like if it would automatically applies one of the marks to the target Summoner augment: Honestly since I still don't really understand what this archetype will be able to do I cant think of much in the ways to augment other archetype's skills with it. Tank augment: Instead of rooting the enemy he becomes disoriented (randomly swaps the movement inputs for a few seconds); Decreases all resistances; The next attack against the trapped enemy creates a shield for the attacker that scales with damage done; Applies a bleeding effect that can be increased through basic attacks Of course these are just examples, but I think it illustrates how augments can be made without massive efforts. I will point at this point what they said in the (I think) Tank showcase, that skills are modular objects that they can easily pull apart and modify portions of, so creating various augmented versions of skills while definitely a time consuming process would at least be possible from a technical point of view.
Cyridius wrote: » I've seen people talk about WoW as a reference point - it has 12 classes and each one has 2-4 specs, resulting in everyone having two talent trees (the base class talent tree and the spec tree). You basically have around 36 classes with a huge amount of potential variability, and then you have racial bonuses (which aren't really a big deal in current day WoW, but there if you're mage it's very nice to have Gift of Naaru from a Draenei and if you're a Shadow Priest or Affliction Warlock you'll benefit from the Void Elf's Entropic Embrace). In reality there's maybe two builds for each spec that are considered optimised and that's what people use, and that's been the case no matter how balanced the specs are. Considering the way that classes have been described in AoC, I'd make the case that your secondary archetype has a significantly smaller impact than your spec in a game like WoW - no new spells, just for one. Point being, that having a large number of classes or class-spec combos isn't a new thing. MMOs have been doing it for a while now. And the end result is that the game will be unbalanced. Which is fine. We're not doing sweaty arena 3v3s or playing Dota 2 or something, it's an MMO and open world PvP in MMOs is inherently unbalanced no matter how many or few classes exist or how well they're designed, because numbers and gear are the deciding balancing factor. We've also seen systems similar to what AoC is pursuing in games like ArcheAge where your class was formed of your base and secondary archetype, though in AA the combo mattered a lot more than what it appears to in AoC. Remains to be seen. From what I can see so far, your secondary archetype will probably have as much impact on your base class as the weapon and armour you decide to use - which is to say, significant. If they weren't up for the task of simply making these systems, I don't think they'd say they're doing it.
rikardp98 wrote: » NiKr wrote: » This is already the case pretty much. All abilities will be based on your archetype, which is why I say that there's only 8 classes. We'll need some build variety though, which is where the augments come in. Balancing an mmo is an impossible task, so I think expecting that is kinda pointless. But having a good variety of options on your abilities is something that would make the game better. I'm saying that it would be better to focus on the main archetype to make it feel complete, and have variety in gameplay and abilities within this completed base archetype. Instead of feeling the need to implement 8 arguments to every spell (or most of them) for every archetype. NiKr wrote: » And that will happen if you have over 8 archetypes in a game with only 8 party slots. Well this will happen oven of there is 8 classes with 8 party slots. People will class stack if some class is stronger than another. Or some class is just much weaker. But yes, more likely if there is more classes to choose from.
NiKr wrote: » This is already the case pretty much. All abilities will be based on your archetype, which is why I say that there's only 8 classes. We'll need some build variety though, which is where the augments come in. Balancing an mmo is an impossible task, so I think expecting that is kinda pointless. But having a good variety of options on your abilities is something that would make the game better.
NiKr wrote: » And that will happen if you have over 8 archetypes in a game with only 8 party slots.
Depraved wrote: » how and why would it be better? how are you measuring that? are you implying that if they build the augment system the base classes will feel incomplete? that makes no sense. building one system doesnt mean you neglect another one.
Depraved wrote: » 1- and let me tell you that if your concern is time, money and effort, making 2-4 new classes from scratch is much more money, time and effort than changing some properties in some skills. so what you said makes no sense to me.
Depraved wrote: » 2- people will stack classes regardless. if you have 10-12 classes, people will pick the strongest for the party anyways. they are balancing around having 1 of each main archetype in the party. if they added more archetypes right now, they would have to go back to the drawing board and figure out what they are going to do now with parties. thats more time, money and effort
rikardp98 wrote: » NiKr wrote: » There is only 8 "classes". Don't believe the "augments will drastically change abilities" until you see it happen on at least a single archetype. Ashes is a game with 8 classes and parties of 8 people. It's a perfect fit. Yeah that's why I kind of feel like they shouldn't even bother with the arguments and focus on the base archetype and maybe add one or two more for that extra variety.
NiKr wrote: » There is only 8 "classes". Don't believe the "augments will drastically change abilities" until you see it happen on at least a single archetype. Ashes is a game with 8 classes and parties of 8 people. It's a perfect fit.
SirChancelot wrote: » rikardp98 wrote: » NiKr wrote: » There is only 8 "classes". Don't believe the "augments will drastically change abilities" until you see it happen on at least a single archetype. Ashes is a game with 8 classes and parties of 8 people. It's a perfect fit. Yeah that's why I kind of feel like they shouldn't even bother with the arguments and focus on the base archetype and maybe add one or two more for that extra variety. But the thing is those secondaries will also be 'recycled'. The effects that one archtype has as a secondary will have the same theme of effects being applied to each primary.
rikardp98 wrote: » Cyridius wrote: » I've seen people talk about WoW as a reference point - it has 12 classes and each one has 2-4 specs, resulting in everyone having two talent trees (the base class talent tree and the spec tree). You basically have around 36 classes with a huge amount of potential variability, and then you have racial bonuses (which aren't really a big deal in current day WoW, but there if you're mage it's very nice to have Gift of Naaru from a Draenei and if you're a Shadow Priest or Affliction Warlock you'll benefit from the Void Elf's Entropic Embrace). In reality there's maybe two builds for each spec that are considered optimised and that's what people use, and that's been the case no matter how balanced the specs are. Considering the way that classes have been described in AoC, I'd make the case that your secondary archetype has a significantly smaller impact than your spec in a game like WoW - no new spells, just for one. Point being, that having a large number of classes or class-spec combos isn't a new thing. MMOs have been doing it for a while now. And the end result is that the game will be unbalanced. Which is fine. We're not doing sweaty arena 3v3s or playing Dota 2 or something, it's an MMO and open world PvP in MMOs is inherently unbalanced no matter how many or few classes exist or how well they're designed, because numbers and gear are the deciding balancing factor. We've also seen systems similar to what AoC is pursuing in games like ArcheAge where your class was formed of your base and secondary archetype, though in AA the combo mattered a lot more than what it appears to in AoC. Remains to be seen. From what I can see so far, your secondary archetype will probably have as much impact on your base class as the weapon and armour you decide to use - which is to say, significant. If they weren't up for the task of simply making these systems, I don't think they'd say they're doing it. Sure, but currently when looking at the database of wow, retail have 423 class abilities while original wow vanilla only have 260. What AoC is trying to do is +2000 abilities. Sure most of them will be a modification of one spell, but that is still A LOT of spells you need to make and balance. But if they make it work, then that would be amazing. I'm just not sure it's worth the time and money they need to spend on it. The current classes they have shown looks amazing and I think that they should stick to that and small varieties within the base archetype fantasy.
Kilion wrote: » Yes there are 8 archetypes with 35-40 unique active skills each; and each of these base skills can be modified with one out of 4 augementation school based on the selected "augmentation archetype". This would sum up to a total of 280-320 unique base skills overall 32 skills that can be created from one base skill 8'960-10'240 active skills in total for Intrepid to design
Xeeg wrote: » Kilion wrote: » Yes there are 8 archetypes with 35-40 unique active skills each; and each of these base skills can be modified with one out of 4 augementation school based on the selected "augmentation archetype". This would sum up to a total of 280-320 unique base skills overall 32 skills that can be created from one base skill 8'960-10'240 active skills in total for Intrepid to design Has this actually been said? Or is it possible that, of the 35-40 unique skills, a quarter have 2 augment choices and another quarter have 4 augment choices? This would half the work required and still be plenty of variation between archetypes. Then we would get280-320 unique base skills overall 8*((1/4)*2)+((1/4)*4)+(1/2)*1) = 16x variations of skills 4480-5120 active skills And again, if we imagine a skill like Barrage to have 8*4=32 variations, most of these might just be a simple colour palette change and some tweaks on the number side (does fire damage, adds bleed, etc.) Maybe only 3 variations change something about the actual skill that requires new assets. The majority of the work is developing the initial 300 base skills.
Kilion wrote: » Additionally it is not too far fetched to assume that this also has implications for enemy design. Sure, mobs like spiders might have unique skill sets but humanoid mobs will probably greatly rely on the same type of skills that actual player are also using. It wouldn't make too much sense if a Mob Mage suddenly has completely different magic than other mages in the world, I think that would, to a certain degree even contradict the lore.
rikardp98 wrote: » Is 64 classes still a good idea?
rikardp98 wrote: » After seeing the ranger update I'm very confident in IS being able to make some great classes. However, I'm starting to doubt the 64 class model and would rather have around 10-12 well designed and unique classes that is also well balanced (in a group play setting).
rikardp98 wrote: » 64 different classes would be cool, but it will take a lot of work/time and money to make all those classes feel unique, have depth in its gameplay and be a viable option for PvP or PvE. Yes, the biggest hurdle is to create a good base archetype, but making the second archetype feel important and impactful will still be a HUGE hurdle and a big time investment. I'm convinced that IS could make it happen, but I'm not sure if it's worth it?
rikardp98 wrote: » SirChancelot wrote: » rikardp98 wrote: » NiKr wrote: » There is only 8 "classes". Don't believe the "augments will drastically change abilities" until you see it happen on at least a single archetype. Ashes is a game with 8 classes and parties of 8 people. It's a perfect fit. Yeah that's why I kind of feel like they shouldn't even bother with the arguments and focus on the base archetype and maybe add one or two more for that extra variety. But the thing is those secondaries will also be 'recycled'. The effects that one archtype has as a secondary will have the same theme of effects being applied to each primary. Well creating a theme for the secondary archetype is easy, the difficult part is implementing it and making it a somewhat balanced and fun ability.
Depraved wrote: » rikardp98 wrote: » SirChancelot wrote: » rikardp98 wrote: » NiKr wrote: » There is only 8 "classes". Don't believe the "augments will drastically change abilities" until you see it happen on at least a single archetype. Ashes is a game with 8 classes and parties of 8 people. It's a perfect fit. Yeah that's why I kind of feel like they shouldn't even bother with the arguments and focus on the base archetype and maybe add one or two more for that extra variety. But the thing is those secondaries will also be 'recycled'. The effects that one archtype has as a secondary will have the same theme of effects being applied to each primary. Well creating a theme for the secondary archetype is easy, the difficult part is implementing it and making it a somewhat balanced and fun ability. this is how it works. you dont build skills, you build a factory that builds skills. this is the simples way i can explain this. there are other ways to do it, like using composition, but i dont want to go into technical details. so you have something like this: (not a real language) Skill = { name: heal, icon: C:\aoc\images\icons\heal.png, healAmount: 100, damage: 0, range: 20 element: none, critRate: 0 ... ... etc etc etc } you can create new skills by changing the values, such as name, damage, etc and you just attach these skills to a class. if you play cleric/ mage and use fire augments, now your skill healAmount is set to 0, damage is set to 100 and element is set to fire. maybe you can add a red/orange/yellow filter to the png icon so u dont have to draw a new one. and if you use the lightning augment, then the element is set to lightning, you add a white/light blue/yellow filter to it. change the particles color, etc if you play cleric/ranger, maybe the augment only changes the range to 35, if you play cleric/cleric, then the heal amount changes to 150. you could also change another value so that it applies a heal over time to your target, etc a rogue secondary would change the crit rate to 20 for example. the point is that you are just changing numbers, basically. you still have to think about what numbers you want to change. also, iirc steven said that not all skills will be augmentable, so they wont have to work on 200+ skills or whatever. you can still use this skill factory to create a new class, but a new class is so much more work. you have to think about what class you are going to make. is it going to be a monk? a druid?, witch? a rune knight?, etc, etc. then you have to design a stat growth for that class, you gotta draw new icons for the skills, create new sound and visual effects, animations, etc. at some point you will end up changing skill values and all that, but not before you have to do the entire process that happens before you get to that point, and of course, they go through multiple iterations and play tests. and that process can take several months. adding 4 more classes, you are probably looking at 2 years of work for whoever has to make them. so nope, adding more classes isnt easier and faster than just changing some values on the skills you already made. on top of that, they already have an augment system. remember you can get augments from religions and social organizations? so now they gonna have to scrap all that because you think the game will fail if they dont add 4 more classes instead? xDD