George_Black wrote: » Sweet. Start on unstable foundations on a system proven in other games to be problematic, have forum users critisise discussion on better alternatives, move ahead with said course and then have the same forum users complain about delays and 2030. Great logic right there. Dont forget to keep parroting "we have to test and see".
George_Black wrote: » They dont work. Look at eso and aa.
Lodrig wrote: » George_Black wrote: » They dont work. Look at eso and aa. If your refering to ArcheAge, all evidence points to devs taking inspiration from it (like a lot of the class names are lifted from it). So while you might not like it your likely howling into the void if your arguing for the game to not be 'like that'. While I didn't play it the general principle of three different skill sets to make a 'class' from still guarantees a minimum of 1/3rd difference between any two classes and thus a degree of uniquness exists that exceeds my fears of secondary inconsiquentiality. But it looks like meta viability of most their classes is poor due to not having a wholistic approatch to their classes, most tripple combos being disjointed skill sets that lack synergy. So that is a legitimate concern if AoC were to design in a similar manor.
George_Black wrote: » Never played wow. Try again.
George_Black wrote: » rollox wrote: » I didn't know it was broken. How can anybody even postulate that something that hasn't even been fully developed or revealed needs to be fixed already I am glad for the discussion here. Lots of insight to class design and theory. But let's first see if anything is actually broken before suggesting how to fix it. Fair enough? I guess you never played ESO AA or any other mmo that said "play as you want" only to end up with a narrow selection of viable options with the majority of the people not enjoying them.
rollox wrote: » I didn't know it was broken. How can anybody even postulate that something that hasn't even been fully developed or revealed needs to be fixed already I am glad for the discussion here. Lots of insight to class design and theory. But let's first see if anything is actually broken before suggesting how to fix it. Fair enough?
Basically I would rather see 1 good solid augment that radically changes playstyle, then 4 bland flavor choices which don't change playstyle and tactics. One augment which changes your kit 40% is better then 4 choices with each change it only 10%
Rippley wrote: » Basically I would rather see 1 good solid augment that radically changes playstyle, then 4 bland flavor choices which don't change playstyle and tactics. One augment which changes your kit 40% is better then 4 choices with each change it only 10% I agree. I still believe that they can pull off all 64 combinations that all feel unique and flavorful. I'm still advocating for each combination to get a unique passive that defines its gameplay loop and differentiates it from all the other classes. You can see examples in my other posts. However if for whatever reason Intrepid cannot pull it off. I would much rather have fewer classes that are clearly defined than 64 watered down bullshit classes that all feel samey. To me the OBVIOUS compromise in that scenario is to focus on a few of the most flavorful and clearly defined archetype combinations for launch. Maybe 12-15 of the ones that have the strongest theme like all of the double-down combinations, Paladin, Duelist, Templar, Battlemage, Sorcerer, Beastmaster, Warlock, Bladedancer, Trickster etc. That leaves the door open for new subtypes to come online over time which the more I think about it would probably be a boon to Intrepid in terms of generating hype for content patches.
They have to build the balance framework either way, though. I don't really know if that 'compromise' would actually help with the load.
Rippley wrote: » I agree. I still believe that they can pull off all 64 combinations that all feel unique and flavorful. I'm still advocating for each combination to get a unique passive that defines its gameplay loop and differentiates it from all the other classes. You can see examples in my other posts. However if for whatever reason Intrepid cannot pull it off. I would much rather have fewer classes that are clearly defined than 64 watered down bullshit classes that all feel samey. To me the OBVIOUS compromise in that scenario is to focus on a few of the most flavorful and clearly defined archetype combinations for launch. Maybe 12-15 of the ones that have the strongest theme like all of the double-down combinations, Paladin, Duelist, Templar, Battlemage, Sorcerer, Beastmaster, Warlock, Bladedancer, Trickster etc. That leaves the door open for new subtypes to come online over time which the more I think about it would probably be a boon to Intrepid in terms of generating hype for content patches.
Rippley wrote: » I think such a system might be Intrepid biting off more than they can realistically chew. But if they are committed to such a system then the most reasonable thing to do would be to narrow down the number of combinations and simply don't make augments for the combinations you aren't supporting on launch. If ARGENT(Tank/Bard) isn't available at launch then they just don't make any Bard augments for Tank abilities until they are ready to release that class. I would be OKAY with them doing this if the alternative is boring watered down augments that don't meaningfully change the way the class plays.
Also for reference the 'double down' classes are Minstrel, HighPriest, Weapon Master, ArchWizard, Hawkeye, Assasin, Conjurer, Guardian so you went 0 for 7 their my friend.
Lodrig wrote: » Also because I think even a single 'Augment' is going to come in the form of a tree of nodes which are ALL passive it's very likely that the base of that tree could contain something like the over-arching passive you describe and have given examples of such as changing to archetype unique resorouces like Momentum and Courage as these very efficient ways to produce a unique feel.
Dygz wrote: » What??? Where are you getting that idea from???
Lodrig wrote: » Dygz wrote: » What??? Where are you getting that idea from??? Be more specific please their is a lot in that quote block. in another thread you seemed to be onboard with the notion of a tree of nodes, though you called it an 'Augment school' while I am in the habbit of calling the whole tree 'The Augment' aka 'The Cleric Life Augment' is not one monolithic thing but a tree and the bits of it 'Augment nodes' (yes a term I completly made up) so we may just be having a symantical misunderstanding here.
Mag7spy wrote: » Please do a bit of reading there is some information to be gained on their goal and some concepts for it . Like i said before people are filling in blanks and trying to create a solution to a problem they have kind of fabricated themselves in their own mind.https://ashesofcreation.wiki/Augments