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A quarter of a class for EQ2
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Ican
Captain of the Guard
Captain of the Guard




Joined: 16 Feb 2003
Posts: 185
Location: UK
   

It is time to move on .... just a pity that the developers don't realise that yet. I think it's going to take the death of one of the current crop to shake them up.

I'll need to check out Middle-Earth Online. I sort of stopped reading about it awhile back when its fate seemed doomed.
Post Mon Feb 02, 2004 8:06 pm
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Leonai_art
Village Dweller
Village Dweller




Joined: 03 Feb 2004
Posts: 1
   

I guess I'd like to put out there a sort of "overview" of how they're going to be doing the branch out with the classes.

From what I can tell, it's going to be a bit more "real" in the sense that when you start out, you are a commoner... at that point, you do/learn whatever you'd like. At level 6, you decide what class you'd like to be, which gives you opportunities to try a few things out, get familiar with the world and the way things work.

So lvl 6 comes, and you choose from 5 different main classes:

Artisan
Fighter
Mage
Priest
Scout

You learn overall skills/spells/abilities in whatever area you choose, then it branches off to subclasses and from those subclasses to specialists. Each time you become a different "class" or "subclass" there are general spells/abilities/skills that you will learn, and some of the things will transfer and mix between "specialists".

I personally find this to be considerably more "real to life" because there is no specific field where someone is "all knowing" in every area. There are ALWAYS spcialists in the fields, and honestly, there's so much to do, that you don't necessarily need to become a specialist at all. You can just be in a general "sub class".

They're building eq2 so that if you don't want to ever have to go out and fight monsters to gain exp, you don't have to. And it's not going to be like EQ Live, where yeah... you CAN do quests, but well... they're just not enough. It's actually going to be worth it.

I just felt that it needed to be clarified, as I can see where there could be an easy way to get seriously mad at the developers for even thinking that they could put out watered down classes and make people swallow it, because at first glance, it DOES look like they're watering things down... you just have to delve deaper to really find out.
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Post Tue Feb 03, 2004 1:49 am
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Ekim
Eagle's Shadow
Eagle's Shadow




Joined: 27 May 2002
Posts: 2365
Location: Montreal, Canada
   

quote:
Originally posted by Leonai_art
From what I can tell, it's going to be a bit more "real" in the sense that when you start out, you are a commoner... at that point, you do/learn whatever you'd like. At level 6, you decide what class you'd like to be, which gives you opportunities to try a few things out, get familiar with the world and the way things work.

Correct me if I'm wrong, but doesn't that just sound strangely similar to DAoC's system? Or even FFXI? I mean, sure it sounds much, much more complexe than DAoC as you get into sub-classes, but really it's still a class system, and it still sounds like your rigidly bound to whichever class branch you choose to follow. I could be wrong, mind you. I'm just asking.

quote:
I personally find this to be considerably more "real to life" because there is no specific field where someone is "all knowing" in every area. There are ALWAYS spcialists in the fields, and honestly, there's so much to do, that you don't necessarily need to become a specialist at all. You can just be in a general "sub class".

I beg to differ. There are people out there, in real life, that will dabble in many different things without ever specializing in one specific field. If you've ever seen the movie Catch me if you Can, then you know what an expert dabbler is. And in my opinion, there is no better system to reflect the possibility of dabbling as the skill-system.

You can be an expert, or a specialist, in a skill-based system. Someone that concentrate on using one skill will reach a much stronger ability to use that skill that those who choose to simply dabble in it while also dabbling in other skills. If a skills system is done well, it offers much more freedom, and possibilities for the players, than a class system. I think SWG, as flawed as it is, still offers a nice example on how a skill system can be well made. You're still limited by the amount of "learning points" that you are given, so that you actually can't master every skills in the game. So some may choose to dable and be a jack-of-all-trades, or specialize in one field and become an expert.

Even if you have classes that branch out as far and wide as you want, you're still rigidly categorized in one class or another.
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Post Tue Feb 03, 2004 2:45 pm
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Kiff
Protector of the Realm
Protector of the Realm




Joined: 27 Oct 2002
Posts: 257
Location: Indiana
   

Are they trying to do what Horizons did? You could start as one class and switch anytime you want without penalty, and then switch again, and switch again and again. Why can't people just come up with a skill based class system? Or has someone and I don't know about it?
Post Tue Feb 03, 2004 6:03 pm
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Ekim
Eagle's Shadow
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Joined: 27 May 2002
Posts: 2365
Location: Montreal, Canada
   

quote:
Originally posted by Kiff
Why can't people just come up with a skill based class system? Or has someone and I don't know about it?

Yes, SWG did.

I'm not saying its the greatest game on Earth here, just answering your question
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Post Tue Feb 03, 2004 7:37 pm
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