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| | #1696 (permalink) |
| Insert Quarter Join Date: May 2006
Posts: 11,158
| The whole problem with this is that anything DONE RIGHT is going to be perfect. It doesn't matter if it's classes or skills, if both are DONE RIGHT they will be perfect so neither one could be better than the other. Obviously a DONE RIGHT skill based system would be better than DONE WRONG class based, but the reverse is also true. What you are talking about is perfection and that is something that will never happen. Anything being perfect would be better than imperfect so the whole point is moot.
__________________ I got a list of demands written on the palm of my hand. I ball my fists and you gonna know where I stand. |
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| | #1697 (permalink) |
| ҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎ ̏ Join Date: Sep 2006
Posts: 6,631
| I don't want to read a 100 page design doc. How do you set up skills so you don't gravitate to a certain subset? What kind of encounters can you design around not being good at fireball or swinging a club? Are we still talking about an MMORPG at this point? |
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| | #1699 (permalink) |
| Insert Quarter Join Date: May 2006
Posts: 11,158
| Is WoW done right? It's done pretty good, but I wouldn't say it is done right.
__________________ I got a list of demands written on the palm of my hand. I ball my fists and you gonna know where I stand. |
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| | #1700 (permalink) |
| Tacos are good. Join Date: Feb 2007 Location: Williamsport, PA - On Co-Op/Internship
Posts: 396
+2 Internets | I don't think WoW is done right.
__________________ Geist - An Aion Legion |
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| | #1701 (permalink) |
| Registered User Join Date: May 2005 Location: The River
Posts: 620
| I think both sides of the argument should agree that the skill vs class debate is just one of many many decisions that go into designing the entire game. Encounters, gameplay, itemization, crafting etc all are interdependent. To boldly state that "skills are better than classes" is just a juvenile position to take. |
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| | #1702 (permalink) | |
| Registered User Join Date: Sep 2006
Posts: 826
| Quote:
The fact that most of the games have devolved into the simplicity of swinging a club or nuking the shite out of everything doesn't mean there aren't tons of alternate solutions out there. If being skilled in something other than blowing the crap out of everything was important then people besides the roleplayers would do it. The games are currently designed to make everything explode...thats the game. If you change the content then a change in the characters is viable. | |
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| | #1703 (permalink) |
| Insert Quarter Join Date: May 2006
Posts: 11,158
| That's shit you do in a pen and paper game. MMO Games haven't 'devolved' from that, they haven't even evolved to it in the first place. But even if we had those in games, why couldn't they be done in a class based system? Maybe you can pick a secondary skill to focus on.. like climbing or swimming. Clearly any adventurer would have rudimentary skills at it but you could choose to focus on one to improve it. A rogue may be an excetpional climber while a mage, through the aid of spells, could be a great swimmer. But in the end, how do you incorporate compelling and meaningful gameplay that warrants longterm focus on these abilities? It's basically just a variation of a locked door that you need someone to pick to advance.
__________________ I got a list of demands written on the palm of my hand. I ball my fists and you gonna know where I stand. Last edited by Twobit Whore; 08-29-2007 at 09:48 AM.. |
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| | #1704 (permalink) | |
| ҉̵̞̟̠̖̗̘̙̜̝̞̟̠͇̊̋̌̍̎ ̏ Join Date: Sep 2006
Posts: 6,631
| Quote:
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| | #1705 (permalink) | ||
| Registered User Join Date: Jun 2005
Posts: 73
| Quote:
Quote:
... Now back to writing my reply to Draegan. ![]()
__________________ Pay no attention to that man behind the curtain... | ||
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| | #1706 (permalink) | |
| EQMac is proof that sometimes it's okay to get stuck in Time. Join Date: Dec 2003 Location: Los Angeles
Posts: 3,268
| Quote:
I would however, knowing no more than the odd post on this thread by the gang at 38 studios, bet good money that they're using a class system based on the standard archs. But with some sort of hybrid skill system (a la WoW talent trees) on top of whatever their base classes are. Now long ago, and in a different thread, I discussed a skill system that wasn't based on the archetypes. It was, instead a ripoff of MTG mechanics as applied to an MMO setting (actually it was MTG the MMO but whatever). Assume that each MTG card is a distinct aquireable skill or item. E.g Fireball or Summon Goblin are distinct skills. You're limited to a 'deck' (really just skill slots) of 60 abilities whose reuse timers and availability depend on how many you pack into your deck. Unlike current MMOs you'd only have say 7 or so cards (aka abilities) available at any time -- so you better build your deck correctly. There is no tank per se, or healer per se -- you may have quested and had the some sort of taunt card drop off a mob that you've added to your deck -- but in no sense does that one card (or four if you've hit the boss multiple times) make you a tank. Similiarly you may have a heal spell that a mob dropped but again that one spell doesn't make you a healer. Like the card game -- everyone is pretty much DPS -- whether direct, dots, pets or melee (not in the CCG but would have to be in the MMO) with some crowd control (some of the blue/white spells). This wouldn't be everyone's cup of tea and I have a hard time visualizing the raid game where almost everyone is DPS and the rest are CC-- but hey we're just talking whether a fantasy MMO w/ a skill system could exist in theory without there always being set specs. Not whether anyone would ever play such a game. Since skills are aquired through encounters. Cardboard specs aren't possible because a high end raiders skill selection is going to be a lot different from Mr. Casual. But assuming the game holds true to the CCG -- good builds should be available even to players who only have 'common' non-raid mob dropped skills. (Reality is that Mr. Casual wouldn't give a shit that he could build a decent deck out of commons. He would instead bitch and play something else because 'why play a game where I never get the chance to get a Black Lotus' -- but so it goes) This of course has nothing to do with 38 studios -- but D's asked the question if it was possible to do it w/n an MMO.
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| | #1707 (permalink) | |
| Registered User Join Date: Sep 2006
Posts: 826
| Quote:
And yes, you can have those extra skills in a class system. I was just pointing out in a couple of ways (if you can't see dozens and dozens of ways to do different things you aren't very imaginative) that content will dictate where the masses allocate their skill points. If you make a game where the only thing that matters is hack n slash then people will invariably put all their points into maximizing it. Skills only matter if there is content for those skills. That is why in UO and other games people generally moved towards whatever gave them the most bang for the buck. Its a one dimensional play environment that leads people to find the best hammer for the job. If the play environment requires multiple tools then people will create those tools but if you keep making it so the hammer is the best thing no matter what then it doesn't really matter what else you do. Of course its boring if the only thing like that in a game is traps or hidden crap rogues could find. But start adding more and more things to the equation, traps, puzzles, obstacles, etc, etc, etc...and thats just the non-combat crap. You can add a myriad of combat stuff as well so in the end you have this varied, multi-dimensional character that reflects what you want to see. | |
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| | #1709 (permalink) | |
| Insert Quarter Join Date: May 2006
Posts: 11,158
| Quote:
__________________ I got a list of demands written on the palm of my hand. I ball my fists and you gonna know where I stand. | |
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| | #1710 (permalink) | |
| Registered User Join Date: Jun 2005
Posts: 73
| Quote:
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__________________ Pay no attention to that man behind the curtain... | |
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