xXDeadscarXx wrote: »
Can one of you explain why it wouldn't be optimal?
A similar MMO with a class-less system would be ArcheAge, where your character mixes skill lines. Rift's soul system is similar and it's one of the more intriguing & successful aspects of the game.
The only argument I see against a class-less system would be that it might result in a lot of cookie-cutter, FotM builds, which is a valid concern. However, as long as the game's mechanics do not force min/maxing through overly strict gear checks and DPS checks in upper-tier content, then build flexibility would still be valid (and far more fun, IMO).
Will be come a true Elder Scrolls game.
TheShadowScout wrote: »Another idea would be expanding on the already posted "class specialization" thing... I suggested that as an option after completing cadwells silver, the game also could allow taking one cross-class skill line after doing cadwells gold... for even more character diversity!
xXDeadscarXx wrote: »Rift still had classes, If your trying to say rift doesn't have a class line. Rift had 4 classes Warrior, Mage, Cleric, and rogue. Inside each class you got like 8 or 9 sub classes that made the warrior or the cleric. Rift still had a healing based class. And many posts behind all these I said they needed to add a healing class. With real healing spells. I dont see the "healer class" as a healer class.
I see nothing wrong with them trying to add a new class down the road, or them even trying to add new sub classes in side the main classes. Rift did it as well, they added new sub classes with the main classes. I dont understand why so many people are up in arms about there being classes on this game lol. This is still an mmorpg. Its following the standered mmorpg theme that so many other successful games follow. Yes its an elder scrolls game, but its an mmorpg with an elderscrolls theme.
However, I'm really not sure why I keep reading the "MMORPG with an Elder Scrolls theme" line of thought. What distinction is that statement trying to make?
Being an MMORPG does not prevent a game from rethinking and improving upon the game elements and systems that leave so many new games feeling like tired clones of their predecessors.
In answer to your question, I'm not necessarily against classes, but I don't see any benefit from having them. As such, I think the class system can be rethought without hurting the game.
starkerealm wrote: »Elfdominion4 wrote: »Spellcrafting will add a variety, calm down.
I say it again:
Spellcrafting was put on hold. We don't even know if it will ever come to ESO.
Okay, here's what we know:
Spellcrafting is part of 1.7.
Was it announced that spellcrafting would be in 1.7? Any link?
starkerealm wrote: »Yes, during one of the AUAs, and a couple livestreams I think. No, I can't be bothered to go hunt those up for you. Google is your friend, probably.
It's not crap because it's true if you look at it correctly. In previous TES games the Class you picked ONLY decided what base stats you started with. You were then completely free to choose how you played your Character, this is called an OPEN Class system. This was the same from at least Morrowind and up. In ESO as well as most MMO's they are a LOCKED Class System in that you can NEVER choose to use Negate on a NB as an example or have Reflective Scales on your Sorc. Locked Classes should never have been designed into ESO.
Actually, class selection impacted a LOT of your gameplay. There were inherent boosts to stats which could lock some spells out to you by end game. It also defined what skills you would need to use to level, and how fast you gained experience in those skill lines. The thing about Oblivion's leveling system was that you could game the mechanics so that you could put it on perma easy mode by leveling skills that were not tied to your class, something that Skyrim rectified by removing the classes altogether and associating it more with racial bonuses. Something that ESO has (sort of) duplicated with the racial passives clearly favoring classes or builds. But in the end, I'm sure it was a gameplay decision to go with locked classes, however they should have had the option to include a custom class (with the ability to choose from all class skill lines) to create your own, which is what TES did through all major titles of the series, save Skyrim which had an open class system.
starkerealm wrote: »Yes, during one of the AUAs, and a couple livestreams I think. No, I can't be bothered to go hunt those up for you. Google is your friend, probably.
I have spent 20 minutes looking and I can't find any confirmation for this.
I looked at these forums - There are posts which refer to spellcrafting being in 1.7 but don't seem to have links to anything other than a Road Ahead which said in August that spellcrafting was an "Expect to see later".
I looked at the recent TU AUA - Which seems to contain two references:
Q: "Will spellcrafting still be an added feature in the near future ?"
A: "Yes this is something that we're still planning to add to the game."
Q: "Is spellcrafting still on the table for some point down the line?"
A: "Yes spellcrafting is still on the table! We've got a lot of cool abilities planned for this."
None of the sources I have found, so far, suggest that spellcrafting is in 1.7 or when 1.7 is intended to drop.
The only recent information we had was the news that they aren't currently working on it, but it is still coming. Can anyone else find something more hopeful?
We are not going to keep up our 2014 pace of updates in 2015 - and our future update pace will focus more on new adventures and game experiences than system changes.