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Old Oct 27, 2006, 02:37 AM // 02:37   #1
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Default Just a little suggestion for those people who want to make concept classes

Ideas are good yes? But if there are too many alike, that's bad right?
I've been looking at the Concept Class things and there are just way too many things alike. Yes I am guilty of this for my Gardener thingy was too much alike the Ritualist. And my Spearman which OMG is very very very closely related to the Paragon (and I didn't do that on purpose). But yeah I just saw a thread for a concept class called "Swordmaster" so I'm like what? Well, that thread did get rebuked by having people say it's too much like W/A.

That was just a little background info for you guys.
What I really would like is for someone (could be me, you or anyone) to find a weapon that is COMPLETELY unique. No swords, axes, hammers, spears, scythes, wands or staffs. Then we could truely make a good concept class.
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Old Oct 27, 2006, 03:01 AM // 03:01   #2
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How about a fruit wielding lunatic.
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Old Oct 27, 2006, 03:58 AM // 03:58   #3
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Instead of stating the obvious, how about trying to support ideas which already are very original and unique. I have made several of them, and the first thing I get is a bunch of prejudice remarks and ignorant claims from a bunch of lazy people, than those same people go to a berserker thread and say, yeah, I think this is alright.

As you said, your ideas are an example of unoriginality, so, there is the matter of that beam.

Simple weapon types which are not in the game, and are rather original. A Swallow type weapon (Crono Cross) is rather unique and interesting, Whips are rarely used in games and have a very unique attack style. Throwing Projectiles which move in a oval return path would make a very original weapon and attack type. We are still short a set of claws, although the typical brawler with claws is a pitifull concept.

Along the idea of whips, there is also Chains. An actual Bo Staff weapon used to melee and not as a 2 handed wand would be interesting, and that can actually go along with the swallow type weapon, using several variations of staff oriented weapons outside of spears and scythes.

Then there are original types of the same weapon. The throwing spears we have are hardly simular to pikes and lances, but are basicly javalins, and since spears are actually more common than swords on the battlefield, a Spear/Halbred or Lance class would be rather appropriate. Lances would be especially good if we had a mount riding class. There are many fencing swords of more elegant nature which are unique, from Katana and other Tachi, to Rapiers and Foils. And although it would probably offer nothing new, a Crossbow is very different than a bow, and is a reasonable weapon.

There are also more unconventional weapons, like slingshots, my favorite was a bomb slinging class I heard from someone else. Also, non-physical weapons made of energy or magic, like fire orbs or essences for Elementist, which take on a form simular to Elementist Factions headgear, taking the form of animated flames or other elementist swirling around their hands. I had an idea for a type of magical Claw weapon which levitates around the fingers, made out of magical or elemental energy (Stalker idea).

There is also unarmed, which actually means something like gloves :P, using your hands basicly. Although IMO, going into combat without a weapon is silly, even a martial artist would bring a weapon no matter how good he was with his hands. And wile I think something like an unarmed Melee spell attacking class would be cool, something like a swallow weapon would probably be even better for such a persona.

Personally, I don't see a problem with making something that is already known, truthfully, the popular archtypes are going to attract more people than some "Fruit Wielding Lunatic", lol. The key is to make an original gameplay type and set of abilities which make it unique from simular identities in other games, as well as professions in this game. As long as your not trying to rip off a very original and certainly copywritten idea from Final Fantasy, you can't get anymore obvious.

But don't be surprised if you meet ten times more opposition making unique concepts or ability, because people will oppose what they don't understand, whether it is your error, or their misunderstanding.

Last edited by BahamutKaiser; Oct 27, 2006 at 04:11 AM // 04:11..
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Old Oct 27, 2006, 04:22 AM // 04:22   #4
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Quote:
Originally Posted by Winterclaw
How about a fruit wielding lunatic.
Welcome to self defence class. Today's lesson, how to defend yourself against an assailant wielding a banana.

Good old Monty Python.
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Old Oct 27, 2006, 04:27 AM // 04:27   #5
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To me it doesnt matter if the idea is old or new.

What matters to me is how it fits into the world of guild wars.

To me a lot of people are rehashing ideas, or coming up with unrealistic suggestions.

Yes i prefer NEW ideas, but old ideas which new twists to bring new gameplay styles and functions into the game are welcome in my book.

Some new class ideas may seem like extensions of existing classes or mixes, but if they feel very very different with different functions, thats what should matter.
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Old Oct 27, 2006, 04:42 AM // 04:42   #6
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Curse


Lyra, I think you've made a good point about it not needing to be new or old. Nothing new under the sun. I mean someone could call a sassi a me/w, but it's a lot more than that in practice. If someone wants to come up with a swordsman class, I'm great with that, but give it a raison d'etre.
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Old Oct 28, 2006, 01:59 AM // 01:59   #7
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Quote:
Originally Posted by BahamutKaiser
Instead of stating the obvious, how about trying to support ideas which already are very original and unique. I have made several of them, and the first thing I get is a bunch of prejudice remarks and ignorant claims from a bunch of lazy people, than those same people go to a berserker thread and say, yeah, I think this is alright.

As you said, your ideas are an example of unoriginality, so, there is the matter of that beam.

Simple weapon types which are not in the game, and are rather original. A Swallow type weapon (Crono Cross) is rather unique and interesting, Whips are rarely used in games and have a very unique attack style. Throwing Projectiles which move in a oval return path would make a very original weapon and attack type. We are still short a set of claws, although the typical brawler with claws is a pitifull concept.

Along the idea of whips, there is also Chains. An actual Bo Staff weapon used to melee and not as a 2 handed wand would be interesting, and that can actually go along with the swallow type weapon, using several variations of staff oriented weapons outside of spears and scythes.

Then there are original types of the same weapon. The throwing spears we have are hardly simular to pikes and lances, but are basicly javalins, and since spears are actually more common than swords on the battlefield, a Spear/Halbred or Lance class would be rather appropriate. Lances would be especially good if we had a mount riding class. There are many fencing swords of more elegant nature which are unique, from Katana and other Tachi, to Rapiers and Foils. And although it would probably offer nothing new, a Crossbow is very different than a bow, and is a reasonable weapon.

There are also more unconventional weapons, like slingshots, my favorite was a bomb slinging class I heard from someone else. Also, non-physical weapons made of energy or magic, like fire orbs or essences for Elementist, which take on a form simular to Elementist Factions headgear, taking the form of animated flames or other elementist swirling around their hands. I had an idea for a type of magical Claw weapon which levitates around the fingers, made out of magical or elemental energy (Stalker idea).

There is also unarmed, which actually means something like gloves :P, using your hands basicly. Although IMO, going into combat without a weapon is silly, even a martial artist would bring a weapon no matter how good he was with his hands. And wile I think something like an unarmed Melee spell attacking class would be cool, something like a swallow weapon would probably be even better for such a persona.

Personally, I don't see a problem with making something that is already known, truthfully, the popular archtypes are going to attract more people than some "Fruit Wielding Lunatic", lol. The key is to make an original gameplay type and set of abilities which make it unique from simular identities in other games, as well as professions in this game. As long as your not trying to rip off a very original and certainly copywritten idea from Final Fantasy, you can't get anymore obvious.

But don't be surprised if you meet ten times more opposition making unique concepts or ability, because people will oppose what they don't understand, whether it is your error, or their misunderstanding.
You're very right, and yes I m guilty of rebuking one or two or maybe more of your ideas.
But with the slingshot thing, people would think it's "too simple" if you know what I mean by like it wouldn't really be cool looking =(
Then unarmed has been mention a lot of times but they never seems to get through... I dont' really understand why but ok whatever...
Also for the magic stuff, it would be really hard to think of another magic wielding class. Because seriously, there's your favorable elementalist, a freakin necromancer, the godly monk (which is in like almost every RPG), the ritualist and then the Mesmer.
I can't think of another magic user that is not related to these.
I've looked at the concept classes and I must say they're way too closely related like a suicidal guy (dont' remember the title) but in some cases it can be argued as the necromancer. Then the swordmaster..... HA! warrior... then my gardener guy, RITUALIST!
A general question to myself about this would be are all of the magic casting classes possible gone now? Because in Nightfall there's the Dervish and the Paragon (Which I still argue is very close to my spearman) they're both MAINLY melee fighters. Is chapter 4 seriously just have 2 more melee classes? I hope not.
But if you seriously analyze the current classes as of now, there isn't much else to thik of unless if it were to be in the future or something totally ridiculous.
Unless someone can think of a new weapon that is the ideal object in everybody's mind, then I dont' think we'll ever reach the point of getting a totally unique class.
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Old Oct 28, 2006, 02:53 AM // 02:53   #8
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Paragon is a ranged attacker, I don't know how you got melee out of a javalin, it is about as melee as ranger.

Dervish is a melee fighter, but it has a C- in elemental damage, and AoE damage. Personally, the damage done by Elementist DoT is shit now compared to Dervishes natural attack, I haven't tested it myself, but I can just imagine the power of a dervish with IAS mods and enchantments like Judges Insight and Strength of Honor, or Apply Poison, it is going to be retarded. .....Conjure (element) with a monk casting Strength of Honor on a bunch of Dervishes......

Anyhow, The core classes stress casting, with 4 casters, one melee and one ranged, so the selection of casters will always be greater than any other in every chapter, with Factions we have 2 melee and 5 casters, with Nightfall we have 2 melee, 2 ranged, and 4 casters. The truth is, if they come up with even one more caster class (basicly meaning no real weapons), than they will be doing good. IMO the best caster they have left to make is a bonified summoner class, which would really be focused on utilizing familiars like pets, but still be a caster.

As far as melee goes, they are really running out of original combinations too, we got the pure melee, the melee/hexer, the melee/AoE and elemental damage. There really arn't alot of original melee types left, there is the melee/ranged attack, melee/movement attack, melee/blocker and perhaps a melee/touch spell attacker.

Truthfully, there arn't a whole lot of new roles to add to the game without introducing some radical mechanics, it is more about adding attractive identities to the game and finding a way to make them unique for the game.

But more importantly, I think they need to take a step back and redo some of the classes that people haven't yet approved. The Elementist and Assassin continue to have function issues, their unique talents are really weak and disfunctional, and they arn't appreciated.

And as I have said for ages now, once the roles start to become crowded, they can always make unique singular classes in the form of creatures. Even if we have dozens of classes to combine to make innumberable functions, they can always create a singular class which has a unique combination of abilities and functions, as well as some unorthodox ones which do not apply on humans.

Personally, I predict that new professions are going to burn out and lose value by the time we get a to 14, and producing unique and attractive classes past 16 will be impressive at the least. But as I have said, the important issue with creating new classes is not just new function, it is identity, you can use a combination of new classes with exsisting ones to develope new functions and combat techniques, but you cannot combine simular identities with exsisting identities to create new functions, new identities are indespensible.

And you can make a totally unique class without matching the ideal weapon in everyones mind, just because no one thing is what everyone is searching for (which is a logical impossibiity), doesn't mean the idea itself lacks originality.

Last edited by BahamutKaiser; Oct 28, 2006 at 02:58 AM // 02:58..
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Old Oct 28, 2006, 05:29 PM // 17:29   #9
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Hehe, my bad, I forgot Paragons were range guys, but neverless, still phusical attacks.
But for the "new creature" thing. I've got an idea!
How about the new creatures can use the same profession, but the stats would be slightly changed. Let's say you can be those Avicara (bird peeople... whatever..) So then you want a sword, instead of 15-22 let's make it 20-25 and then instead of 80 armor (the general type) it'd be 70!!!!!
ANd then so on...
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Old Oct 28, 2006, 06:30 PM // 18:30   #10
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Take a look at my Cyfilist Class under Concept Classes, its a brand new idea, i believe and has a new twist for its purpose.
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Old Oct 28, 2006, 10:54 PM // 22:54   #11
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hmm.... I can't really judge with the few skills there, right now.
But the magic part is too much like the monk with instigation (Aegis in a way, Extinguish, and Convert Hexes)
Manifestation is too much liek Melandru's Resilience (except Resilience is health regen) and I will Survive!.
All I have to say right now is, please make some more skills for it =D
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Old Oct 29, 2006, 12:34 AM // 00:34   #12
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I wasn't talking about new races to use the same profession type classes, if you read my creature class concept you will understand. Although I will say that armor alterations would be the best way to distinguish new races from humans. Since changing up all the skills for each race would be a circus, and creating new professions to mirror every class for every race would be ridiculous, making slightly different armors would probably be the best option.

In actuallity, other races function exactly the same way humans do, they just look different. Going through the trouble of making them different then trying to balance them for dozens of races and at least 6 classes is a serious waste of effort. It would be better if they just spent more effort making as many races as possible available, and a full diversity of armors and visual customization. Leave the unique features to something simple, like race specific inscriptions, or race specific runes. Having unique features may seem fun, but in actuallity, it removes the value of all other options by exaulting one particular combinations as the best in certain classes, which creates a pool of unapprciated race/class combinations which get shortchanged. It is bad enough that certain class combinations or even entire classes get shafted because of their lack of efficiency (namely Assassin, and nearly Elementist), adding race specifications to the mix only makes a bad stew even worse.

As for the Cyfilist idea, I have to say it is the most original skill work I have seen in a wile, and it was at least worth reading, but as I just mentioned, Identity is a neccessity. Without identity you just have some new skills for exsisting classes. I already mentioned this in your thread, but basicly the sum of useful skill ideas can fit into one attribute, and need to be part of a more diverse skill selection on a significant identity.
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Old Oct 29, 2006, 01:16 AM // 01:16   #13
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Well I've looked at a bunch of concept classes and you can tell right off the bat 9/10 of them anet wouldn't even consider. They're good ideas, but they aren't unique. Granted warrior, mesmer, monk etc are classes found in all RPGs in various forms. But paragons? ritualists? The core classes are, well core classes lol. The sequals are where anet is bringing entirely new ideas into the game. Its what makes it interesting. Now sure a swordsman or barabarian or druid class might be nice, but you know anet will just throw it out the window just from the title.
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Old Oct 29, 2006, 05:16 AM // 05:16   #14
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IMO,

They should stop adding more classes, and now just focus on upgradin excisting classes with skills.

When they are running out of ideas, they could add a new attribute ect.
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Old Oct 30, 2006, 02:13 AM // 02:13   #15
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Quote:
Originally Posted by BahamutKaiser
I wasn't talking about new races to use the same profession type classes, if you read my creature class concept you will understand. Although I will say that armor alterations would be the best way to distinguish new races from humans. Since changing up all the skills for each race would be a circus, and creating new professions to mirror every class for every race would be ridiculous, making slightly different armors would probably be the best option.

In actuallity, other races function exactly the same way humans do, they just look different. Going through the trouble of making them different then trying to balance them for dozens of races and at least 6 classes is a serious waste of effort. It would be better if they just spent more effort making as many races as possible available, and a full diversity of armors and visual customization. Leave the unique features to something simple, like race specific inscriptions, or race specific runes. Having unique features may seem fun, but in actuallity, it removes the value of all other options by exaulting one particular combinations as the best in certain classes, which creates a pool of unapprciated race/class combinations which get shortchanged. It is bad enough that certain class combinations or even entire classes get shafted because of their lack of efficiency (namely Assassin, and nearly Elementist), adding race specifications to the mix only makes a bad stew even worse.

As for the Cyfilist idea, I have to say it is the most original skill work I have seen in a wile, and it was at least worth reading, but as I just mentioned, Identity is a neccessity. Without identity you just have some new skills for exsisting classes. I already mentioned this in your thread, but basicly the sum of useful skill ideas can fit into one attribute, and need to be part of a more diverse skill selection on a significant identity.
I know what you were talking about, but not many people liked having a dragon as it's own class for many reason as you've saw. That's why I put up that idea just as my own very little idea.
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