Nov 08, 2007, 09:20 PM // 21:20
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#61
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Krytan Explorer
Join Date: Mar 2006
Profession: W/R
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It's an interesting argument:
On one hand; the game is an RPG, you create a character, and thus, should you not live with the choices that your character has made? Like the sex, appereance, name and class of your character?
But then again, like in real life, it's never to late to change profession, and get other skills, and learn other stuff, while we forget the stuff we don't use.
Then on the other hand; Don't GWs enemies have such variaty and complex system, that making a build, no matter which it is, will be bad against certain types of foes and encounters to the point of game breaking? I think we all have tried that in GW, that we have entered a mission with a build that was a disaster for the enemies in them.
WoW and HGL don't have this problem, as they are much easier game, and rely on much looser mathmathics, while GW is designed to the bone with fixed max stats on weapons and abillities. I mean... GW is about choice right?
I think that I would love to have more permenent choices for the characters to make, to make them able to deffiantiate(spelling?) themselfs from other characters, but these could be many other things!
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Nov 08, 2007, 09:24 PM // 21:24
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#62
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Grotto Attendant
Join Date: Aug 2005
Location: Kyhlo
Profession: W/
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I'll go even further:
The future of MMORPGs is flexible classes. Being able to change your characters class (or profession) will be an important feature of future MMORPGs. (just look at Tabula Rasa's clone system for inspiration...)
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Nov 08, 2007, 09:27 PM // 21:27
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#63
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I dunt even get "Retired"
Join Date: Aug 2005
Guild: Fifteen Over Fifty [Rare]
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So, but, how does the item system work for this flexible class system? Because if you've never played that class before, I'm guessing you dont have the armor or weapons or whatever else you need to play it right.
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Nov 08, 2007, 09:33 PM // 21:33
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#64
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Wilds Pathfinder
Join Date: Sep 2006
Location: Home...
Guild: Vier Reiter [Vier]
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Quote:
Originally Posted by Avarre
Removal of att refund points, and making respecs limitless, was one of the best changes this game has seen.
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Q F T.
I hated the att refund system, when they removed it it opened up a whole host of new options for builds (you mean I can try an element other than fire on my ele?!? Awesome!) My necro could go mm or curses, my ele a spiker or nuke, my monk could go heal with my guildies or smite solo...you get the idea. When they added templates I was very happy, bye bye build notes!
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Nov 08, 2007, 09:35 PM // 21:35
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#65
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Ascalonian Squire
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i personally like the semi permenant class choice in guild wars, i think its strikes a good balance between permenant and flexible class choices as it lets your character have a sense of identity but still allows enough freedom gameplay wise
What i would like to see more flexibilty is in the role playing and pve content in the game, i.e. different routes can take to the same conclusion, different outcomes for a certain poin in the game story, different quests that depend on past choices made, more factions to befriend and make your enemy, more ways to interact with the enviroment, npc's, game story etc
the free respecing in gw is definately a big plus for me, it saves so much time and prevents unneccasery anguish and boredom of having to build a character up again [low lvl limit also helps]
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Nov 08, 2007, 09:37 PM // 21:37
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#66
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Desert Nomad
Join Date: Jul 2006
Profession: W/R
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I think ChroystmoBot;304548 is totally right, wammos are indestructible V_V. Its not like a mesmer can just destroy our whole adrel and energy bar. Or an ele using an AoE build...
I am a main wammo though. We rock, but we have lots of flaws, although we can soak up lots of damage.
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Nov 09, 2007, 12:30 AM // 00:30
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#67
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Desert Nomad
Join Date: Jun 2005
Guild: The Ascalon Union
Profession: Me/Mo
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Quote:
Originally Posted by Dante the Warlord
I think ChroystmoBot;304548 is totally right, wammos are indestructible V_V. Its not like a mesmer can just destroy our whole adrel and energy bar. Or an ele using an AoE build...
I am a main wammo though. We rock, but we have lots of flaws, although we can soak up lots of damage.
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...unless the game has changed drastically after GWEN, I think the main point of being a W/Mo is to be hard to kill, and so NOT damage-dealing (which should be W/E or W/N or W/whatever).
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Nov 09, 2007, 01:00 AM // 01:00
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#68
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Wilds Pathfinder
Join Date: Sep 2005
Location: Washington
Profession: W/E
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Quote:
Originally Posted by Ctb
and that the EULA is written such that EA can basically snoop on anything it wants to in your computer so far as your hardware and software go
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EA is always pulling shit like this, which is a big turn-off to any of their games altogether.
Quote:
Originally Posted by ShivanSwordsman
Hell, FFXI let you change your job AND subjob at your mog house, and look how ancient that is.
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Which is one of the reasons why I'm on the wall about going back to it, I like how easy it is to change characters on Guild Wars, but having to shift around gear through 9 characters gets really old, really fast. I would have rather had one character that could change classes in-town, or something to that affect.
That, and FFXI has an auction house and a supreme search feature...
Last edited by CHunterX; Nov 09, 2007 at 01:03 AM // 01:03..
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Nov 09, 2007, 01:38 AM // 01:38
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#69
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Grotto Attendant
Join Date: May 2005
Location: in the midline
Profession: E/Mo
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Before anyone says respeccing sucks, let me remind you why one of the main reasons everyone was playing fire magic exclusively.
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Nov 09, 2007, 02:04 AM // 02:04
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#70
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Desert Nomad
Join Date: Jun 2005
Guild: The Ascalon Union
Profession: Me/Mo
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Quote:
Originally Posted by unienaule
So, but, how does the item system work for this flexible class system? Because if you've never played that class before, I'm guessing you dont have the armor or weapons or whatever else you need to play it right.
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If you want to change something about your character but you don't have the appropriate items to use after the change has been made, there's only one solution: You don't change.
If you want to change, you should've collected the items to use to begin with. Isn't that true for GW as well? I know it's not that much of a problem due to how easy the game is and how crafted weapons are readily available. But you still don't want to switch to swordsmanship from axe mastery without having a good sword with you, right?
The same thing applies in current WoW as well, since some classes can play 3 different roles and would want to have 3 different armor/weapon sets also.
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