Oct 15, 2006, 11:02 AM // 11:02
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#2
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Desert Nomad
Join Date: Jul 2006
Location: S. Wales
Profession: Mo/Me
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How narrow minded Amongst killing things/people I enjoy guildwars for the following
-Plot
-Dye mixes
-I use it as a chat program ;D
-Create fun videos
- Active community
-The Ever dying market
If you think all Gw if for is killing things, You Really missed the point
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Oct 15, 2006, 11:15 AM // 11:15
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#3
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Desert Nomad
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Quote:
Originally Posted by Mr. G
How narrow minded Amongst killing things/people I enjoy guildwars for the following
-Plot
-Dye mixes
-I use it as a chat program ;D
-Create fun videos
- Active community
-The Ever dying market
If you think all Gw if for is killing things, You Really missed the point
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Sorry my friend, I am not missing the point, YOU missed the point. You can't make a new skill for chat better or a class for see videos.
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Oct 15, 2006, 11:24 AM // 11:24
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#4
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Desert Nomad
Join Date: Jul 2006
Location: S. Wales
Profession: Mo/Me
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I was replying to the "Guild Wars is just killing people/monsters" Bit
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Oct 15, 2006, 11:49 AM // 11:49
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#5
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Desert Nomad
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Quote:
Originally Posted by Mr. G
I was replying to the "Guild Wars is just killing people/monsters" Bit
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YES, is just killing people/monsters if we are creating a new class/attribute/skill, doesn't matter if your armor is black or blue, or if you have friends or not
People are just making new classes with attributes like Crafting, interesting, but that doesn't fit with Guild Wars, crafting is useless when you are fighting in PvP; you could have a perfect armor/weapon just making a new pvp character, and you can't kill someone crafting in his face
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Oct 15, 2006, 12:13 PM // 12:13
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#6
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(屮ಠ益ಠ)屮
Join Date: Aug 2005
Location: Hong Kong
Guild: Guildless
Profession: Mo/
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As long as they contribute to the ingame play, such as crafting alchemical potions, they're fine.
Crafting as in crafting weapons are stupid though.
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Oct 15, 2006, 03:01 PM // 15:01
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#7
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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I love it when people bring up obscure examples for what is obviously a general statement.
I agree, that function is the key to a good Profession, but identity is the key to interest. Style, Fashion, perhaps even colors, are all identity points which make the class attractive, it doesn't matter how functional or original their abilities are if it isn't an intriguing and attracting identity. Function is more important, but identity is still a requirement.
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Oct 15, 2006, 04:40 PM // 16:40
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#8
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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I will say that I don't want to see a "social skill class" around (merchant, crafter, pick-pocketing, etc) , but don't really see much of them being suggested around... so not sure why is a need for this thread...
anyhow.. here is another suggestion I would give to CC concepter around
What to Consider when thinking about a new Proffession.
-----------------------------------------------
A minor note of observation in concepting class.
I think it is hard to come up with a new class that have new function at this point. As you well know, most of the archtype of typical rpg class can be cover by the 6 core classes, or its combination (Paladin = W/Mo). There is little room for new function type. Even the expansion class they came up with are just extension of the core's combination. There might be more, but hte only two function that was not cover that I can think of are Stealth and Gating (teleporting), but those two are also hard to blance.
However, there are still two things that a new class can fall back on.
One, is theme. A good theme, or character image, would attract player to playing that class, much like how the Naruto-wannabe flock to assassin. So if the class is sexy enough, one can over look its repeat of same old function.
Another is playing style. Usually it depend on what playing mechanic it offers. So Monk, Ritual, Paragon, can all be seen to have a very similar function, that of a buffer/healer. But the way each play is very differnt.
Thirdly, is how it's attributes are combined. This allow one to make a seemly different character, and allow more choice in proff combo. Like how paragon match a physical range (which was cover by Ranger) with shout buffs (which was offered by Warrior or Monks) into one.
So maybe with those in mind, could help you make a more unique class concept.
-------------------------------------------------
You could almost rate/grade a CC (concept class) in those 3 fields, to judge how well "needed" (or unique) it is.
Granted new profession is not the only way to go to expand GW's line of character. (could also do race or sub-class, etc), but I feel its a good trend, especially a good way to introduce new looks and playing mechanic, and possibly new functional roles. However, do hope to see more unique classes, and not much of clones of the exisiting ones.
Last edited by actionjack; Oct 15, 2006 at 04:42 PM // 16:42..
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Oct 15, 2006, 05:45 PM // 17:45
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#9
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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lol.
While i agree that the final end point of all classes ends up being causing damage or preventing/negating damage, in a tactical combat situation, its not that simple. Theres many functions and ways to win a combat situation.
New ways of playing and new functions in the battlefield are what the new classes should offer.
So far they are doing a good job. Theres a distinction between the melee antics of a Warrior vs an Assassin vs a Dervish.
Each one cannot be played the same as the other, nor are their combat functions identical.
In the end, they all do however "cause damage".
I feel that GW's 6 Core Classes are SOOO well designed that they limit themselves into what other functions are left, simply because they can do everything.
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Nov 14, 2006, 03:07 AM // 03:07
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#10
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Frost Gate Guardian
Join Date: Apr 2006
Location: playing GW
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and that is why all my charrs so far have been the 6 core classes in pve so far
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Nov 14, 2006, 07:13 AM // 07:13
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#11
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Krytan Explorer
Join Date: Oct 2006
Location: Granite Citadel
Guild: Post Searing Ascalonian Merchants
Profession: N/Me
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OP reduces a good online game to a mechanical grinder.
Simply saying Mercedes is a iron box with wheels that takes you from A to B is missing the point of buying a Mercedes.
Deduction logic is good, but make sure you are not stereotyping.
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