Jun 25, 2006, 09:47 PM // 21:47
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#1
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Academy Page
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Anet running out of ideas...
And I can't blame them. They've made a game where you can mix two professions for your character. Professions can't be special sided. They ahve to be general for the mixing to work. For example, I've seen people want to make a battle mage profession. But that's literally just E/W or W/E, depending on how much of battle you want as a mage. Want a vampire? Touch rangers are pretty much it right now. Literally, they've already made 8x7 (56) professions for this game.
I feel they've backed themselves into a corner with the professions because of how dynamic the system is. You can't continue to make "generic" professions without going to special professions (like the assassin, which really is just a Ranger/Warrior if you look at it some sort of way and the ritualist is just a non-spiking monk).
Well I'm just wondering if they can use double skill sets and weapons as a feasible idea. Lets say there is a skill set (maybe 5 skills and 2 elite skills max) that only a W/Mo can have but not a W/E. Also, W/E's get special weapons that W/Mo's can't use like say does extra elemental damage or what not.
Well the point is I'm just worried how Anet is going to continue releasing 2 characters/expansion pack at 6 months apart. 300 skills per 6 months is really hard to memorize.
Last edited by wankey; Jun 25, 2006 at 09:50 PM // 21:50..
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Jun 25, 2006, 09:53 PM // 21:53
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#2
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Desert Nomad
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That leads to overpowered characters. I played Prophecies, got tired of it, but it was a good game. The same can be said for Factions, although the professions were a little boring. I accept GW as a good game, you play it, and it is over. I don't see anything to do in GW, and I don't see any reason to do anything in GW. I will move on to another game, and not get Ch 3. (NCSoft spits out games like they are going out of style. AION -google it or go to NCSoft site). Because of that, I vowed never to buy another NCSoft product.
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Jun 25, 2006, 11:29 PM // 23:29
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#3
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Forge Runner
Join Date: Apr 2005
Profession: Mo/Me
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It's true that eventually they are going to run out of new classes and new skills. They already ran out of new skills with Factions.
I think ultimately the devs are going to have to increase the level cap and ability to improve your character substantially with new chapters. The gimmick of "buy a new chapter simply so you can get new skins and skills with identical stats to what you already have" is not going to work forever.
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Jun 25, 2006, 11:44 PM // 23:44
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#4
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Banned
Join Date: Oct 2005
Location: maryland
Guild: InYurFace Gaming [IYF]
Profession: R/
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I belive that Level Cap has nothing to do with anything whats so ever but just a level, but a major grind if doubled or tripled.
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Jun 25, 2006, 11:58 PM // 23:58
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#5
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Jungle Guide
Join Date: Jul 2005
Location: Chicago IL
Guild: Dark Phoenix Risin [DPR]
Profession: W/P
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Dude, take a look at how many classes have been proposed in this forum. There is definitely not going to be a shortage of new ideas anytime soon, if the ArenaNet dev team has half the creative skill of the guys on this forum.
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Jun 26, 2006, 01:59 AM // 01:59
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#6
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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Enhancing each class combination with hybrid abilities only further drains the resources and identities which can be used in new classes. R/W is nothing like Assassin, Assassin uses dual weapons and combo attacks, focuses on higher critical rate, and has the ability to use hexes, if anything is close to Assassin it is W/Me or Me/W, and even that doesn't incorperate combo attack skills. The only thing assassin could use more of to help "further" seperate his identity is better use of teleportation.
Each new class is going to focus on one of a few "techniques", whether it be melee combat, ranged combat, support, summoning, hexing or group damage. They very well covered the different kinds of combat available with the original classes, but that doesn't mean that there arn't plenty of alternate ways to do them.
Assassin is an energy based melee character which uses combination skills for high potency, quick execution damage, and teleports (which we should have more of) to get to the enemy more quickly. Ritualist serves as a support unit, but does so with unique enchantments (weapon enchantments) which cannot stack, and summons spirits to protect groups instead of enchantments.
Nearly any new class will fall into one of these roles, but each can, and should, provide a new edge and practice of utilizing them. If you read any of my class suggestions you can see that there are plenty of ways to make original classes, from a class that uses movement based attacks to hit multiple enemies in a line for group damage (alternate to AoE), to a capturing class which immobilizes enemy units and punishes enemy attacks as well as creating AoE Barriers for defense and offense which require self immobilization. Then there are ideas for a ranged attacker who throws a returning weapon which damages all enemies in the weapons flight path for a unique kind of group damage (utilizing a weapon which requires a skill slot).
Even with a fully exhausted selection of class abilities and combinations, they can create characters which do not involve current classes, and have completely seperate sets of skills and abilities, allowing for interesting characters which have several elements class characters wile still having a very unique identity.
The area for growth in this game is only limited by the systems capabilities, and creativity. Whether or not you are creative enough to come up with interesting and working concepts for classes which would introduce new gameplay elements doesn't restrict the window of opportunities this game has, it is simply your perception. The title of this thread truthfully announces, "Wankey running out of ideas."
As someone who has already discovered several new gameplay elements which would improve the game and make for good class capabilities, I already know they could do alot more.
Here is a list of several of the ideas I personally suggested, each featuring a totaly original means of combat, or other alterations to enhance the game, of which you plainly believe don't exsist. If a typical fan of GW can come up with several original additions, then I would hope Anet could do so and better, otherwise, they should hire me.
http://www.guildwarsguru.com/forum/s....php?t=3062733
http://www.guildwarsguru.com/forum/s....php?t=3004827
http://www.guildwarsguru.com/forum/s....php?t=3014498
http://www.guildwarsguru.com/forum/s....php?t=3004830
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Jun 26, 2006, 02:04 AM // 02:04
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#7
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Jungle Guide
Join Date: Jul 2005
Location: Chicago IL
Guild: Dark Phoenix Risin [DPR]
Profession: W/P
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Quote:
Originally Posted by BahamutKaiser
"Wankey running out of ideas."
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QFT. Just because you can't think of anything else does not mean that ArenaNet and the community cannot.
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Jun 26, 2006, 02:55 AM // 02:55
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#9
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Frost Gate Guardian
Join Date: May 2006
Profession: W/Mo
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Nevin....GW is not ganna n e of that....cuz all that, is WoW.
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Jun 26, 2006, 03:01 AM // 03:01
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#10
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Furnace Stoker
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Quote:
Originally Posted by Remus00
Nevin....GW is not ganna n e of that....cuz all that, is WoW.
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What you're saying is true, but your reasoning is wrong. Thats not just WoW, thats ANY popular MMO. Bringing real life aspects into an RPG is key to its success.
Please tell me, when did Anet state "We're not gunna be WoW!"
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Jun 26, 2006, 03:02 AM // 03:02
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#11
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Wilds Pathfinder
Join Date: Nov 2005
Location: Australia
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Didn't a dev explicitly state that there would come a time when new professions would stop being added?
Personally, I think that Chapter 3 will add the last professions. It will be nearly impossible to come up with more than 10 unique, original professions. And then there's the problem with the exponential increase of things like armor, skills and weapons.
I don't agree the comment that "they already ran out of new skills with Factions." The duplicate skills aren't a sign of a lack of new ideas. These skills give Factions-only players more options and I believe they are additional to the number of new skills which were promised.
Last edited by Buzzer; Jun 26, 2006 at 03:11 AM // 03:11..
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Jun 26, 2006, 03:05 AM // 03:05
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#12
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Furnace Stoker
Join Date: Oct 2005
Location: Kali
Profession: W/E
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You forgot the purpose of new profession. They are not there to add a new role to the battle. No. They are not there to add new game play style and new looks into the game. No. Most of the roles and play-type were already cover by the core six, and that might even be too many, as the fundemental goes. The bottom-line-purpose of adding new profession is the attract players, which translated to consumers, people who will buy their future expansions, who will pay them the pay checks. As long as that holds true, as long as people will go ooooh... awwww... I want to play as that new-kid-on-the-block proffession, there will be new one.
However, that said, I don't think there will be lack of new profession idea yet. True that it will prob be steping on some toes of the old, but looking at all those wonderful concept classes contributed by the creative people of this forum, I think there are still room for more.
Beisde, they can always come up with new race, and its own core six, to get people jizzing again.
(However, more than new proff... they really do need new game play to keep up with the same tired kill-every-thing-that-move gameplay, as well as new PvP)
Last edited by actionjack; Jun 26, 2006 at 06:07 AM // 06:07..
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Jun 26, 2006, 03:21 AM // 03:21
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#13
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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Yes, I agree with ActionJack, there is more then a few new classes to add, and the simple reason to add them is to appeal to more players. More options means something for everybody, and in the end, every game wants to appeal to as many people as they can.
But even more so, as ActionJack said, it is important to introduce new gameplay elements to the system, not just new classes, just adding new ways to do the same thing isn't enough, they need to add new ways, and new things to do, which is why I also included my idea for GW at sea in there (I think).
And there are certainly enough original ideas for more than 2 more classes, I think the most difficult part is coming up with new support units, there are definetly enough new ways to deal damage, I can think of 6 very original attack types off the top of my head.... Well maybe 4.
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Jun 26, 2006, 03:34 AM // 03:34
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#14
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Wilds Pathfinder
Join Date: Dec 2005
Profession: R/
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Oh my god. I would love housing and inns! Especially housing you can personalize.
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