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2012-07-03, 06:52 AM | [Ignore Me] #1 | ||
Sergeant
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"Why, oh why, oh why?"
I've seen a few reasons offered in the meeja that are available for watching, but they're all BS. AFAICT, it's "Because other shooters have classes." Classes are the scourge (along with "level-based progression" (by which I mean you get tougher and better every time you get a "level"), but it doesn't look like they're falling into that trap) of "development systems" in any game. They're a lazy excuse for wooly thinking. |
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2012-07-03, 06:54 AM | [Ignore Me] #2 | ||
First Sergeant
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As far as I know, you can play as many classes as you want with one character.
It is to specialise tree's of progression out, extend the life of the game, and promote teamwork over zerging. That is the why I have in mind. Is that bad or good? Up to you playing it to decide. |
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2012-07-03, 07:06 AM | [Ignore Me] #3 | ||
Defined roles and better balancing are my two main thoughts on it.
I certainly don't see it as a lazy system.
__________________
Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
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2012-07-03, 07:37 AM | [Ignore Me] #4 | ||
Sergeant
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You can swap between classes anytime you want, yes. At a gear terminal, AFAICT. Which is more liberal in terms of allowing you to change your certed role than PS1. But you are confined within the straitjacket of whatever class you are at a given point. Which artificial restriction is aggravating to many: see the proliferation of "hybrid" class choice availability in most games; players want to be able to tweak their abilities to the way they want to play, not be restricted.
Why is specialisation good? Why is Jack-of-Trades not a viable choice? Classes don't extend the life of the game, available skill picks do. Doesn't matter whether the usability of that skill pick is limited by an arbitrary selection of other skills/equipment that can/have to be used along side it, or not. Forcing people into classes does zip all to promote teamwork over zerging. The zerg will still cert into Assault/Max and not stand still for the Medics/Engineers to heal/reconstruct them. And they'll be Light Assault so the Medic has zero chance of keeping up because he's got no jetpack. Teamwork is promoted by dynamics, not static choices like classes. Why is "Defined Roles" better? Sure it's easier to balance things if you don't have to worry about "killer combinations" that you didn't think of. To an extent. That's why it's a lazy approach to design. Checks and balances should be built in to the dynamics of the game. |
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2012-07-03, 07:57 AM | [Ignore Me] #5 | ||
Corporal
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In PS1 you could be an assault, medic, engineer and tank killer in one class but having that you would generally not have much access to a MAX, tanks, AMS, aircrafts due to cert limits.
PS2 you can only play 1 class but switch any time you want. What will count is how you progress your Certifications and can upgrade any cert no matter the class you are playing. So you can't go all rambo anymore but you arn't tied down either. |
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2012-07-03, 08:07 AM | [Ignore Me] #6 | |||
Of course if you want to have heavy weapons you don't want to pick a LA. Matter of opinion. I prefer specialization. Specialization allows players to find their niche in the game and make a name for themselves. Also hybrid builds, while popular, seldom seem to be viable when compared to a more specialized classes. I don't see why having classes will shorten the game's lifetime. You can still spec into different certs within your class. I would argue that it does more for teamwork as players will have defined roles. Organized players will use medics and engineers to their full potential, if zerg players care about their stats in any way they will also learn to do so. Medics aren't supposed to keep up with LAs. However if the LAs succede in gaining a foothold the rest of the team will obviously catch up. Also there are transports in the game, so the LA might not always sever as vanguards. Perhaps you should wait until you've tried the game before you make generalizing statements on how people will play. You may be right or you may be wrong. Why not? It's easier to balance, allows for more unique playstyles, makes it easier to recognize support classes if you need them. What if it's just an overall better system?
__________________
Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
Last edited by ChipMHazard; 2012-07-03 at 08:15 AM. |
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2012-07-03, 10:22 AM | [Ignore Me] #8 | ||||||||||||||||
Sergeant
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If it turns out that the best way to be a Medic, in general, is to wear the Medic Armour, carry the Medic Shotgun, a medical applicator and First Aid Grenades (and the relevant certs), then many people will do that, but others will find niche worth in wearing the Light Assault Jetpack armour, the MedApp and an Assault Rifle and Revive Grenades (or whatever). A skill-framework based system allows that choice, and allows people to get a deserved name for themselves as, in this broad brush example, a kick ass assault medic who can keep a Jump Squad going to the objective.
Classes mean everyone in a given class is exactly the same, or at least heading up the same path (points at every cookie cutter build ever created). |
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2012-07-03, 12:03 PM | [Ignore Me] #10 | |||||||||||||||||
But generally speaking no, no jump jet medic.
You're right it won't be like old D&D where you could multiclass to your hearts desire. Good thing to as they could become vastly overpowered. Unless a game is specifically designed around players picking more than one class at a time then chances are it won't work. PS2 isn't being designed around that.
There are a lot of things that would be interesting, some unfeasible and others simply not being what the devs want for their game.
Careful now I have treated you with respect so far, so don't start spoiling the mood. Don't agree with me? Fine. But since this is all opinion based I CAN guarantee you that my opinion is as just as valid as yours.
You're right in that those who want to play with others will play with others and those who don't care about others will just to do their own thing. However the gameplay itself tries to promote teamwork, which might help make players more willing to cooperate with other players.
You won't be able to look like a medic if you're a HA. Better in the long run for everyone playing the game. I have already clarified why it might be a better system.
We will have a much better understanding of how each class can be customized come beta. Also it should be noted that although I prefer specialization it doesn't mean that I prefer one system over the other. Even if PS2 was going to use the more open cert system from PS1 I would still specialize as much as possible. I understand the reasons behind choosing a class based system, with cert variation within said class, over an open cert system. In the end I would be fine with either system. Edit: Goddammit I shouldn't type when I'm tired...
__________________
Any sufficiently advanced bug is indistinguishable from a feature *Disclaimer: When participating in a discussion I do not do so in the capacity of a semidivine moderator. Feel free to disagree with any of my opinions.
Last edited by ChipMHazard; 2012-07-03 at 03:01 PM. |
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2012-07-03, 07:12 PM | [Ignore Me] #11 | |||
Master Sergeant
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EVE doesn't balance around skills or equipment or classes. EVE balances around cold hard ISK. Sure that buffer tanked tengu works great, but to fly that you have ratted/mined/schemed you ass off beforehand - and most of it will just be gone when you find your better. That won't work with PS2's gameplay model of massive conflict everywhere. Especially with F2P, when people are broke after the first few hours they'll just turn their backs and never return. |
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2012-07-03, 07:27 PM | [Ignore Me] #13 | ||
Major
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I sypmathise with you Kezz, its a shame they went down this route but who knows they might be able to change it in the future updates Apparently todays gamers don`t seem to be reet clever so they need to make it simple for them to understand/enjoy. They also don`t have much patience either so sancs have gone too, 2 mins to get in a fight is just wayyyy too long !
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2012-07-03, 07:35 PM | [Ignore Me] #14 | ||
First Lieutenant
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The flaw with open choice systems is that there is always the optimum setup, and somehow restricting options as one makes choices defeats the purpose of free-form setups and actually begs the question of why not going with a class system anyway?
It's a losing argument, OP. You're just upset over the concept, though the balancing act to prevent someone from setting themselves up to be 100% self-sufficient achieves the same purpose classes do, only it's more convoluted and less clear-cut. |
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2012-07-03, 07:49 PM | [Ignore Me] #15 | ||
Corporal
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It's so in Order to prevent People running around with Camouflage, PLUS Rocket-Launcher,
PLUS Sniper, or Stuff. Or to prevent having Medics with Jetpacks, or Medics who can set Turrets (Engineer-Skill), it's just so that unique Classes are present, which get loved for their unique Feeling and Plot. ; 3 greetings, LV. |
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