MagicManICT wrote:Zentetsuken wrote:If a game panders to clueless noobs and makes them equally as threatening as a skilled, practiced pvper then what is the point in any of this new combat shit? Just make combat a stupid minigame like a literal rock/paper scissors match, let pure random chance decide the winner.
Classes are pandering to clueless noobs. Look at all the games with classless systems or systems where class choice makes little difference. The learning curve is extremely steep, and it's very easy to screw up character builds (when there's a limited number of points to throw into a character).
What we need is the variety and counter-play that is talked about in the game. How we get there, I don't care, as I say, and if classes are the way to go, great, I'm fine with that. Just don't expect it to be any better than what has been presented in the past. What is missing is refinement and depth, not any given limitations that we've seen so far.
I mean if we need variety, that can still be achieved without hardlocking into a class right? If that's the case I'd like to see for there to be some pros and cons into funneling toward a specific "class", or rather, "playstyle" trait and gear so to speak like Zen suggested in some part of his other post. Just like in life there're pros and cons when you start to specialize in something, that should reflects more in the game when it come to identifying with specific playstyles that you want to try out and/or invest your effort into. I'd like to get more into this but at the moment I don't have concrete suggestions that I can share, perhaps later.
Also @Zen it's kinda funny that you mentioned rock/paper/scissor match because many PVP-enabled games with classes are pretty much balanced around the concept of rock/paper/scissor, with the best ones doing a better job of hiding it behind more layers of complex combat and gameplay mechanics that allow people to make mistakes and/or be outplayed by someone with quicker reaction timing, but it's still rock/paper/scissor in a nutshell with the mindgame and reaction part be more complex to keep it interesting.
Having more varied combat moves and additional mechanics that make combat more deep would definitely benefit the game I feel, but I would still argue against pidgeon-holeing people into a specific class or playstyle to achieve variety.