Just a suggestion for class "creators" here.
NeHoMaR
I have read several threads and I feel forced to suggest this: Guild Wars is just killing people/monsters. Don't lose your time creating a new class/attribute/skill if not for kill/damage or prevent dead/damage. Thank you for reading
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
-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
NeHoMaR
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 |
Mr. G
I was replying to the "Guild Wars is just killing people/monsters" Bit
NeHoMaR
Quote:
Originally Posted by Mr. G
I was replying to the "Guild Wars is just killing people/monsters" Bit
|
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
LightningHell
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.
Crafting as in crafting weapons are stupid though.
BahamutKaiser
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.
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.
actionjack
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.
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.
lyra_song
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.
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.
anubis_master
and that is why all my charrs so far have been the 6 core classes in pve so far
Saphrium
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.
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.