What kind of Profession System would you like to see in GW2?

Nevin

Nevin

Furnace Stoker

Join Date: Jul 2005

I think a lot of the "stick with the original set up" people are forgetting what it was like to be a noob. I doubt ANYONE posting here so far was even able to delve into another attribute of their first character until they were level 15-20 with a good size amount of gold to use effective skills, in an effective manner. Its easy with its your third or fourth character, just transfer over 20k and load him up with tomes and in 1 day, the 1-2 weeks it took your first character to finally change his build, has happened for your third or fourth. GW gives you a lot of freedom from the start, but you still have to wait, theres still that time barrier, but the thing with GW, is the time barrier is gold. I'd rather have the time barrier be experience, that is all- my idea was simply an expansion on what system they could implement that used a time barrier. Why would they want a time barrier to begin with? Well for one, its the direction all of us know Anet is going into? (Need we discuss GW:EN, and titles? No.) and theres gunna be an increased level cap.

I'd rather have them do something new. Because at this rate, I couldn't imagine playing a warrior in GW1 and leveling him up to 60 with no motives

br0thergr1m

Academy Page

Join Date: Aug 2006

Dallas

{Shepherds Of Silence}

Rt/R

I say keep it the same. Same 10 professions....wipe out all skills and all attributes, and start completely fresh. Start the balancing all over again but with the professions we know and love. But a complete re work of skill balances, deletions, etc. Add in Racial changes for maybe a bonus in Racial cities, racial armor....racial missions, but that be the extent. Spend most of the time working on skill balances.

legendary4321

legendary4321

Krytan Explorer

Join Date: Aug 2007

nomads isle

I Savant I[Crew]4life

W/

i say go by the race,not by profession,make different good and bad atts for each race and u can chose what to become from their

Crimso

Crimso

Lion's Arch Merchant

Join Date: Jul 2006

PCformatforums[PCFF]

Me/Mo

I'd like a system sort of similar to guildwars with cprof/secondary prof but, there will be differences between races but only skill wise and those skills would just be general skills not skills that would make a certain race better then another race at a class.

for example the norn bear transformation skill.
bear form 10e,5c,30r: for 60 seconds you transform into a bear you gain 150 health and 10 energy you attack and cast spells 10% faster and your attack skills and spells do 5% more damage. This skill is disabled for 200 seconds.

in this example the bear form for the norn class for a minute your character gets an all-round boost but it won't make the norn class a prefered race for a proffession because theres a long period where you can't be bear form and your at risk of interuption while using it

whereas other races could see skills like

Charr

gloat: 5e,1/4c,8r:if target foe is below 50% health you gain 80 health and 10 energy

Like signet of lost souls but a charr only skill(I know the charr have this skill in GW)

since GW2 supports more solo play a decent heal and energy recover and a would be good for any class and is balanced compared to the norn skill.

Asura

mind over matter 15e,1/4c,30r:for 15 seconds your health is increased by 200 and you are immune to health degeneration when this skill ends you lose half of your current energy and adrenaline

This skill is an example how a any race any class system could work a skill that can be used for both casters for the health increase and physical classses being immune to health degen.

Balan Makki

Lion's Arch Merchant

Join Date: Nov 2007

Will be interesting to see what Arena Net does have in mind for GW2. I'm guessing that it will be attribute-like points gained per level, that can be spent in any of the many primary/secondary professions, being that a single character can play and switch between all professions: for primary and secondary. Thus attribute points being the only stat gained when leveled, depending on how you spec you attribute points will, to some degree, reflect how your base stats are bolstered. Each profession will be capped at around 200 or so attribute points. . . . players can then start building points for other proffessions, leveling their abilities in new/alternate proffessions.

A system such as this could have infinite levels, as new professions are continually introduced, but would have absolutely no Stat Creep, or silly MMO stat building routines that so many players of GW seem to despise. Infinite levels with no Stat Grinds to segregate players or unbalance the game system, nor would leveling negate early content, all content would be replayable being that your stats don't creep beyond a mean average.

Seems kinda obvious where GW2 is headed.

Eldin

Eldin

Forge Runner

Join Date: Dec 2005

America. How about you, commie?

Fellows of Mythgar [FOM]

R/Mo

I don't know why everyone is for these evolutions and racial attributes. I thought we want GW2 to be as loyal to GW1 as possible and non-WoWish?

I just want the six core professions. Every profession after broke the game.

Tick Tock Venah

Ascalonian Squire

Join Date: Jan 2008

Explorers of Evelon

Rt/

I liked the system in FFXI. You could change both Primary and Secondary professions at will, but the power of your secondary was limited to half the power of your primary. If you had leveled up to Lvl 30 in your Warrior job (you only gain exp for a job while it's your primary) and level 20 in your Assasin job, you could be a 30W/15A or a 20A/10W. Or you could start over (with the same character) as a 1Mo/1E, and level those up from there (using GW professions as examples). Secondary professions gave the use of more skills and passive bonuses, for example taking Black Mage (read: Ele) would give you a larger pool of energy, but sill not as large as a primary Mage, since the bonus is only from a lower level profession. The only thing I didn't like in FFXI was stat/attribute grind. You had to actually cast spells to make your attribute rise. Ugh.

Craywulf

Craywulf

Frost Gate Guardian

Join Date: Apr 2007

Righteous and Honorable (RAH)

N/Me

Quote:
Originally Posted by Biostem
This is an interesting idea, but it'd have to be tightly controlled so as to avoid possible exploits or overpowered combinations. For instance, it might be too powerful to be able to have something like soul reaping, fast casting, and energy storage on the same character. Also, in a classless system, how would you address armor ratings? Would you have another set of stats to address what armor you can wear? Would you get rid of armor restrictions all together, and just allow anyone to use any armor?
First I wouldn't allow more than one primary attribute per character. As you saw my sample idea I had Energy Storage listed separate because it's a Elementalist primary. I had 7 attributes and 1 primary attribute.

I think armor requisites be very similar to the way weapon requisites are, in that only a warrior class (which has Strength and Tactics) can carry a shield. You would need Strength or Tactics to wear warrior gear depending on which armor.

Elemental armor can have requisite to just like its weapons. For example the fire-based robes (Flameforged) would require you to have say 8 in Fire Magic attribute.

Armor rating should based on how much you put in the attribute. So if you want max armor you're gonna need to put more into it than the initial requirement. So if Flameforged armor has a rating of 15 at minimum of 8 requisites of Fire Magic. Each extra point raises it to the next rating. So you would need need 13 in Fire Magic to get Max Armor (60) rating for Flameforged Armor.

themesmeroftime

Academy Page

Join Date: Dec 2005

near philly

The Order of Sithis

Rt/

Are you hinting at a Skill Tree system? That could really benefit GW if they keep the 8-bar/lots of skills system. Kind of like Oblivion...

Craywulf

Craywulf

Frost Gate Guardian

Join Date: Apr 2007

Righteous and Honorable (RAH)

N/Me

Quote:
Originally Posted by themesmeroftime
Are you hinting at a Skill Tree system? That could really benefit GW if they keep the 8-bar/lots of skills system. Kind of like Oblivion...
I'm not sure I understand the term "Skill Tree". Could you explain it to me? I have never played Oblivion and don't know too much about it.

themesmeroftime

Academy Page

Join Date: Dec 2005

near philly

The Order of Sithis

Rt/

Quote:
Originally Posted by Craywulf
I'm not sure I understand the term "Skill Tree". Could you explain it to me? I have never played Oblivion and don't know too much about it.
In simplest terms, as you progress (gain levels, do quests, missions, etc) you unlock more skills and abilities, or the skills you have become stronger and boosted. This would go hand in hand with the 100+ levels implementation and would give an incentive to level up. To prevent grinding for levels, make it so you have to have a quest system or something...

Hellgate London Example
http://http://www.mobygames.com/imag...07/574357.jpeg

If someone can better explain it, feel free

Craywulf

Craywulf

Frost Gate Guardian

Join Date: Apr 2007

Righteous and Honorable (RAH)

N/Me

Well I think what I'm suggesting allows for more customization in character development. It also would be easier to alter your path of development should you want to change primary professions. You aren't stuck trying to play through the game with a limited skill bar. So yeah I can see it helping to avoid grinding if the skills are not properly balanced.

The risk of this is that too many characters will have formulaic build in the beginning of development. So there will be grinding, it just won't be from a restricted skill bar. The way to fix that would be to allow access to all skills from the beginning but each skill/spell having a requisite based on the amount of potential damage.

So if your a low-level character and put all your attribute points in Mysticism just to use Avatar of Dwayna (which would have high requisite because its a powerful skill), you leave nothing for the other 7 skills let alone armor and weapons requisite.

Eldin

Eldin

Forge Runner

Join Date: Dec 2005

America. How about you, commie?

Fellows of Mythgar [FOM]

R/Mo

[skill]Power Shot[/skill][skill]Troll Unguent[/skill]

Almost every Prophecies ranger used that for some time...ugh...

Anyway, skill trees would be restricting in that you have limited skill selection and limited effectiveness. A fair amount of skills work fine even at low attributes, or at least have alternatives that work well. What happened to our "skill over time" theory? Oh yeah, ANet dropped that when they came up with the idea of Factions.

Alex the Great

Alex the Great

Jungle Guide

Join Date: Feb 2007

America.....got a problem with that?

[Lite]

W/

i want it to stay like it is now in the fact that the only permenant desicion is in primary class.

somedays i wanna heal on my rit! somedays i wanna use channelling
somedays i play axes, somedays i play swords
somedays i farm with earth, otherdays i use fire!
i always play the same sin build however......

lyra_song

lyra_song

Hell's Protector

Join Date: Oct 2005

R/Mo

I think an interesting idea would be to take the existing GW profession system.

Start with the very basic and vague classes:

Warrior
Monk

Add the secondaries

Warrior / Monk

Now......

Add a system that synergizes the classes and changes their behavior and abilities based on the secondary mix and change attribute behaviors based on what is specced the highest, and what is the primary class.

For example:

Warrior / Monk - Strength, Sword, Healing

This mix CHANGES the way the secondary attributes behave. Healing is now affected by strength.

Warrior / Monk - Tactics, Axe, Protection

This mix has tactics linked to protection, so your shouts and stances are now magically affected by protection prayers.

Monk / Warrior - Sword, Smite, Strength

This monk gains attribute in strength through smiting, gaining holy damage.

This way, you dont only create a character based on just the two classes, but attribute levels radical change how it plays.

just an idea i had.

CyberNigma

Jungle Guide

Join Date: Jan 2006

San Antonio, TX

W/R

Quote:
Originally Posted by Lihinel
Cloning is just a bad excuse for the miss of refundpoints.
Classtiering is nothing but stupid grind.

And why the hell create new professions that can only be used till you are half way to max lvl?
Instead of:
> Novice -> lvl20 -> Soldier -> lvl60 -> Knight/Warrior/Berseker
Just let them choose
> Knight
> Warrior
> Berseker
right from the start.

And if you don't use special 3D models for each class, than just implent primary class change...
I think you miss the point of cloning. As evident from the forums throughout the life of GW, people have complained about people not knowing how to play a class because they ran through the game to get to max level - primarily because they didn't want to level another character up yet wanted to play that class for some reason.

The TR cloning system mitigates that somewhat because through each tier, a person learns to play the common parts of various classes. They know that people are going to want to play several, if not every, class without having to start from scratch (which the GW and your response would suggest they have to do if they want to play other classes). Therefore, the only leveling aspect that has to be re-done is the part that is unique for that class.

For example, there is only one class at levels 1-5. That allows new players to learn the core of the game, playing what is essentially common to every class in the game. At level 5, the first major breakpoint occurs. You pick a melee/combat class or a support/caster class. If you pick a melee class (soldier) then you play through levels 5-15 learning that type of class and what is common to all the melee/combat classes. At that point, you can choose a ranger or a commando toc ontinue learning their specifics playstyles. If, for example you level up a commando and decide you want a ranger (eventually spy or assassin) then instead of having to play through levels 1-15 again (which is common to both command and ranger), you only have to start at level 15 to learn the ranger-specific stuff. It is a very smart system, and helps to alleviate the problem of re-grinding the early aspects of a class just to get to the stuff that's unique to that class.

There is no need to run a character to an advanced level in a class to get past stuff you don't want to learn again because you start at the divergence point. To want anything else is to be stuck in the old school mentality that most MMOs have followed that you have to earn your place by paying the grind price just like everyone else instead of just getting into the fun part and paying. Guild Wars isn't necessarily built like that in its current incarnation. It can be done in GW2, though. It is an ingenious way of setting up a leveling system, and I hope future games implement it as well instead of sticking to the same old stuff.

Level 1-5 Common
Level 5-15 - Soldier or Specialist
Level 15-30 Commandor or Ranger (Soldier) - Sapper or Biotechnician (Specialist)
Level 30+ Grenadier or Guardian (Soldier) - Spy or Assassin (Ranger) - Demolitionist or Engineer (Sapper) - Medic or Exobiologist (Biotechnician)

Fantasy class can easily be adapted to a schema as such without altering them much at all. Eventually a play can end up with a character of each class with a minimal or re-tread, though those that wish to could always start from scratch (with every character) if they wish. This gives some people more options without taking away any options from others.

If a player plays through with a warrior then decides to play a ranger but doesn't want to go through the leveling again (in GW's current state), he power levels (whether you agree its a good idea or not is irrelevant - that's what usually happens). Since they are different archetypes the person may not have any idea on how to play the ranger. However, if the classes were tiered, and assuming he was alright with the lesser amount of leveling required in a tiered system, he would be able to start playing the ranger at a point that it diverges from the core combat class (which the warrior would have evolved from as well). The same goes for the caster classes, which diverge at a lower point than the warrior/ranger. There's no need in learning the basics of the game, but rather just learn how a caster works, then branch into what type of caster you want to play.

Again, assuming you aren't really playing your character class until you are level 20 anyways (current GW) and everything prior is a tutorial, it doesn't hurt that you aren't 'called' an elementalist until level 20 anyways. It's just a name, but the abilities will come just as they did before as you progress. If you don't want to clone and want to 'earn your way by grinding' up again, you can do so, but it allows those that don't want to re-learn the basics to jump right in and learn how an elementalist is played, not how a character is played -0 which was already learned).

As much as people complain about having to party up with people that got their second or third characters run because they didn't want to do the basics again, yet didn't take the time to learn the new class, I would think the cloning aspect would be pretty popular.

Here's a link to describe the process, which is only being provided for the benefit of learning a game concept, not promoting another game (whcih is owned by NCSoft as well anyhow).

http://tabularasa.wikia.com/wiki/Cloning
http://tabularasa.wikia.com/wiki/Class

I think the cloning system (or something similar) is the future of level-based CRPGs. The alternative is to take out leveling completely, though cloning would still work as long as there is some kind of progression. People like playing games over and over, but after the first time, many people like playing the later aspects of the game - such as playing through the story of Halo 3 once and then playing in multiplayer over and over, or the campaigns on an RTS and then starting at later tech levels in multiplayer. It gives choice, without taking it away. You aren't losing a class because you really aren't that unique until later anyhow, just as in DnD the classes really don't shine until at least midlevels.

Sleeper Service

Sleeper Service

Jungle Guide

Join Date: Dec 2005

CULT

ah cool its in sardelac.

i myself have always found the FF-Tactics character class system to be the most enjoyable.



To adapt it to GW on could set the requirement to a certain number of skills unlocked in a certain attribute line in order to advance.That is if they even keep that....

Players could choose any up to 3 attribute lines for their toon, and having a certain number of skills unlocked in the respective lines would modify the access they had to certain classes (and thus primary attribute)

Ie: primary attribute "perks" (Soul Reaping etc) would be linked to the class, the class would be defined by the attribute lines chosen.

So you couldn't be a "Soldier" class (the result of having sword + strength selected as your attribute lines on the toon) passively gaining energy when stuff dies nearby as a "perk" (soul reaping) for example.

However, your "Soldier" class would have inherent armour penetration % ,resistance to certain conditions, a health boost, some malus to hexes or such (theres always got to be a downside) and all this would vary according to the number of skills unlocked.

Once you opened up a sufficient amount of skills in the "soldier" class (sword + strength) and say the "priest" class (heal + prot) you would gain access to the "paladin" class (sword + heal + strength).

(*reading previous post) so yeah cloning is like the FFT system. Its a great way to evolve a toon i found.

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Don't change it. The current profession system is perfectly fine as is. I've never come across a large number of players outwardly claiming that the double profession build [armor primary] has had any problems.

But, KEEP ALL THE CLASSES. From Warrior to Paragon from all the previous campaigns. No need to reap excess / rip off profit by redoing the entire Guild Wars One series campaigns and then including 'bonus old' classes in each one...

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Quote:
Originally Posted by Sleeper Service
ah cool its in sardelac.

i myself have always found the FF-Tactics character class system to be the most enjoyable.



To adapt it to GW on could set the requirement to a certain number of skills unlocked in a certain attribute line in order to advance.That is if they even keep that....

Players could choose any up to 3 attribute lines for their toon, and having a certain number of skills unlocked in the respective lines would modify the access they had to certain classes (and thus primary attribute)

Ie: primary attribute "perks" (Soul Reaping etc) would be linked to the class, the class would be defined by the attribute lines chosen.

So you couldn't be a "Soldier" class (the result of having sword + strength selected as your attribute lines on the toon) passively gaining energy when stuff dies nearby as a "perk" (soul reaping) for example.

However, your "Soldier" class would have inherent armour penetration % ,resistance to certain conditions, a health boost, some malus to hexes or such (theres always got to be a downside) and all this would vary according to the number of skills unlocked.

Once you opened up a sufficient amount of skills in the "soldier" class (sword + strength) and say the "priest" class (heal + prot) you would gain access to the "paladin" class (sword + heal + strength).

(*reading previous post) so yeah cloning is like the FFT system. Its a great way to evolve a toon i found.
YESH!

That's it! ONE character -> ALL professions.

Combined with the secondary profession system, it would allow unlimited learning.

No more 'you cannot enter because we need a monk here'. Change to monk and done.

That way, people could have EVERYTHING just by making one character of each race.

Navaros

Forge Runner

Join Date: Apr 2005

Mo/Me

There shouldn't be any professions system in GW2. Each player should be able to play his character as any profession he wants to, and switch it any time he wants to while he's in any town. Like how it would be if you could change your Primary profession in GW1.

vurod007

Ascalonian Squire

Join Date: Mar 2008

Croatia

Soft Heart Killers

N/

no offense, but beeing able to choose trought the game from al clases is just plain boring, I mean, whats the fun of the game if there is nothing that seperates me from other ppl? Dont u think it would be kinda boring if all players were the same?I like the fack that i can do with my necro think that some ppl with other profesions do, and i like the fact that i need help from other clases for some things becouse i cant do them with my necro. I think it would be sad if only money and things we have would seperate us. I like the diverzity and the fact that ppl who played war for a long time suck when they start playing with ele, and other way round I think that there should be as more as posible clases in GW 2, becouse i think it is fun to know that not all the ppl have same abilities as you.But thats just my opinion.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Quote:
Originally Posted by vurod007
no offense, but beeing able to choose trought the game from al clases is just plain boring, I mean, whats the fun of the game if there is nothing that seperates me from other ppl? Dont u think it would be kinda boring if all players were the same?I like the fack that i can do with my necro think that some ppl with other profesions do, and i like the fact that i need help from other clases for some things becouse i cant do them with my necro. I think it would be sad if only money and things we have would seperate us. I like the diverzity and the fact that ppl who played war for a long time suck when they start playing with ele, and other way round I think that there should be as more as posible clases in GW 2, becouse i think it is fun to know that not all the ppl have same abilities as you.But thats just my opinion.
Choice would still be there.

You won't be able to be primary warrior and primary monk at the same time. But instead of ONE choice, there will be more. You can choose to be primary monk or primary warrior anytime, when you get tired of one thing, you can become another.

Just like with real life jobs and secondary professions.

If you focus in one, you may be better in that one, but nothing stops you from learning all.

ManiSan

Academy Page

Join Date: Oct 2007

Me/

Yeah, and it would be a lot of fun to invest time and spend money to acquire another "primary" class. You'll have to make quests for some master and earn "ability points" to unlock the other classes.

Nevin

Nevin

Furnace Stoker

Join Date: Jul 2005

It does make sense to be able to just to switch jobs however you want, as one does in real life. But I think there should be some sort of barrier, some sort of points that need to be gained and spent in order to gain access to a new profesison.

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Quote:
Originally Posted by Nevin
It does make sense to be able to just to switch jobs however you want, as one does in real life. But I think there should be some sort of barrier, some sort of points that need to be gained and spent in order to gain access to a new profesison.
I think the best option is the the little lore we already know from GW2:
- Charr Warbands
- Asura Krewes.

Characters could start directed to one 'army' and learn while in it.
Once you are promoted, you can move to another.

So in PvP the change would be instant, but in PvE you'll have to gain access to other profession by making quests.

- Join the Golemancer Krewe.
- Join the Scout Krewe.
- Join the Paladin Krewe.
Etc.

Phoenix Tears

Phoenix Tears

Desert Nomad

Join Date: Feb 2007

Nah, i'm personally against this and its totally unlogic, when compared with the RL..
You can't be simple one day a professional X and next day you are a professional Y and then the day after that you are a professional Z >.>

Where's then please the sense in having multiple different characters, when you want to play universal chameleons ??? which should be able to be everythign whenever you want ...

Its also totally unlogic that a berserking unintelligent Warrior should be able to become an intelligent and very wise powerful Mage, not to mention the unlogic attribute changes that would mean then about more or less max HP/Energy in a sudden and more or less Energy Regeneration in a sudden.
This change about the system would be idiotic. To keep the game balanced and logical, the choice of your main gameplay profession must stay fixed, everythign else after that about secondary professions or evolution forms ect. can be everything totally different and non fixed, beign able for the player to change at will.

Chameleon Systems are crap, because characters should have to specialize into things to become at something very good ant not be able to simple learn everything and then be able to change professions at will - just looks weird and is absolutely unlogical.
-----------------

About topic:

I'd love to have a profession system Mix about GW1 and Ragnarok Online for GW2 because both systems together would give a perfect Evolution System.
RO's system alone is still nearly perfect, would have had this game not 1 typical problem, those asian games come ever with, that GW had not from the start on. The problem about forcing the players to pay to be able to reset your characters. And the implemention about a reincarnation system hasn't solved the problem, it made it only worser.

GW2 will become more into the direction of RO - starts alone by having at least a Max Lvl of 100.
This Max Level will allow Anet to give us also a much better Character Development System, because it will simple hopefully take more time, to develop our charas in GW2, than lesser as 24hours >.> Ok, so extreme long as in RO it shoudl not take naturally, where you have to grind train your character for more then 3 months or so, before you will hit lvl 100, but 30 days is a good requirement imo for lvl 100 in GW2, that would means, that a player would have to make per day an average of 3,33333.... levels per day and is absolutely not required too much.

- Create a Character - start as Citizin, who has no profession yet on a Tutorial Island, where the new player will see all core professions first somehow in action, before the players will be able after some first noob quests to choose his 1st. master, who should teach you how to become your chosen core profession

- When having done all quests of your first master and having become your chosen Core profession, the master will send you automatically to your next master on the Non-Tutorial Side, which will be then so long your master, until your character evolves his 1st. time.

- With lvl 20/60 a Character will be able to evolve into 1 of x possible stronger forms of the chosen core profession.
After making quests for other Master-NPC's the player will unlock the other not chosen evolution forms, so that the player becomes able, to change his evolution forms, like secondary professions in GW1. GW2 won't have then anymore the Secondary Profession system, like in GW1, because that system got then merged with the Evo System of RO.

Example:

GW: You are a Warrior and choose as 2nd. Monk , then you get displayed by the game as W/Mo < looks totally silly, as if your character would be only a dumb hybrid, half this, half that

GW2: You are as Core Profession a Warrior, then after reaching lvl 20 you decide to evolve your Warrior into a Berserker, so naturally won't your character be displayed anymore as Warrior, no, the shortcut will change then from W to B. So its then not anymore W20, it's then B20
--------
The Character Development of our Example Warrior would look then like this:

Lvl 0 - Citizin
Lvl 1-19 - Warrior
Lvl 20 - Warrior > Barbarian (here you have multiple choices)
Lvl 21-59 - Barbarian
Lvl 60 - Barbarian > Berserker (here you have only 1 choice, evolving to the professions master form)
Lvl 61-100 - Berserker

Such an Evolution profession System I'd love to see in GW2 - would increase the amount of playable professions increadible - yes, but the gameworld of GW2 would become massively unique, individual and full of live, where players would NOT meat every 10 steps on a clone of themself, players with same hair style, same face, same profession, same armor and same weapons ect., but alone fact 1-3 give enough of clones in GW1...

Through an Evolution System it will give much lesser clones in GW2, because so more choices of evolutions a player has, so alot bigger will be the grade of character individuality in GW2 and that was from the start on in GW1 one of its greatest lacks.

The Evolution Ladder is easily shown as:
Core > Expert > Master (Elite)
1-19**20-59**60-100

Musheen

Academy Page

Join Date: Feb 2008

In a house

Defenders of the Faithful[DoF]

N/

I don't think the idea is bad, but it isn't something that I would stick with for a very long time. I don't like having to start over with a character once I've already built one up.

I really like the current system where I can change up my attributes and skills whenever I want. I even think they could have taken it a step further and and allowed for changing the main class as well. Then you could mess around with any build that you wanted. The catch would be that you'd need to collect equipment for each of the main class types and take time to acquire a good set of skills. Something to work for.

An example:

I start out as a N/Me and max out my levels. Now I decide hey, it would be neat to switch and be a W. I could try and make the switch right away, but I'm guessing that my skills in warrior are pretty weak. So, maybe I should switch to N/W for a bit and purchase/cap some skills that I'm interested in, save up for some new warrior gear, and then give it a shot.

Personally, I'd prefer that over having extra character slots. Currently I don't even have a character for each slot, and of the characters I have I'm only ever playing one of them. There is so much to do in these worlds, don't make us start over if we want to try something new.

My 2 cents, for what they're worth....

MithranArkanere

MithranArkanere

Underworld Spelunker

Join Date: Nov 2006

wikipedia.org/wiki/Vigo

Heraldos de la Llama Oscura [HLO]

E/

Oh, no.

The Ragnarok Online system no.

Ragnarok online is a GRINDFEST.

You are limited to 9 character slots per account, and it's IMPOSSIBLE to get one character with all professions.

No. It's much better the Final Fantays Tactics style, where you can always change profession anytime.

The tree and limited systems are HORRIBLE, because they limit what you can do and FORCE you to have various characters to try multiple things.

In GW2 there will be already difference races. If you multiply that with professions, you get TOO MUCH.

It's completely illogical that someone cannot learn something just because he learned something else before.

The logical thing is to have to spend MORE TIME to learn MORe THINGS.

You can focus in one profession and get to be very good in that one, or spread in many and spend more time in all of them.

And once you hit a level high enough, you are expert enough to learn everything without hindering your advance.

That's logical.


The best achievements of GW is the removal of re-roll and forced grind (yeah, I remember the titles, I said foorced, XD).
Quick map travel, quick secondary change, freely abandon to retry later quests, freely retry missions, freely redistribute attribute points, freely acquire skills, freely choose skills.

Most of the time, and with single exceptions like a couple of quests and titles like survivor and LDoA, your choice is never a limitation.

No matter the path you choose, you can go back later and take the other one.


The greatest achievement in GW is: NO REGRETS.

Any system adding regrets to the game. Would be wrong. Would be a critical mistake. Would be the worst thing to do.
GW should NEVER add a system making players think "I wish I choosed the other one".

It would be like not allowing to enter the Kurzick side if you chooses Luxon. Not allowing to take some heroes if you took other ones. Not allowing to learn some skills if you learnt others.

It would be a mistake.

Phoenix Tears

Phoenix Tears

Desert Nomad

Join Date: Feb 2007

Quote:
Originally Posted by MithranArkanere
Ragnarok online is a GRINDFEST.
but only cause of 2 points, which are easily changeable in GW2 >.>

* RO had an idiotic unbalanced Character Development System around the required amounts of EXP for the higher Levels, which raised and raised only higher and higher to unhumanous amounts, which made training a Character a grindfest, but that can be easily solved in GW2

* And the mentioned typical problem of asian games, that they don#t enable their players to freely reset their characters, that you find only on P-Servers and even there those idiots of GM's often want you then to pay first a high fee >.< Thats where the system of GW comes then in to solve that.
(would you have read everything, you wouldn't go on the barricades now about RO lol)

Because I said, GW2 should not become a RO-Clone, it should just take those aspects which are good of the game about the Character Development System and fill the bad holes with gameplay systems from GW1 and then the game just needs balanced factors of raising EXp for the high levels, so that players won't have to grind for like a half year or longer, until they will reach with 1 character level 100 >.<
If you need like 30 days in an average, this absolutely enough, and still much much better, as when you can max your character in lesser then 24 hours -.- what is absolutely silly.

The Evolution System of RO is the best Character Development I can think of personally, it offers not only extreme good long term motivation, but also an extreme good grade of character individuality - combine this with the secondary profession exchange system, that lets players change thigns at any time at will with the evolution system, and it becomes perfect.
Having not, as you said these idiotic limitations, which let players very often think:

"Did I've better chosen to make X instead of Y".
------

Chameleon Systems are imo crap, because it is absolutely unlogical to change primary professions at will. As said, you can't be day X a professional Warrior, next day you're then a professional Elementalist and the day after that then a professional Ranger - that would be just stupid and weird, when players would exchange their primary professions, like people exchange their underwear -.-

It requires years of training and experience to become a masterlike warrior, as it also takes years over years to become a masterlike Mage of any of the Schools of Magic.

in real life I can't say also, today I'm a professional Police Man, tommorow I'm then a professional Captain of an Airplane with years of Flight Experience and the day after that then I'm a professional Professor at a University teaching many Students complex things like Quantum Physics.

That are 3 totally different jobs you can't simple compare with and make them instantly professional at will, whenever you want, because they require you different knowledges and and and...

A Police man which works for 10 years at the Police has a totally different Expeciene, then an Airplane Captain, who has 10 years of Flight Experience...

You get it, want I want to try to explain ?

In the same way we look at these examples here, we have to look at the professions ingame - every profession has its own different requirements and experiences which you receive through them and those can't be exchanged simple at will anytime whenever you want to do so.

Would I have in GW now a masterlike Warrior and would want to change it to an Elementalist, my character would have to be then a total Elementalist NOOB - with absolutely NO experience of what it means to be an Elementalist.
Not to mention that this Ex-Warrior would be at first sight simple too dumb to be an Elementalist -the Character would be strong, cause of lots of muscles, but they character would have to lack on intelligence and wisdom to become a good Elementalist to stay logical, it would also mean, when you get with time the Intelligence, you will lose again the muscles to keep it balanced.

Thats the simple gameplay of games like Diabolo, D&D ect., as anyone who plays MMORPG's or RPG's in general should know. Simple gameplay rules, like their are used also on traditional Pen&Paper RPG's like DSA (dunno if its called also so on English, when not - then it must be theoretical TBE oO - The Black Eye. On German its "Das Schwarze Auge"

To be a mighty Mage of any School of Magic, it is required to be intelligent and wise enough to be able to cast Magic Spells. A dumb Warrior with no brain, which wants to become in an instant a Wannabe-Mage should not be able to cast Spells. Also it is impossible to change from a Warrior into a Ranger, when the Warrior hasn't learned first, how to handle a Bow and has gotten enough Dexterity to be able to target good enough with the bow to be actually able to hit foes with arrows -.- its much harder to hit a moving foe with Bow&Arrow, when you have not enough Dexterity, as when you have simple to dash only into your foe to ram your Sword into its body.

One thing of GW, that was about the 2 class system ever idiotic unlogical, because the game had no Status System, where Players had also to develop their Characters in physical and mental Stats like Strength, Vitality, Agility, Intelligence, Wisdom, Courage and so on ...

I hope, this traditional System will find its way into GW2 too, because it will increase also the grade of individuality about Characters and with a Status System, a player becomes able to work much better on the personal development of their characters and players will be able to form much better the Strengths and Weaknesses of Characters to build their characters in all points so, like the players wants to have them - and then, when the player thinks, he/she made a mistake, then the player should be just able to reset all attributes AND Stats like in GW1 by removing the setted used points and settign them then again in a new constellation however the player wants to use them

/notsigned for idiotic Chameleon Systems where players should be able to change into everything whenever they want.
Change your Evolution Forms - yes, because it would be just an upgrade version of the Secondary Profession System.

Koudelka

Koudelka

Frost Gate Guardian

Join Date: Apr 2007

England

The Khaotic Empire (TKE)

Me/Mo

I wouldn't mind:

No class discrimination
No race = profession
No chose-to-be-this-but-can't-be-it-unless-you-grind-for-it

I'm not keen on having to lvl up that much to alter my profession or make an irrevocable skill choice. However, the magic word here is balance. I don't mind too much, as long as arenanet remembers that.

Mr Fizzle

Mr Fizzle

Lion's Arch Merchant

Join Date: Aug 2005

W/E

Hey as long as we can make whatever we like in pvp...

Limu Tolkki

Wilds Pathfinder

Join Date: Dec 2006

Hate The [Cape]

E/

Tbh i dont really wanna see secondary professions. Warriors casting fireball and necromancer throwing spear isnt what i want to see. As said preaviously something like seen in oblivion would be cool.

Nevin

Nevin

Furnace Stoker

Join Date: Jul 2005

Quote:
Originally Posted by Limu Tolkki
Tbh i dont really wanna see secondary professions. Warriors casting fireball and necromancer throwing spear isnt what i want to see. As said preaviously something like seen in oblivion would be cool.
Thats very restricting, but if no one was a "Necro" or a "Warrior" from the start, who's to say what they can and cannot do based on appearance?

Holly Herro

Holly Herro

Jungle Guide

Join Date: Dec 2005

Kangaroo-land.

Blades of the Dingo [AUST]

Quote:
Originally Posted by Faer
I can honestly say that I would not be disappointed if ArenaNet decided to clone the tried-and-true class sets that Blizzard has been using for years now. Stick to what works, and what pays the bills. And, if they do take a page from their predecessor's book, well... I'm rolling an Amazon/Hunter/Whatevertheycallitthistime. Move out of my way, fools, I have COLD ARROW!
Gogo Diablo 2 power! =]

Age

Age

Hall Hero

Join Date: Jul 2005

California Canada/BC

STG Administrator

Mo/

How would these go with what char is already in the HoM.

Zahr Dalsk

Grotto Attendant

Join Date: Aug 2007

Canada

I'd like the Classless Non-Experience-Based Learn-By-Doing (CNEBLBD) system used in TESIII: Morrowind and TESIV: Oblivion.

AuraofMana

Wilds Pathfinder

Join Date: Jun 2005

Georgia, US

DND system more plz.