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Breaking away from the Job System mold, or at least changing it. (Read 669 times)
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ZodiacDraw
Newbie

Posts: 13

I'm a llama!
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I think one of the most important aspects to any MMORPG is knowing what role your character is to fill and putting together teams that function together. This makes larger scale fights possible and enhance the responsibilies of certain classes.
But job classes in today's MMOs really seem to limit what you can and can't do. (Final Fantasy XI : Dark Knights are given black magic such as Fire II, Stone II, ect ect and a decent INT stat however, because they don't get any higher level AoE spells and they never get tier III spells, it's pointless for a Dark Knight to even use these spells. More over, Samurai's dominate the endgame physical damage spectrum due to high amounts of TP gain and damage gear that no other job gets. Meaning Samurais are preferred for any event unless there are, of course... no Samurai's available.) (World of Warcraft : Hunter's Beastmaster and Marksmanship specs are underpowered, with Survival at the lead of DPS specs a Hunter should be using. Also, despite being able to Dual Weild and use larger weapons, you have no real talent in close ranged combat.)
These shortcomings could easily be fixed by developers but they would break other aspects of the game, I'm sure. So I'm thinking that while the Diablo/WoW system is versatile, that perhaps it doesn't offer enough versatility to balance the game and keep players happy.
I thought about using equipment that gives you certain abilities (Shield would grant Shield Bash, Shield Strike, Cover... Tamer's Gloves would allow you to tame a creature, Fire Staff would grant a Fire Spell while Flame Rings would enhance all fire based effects) But then I was left with a system where players would have to blindly invite others to a group and simply pray they have certain pieces of gear. So that was a no go.
Any ideas on how to develop a players job, or be able to find members and assign roles in a group without the use of jobs?
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jazzyeagle
Newbie

Posts: 2
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It appears you haven't been on in a long time and no one ever responded to this. If it's any consolation, this is my first time on the forums, and the first thread I read.
I'm intrigued by this, and don't know if you thought of anything for this, but I have two ideas for you:
1) I think this was done in Fable, but I don't recall: Skill Trees. People can accrue some sort of points that can then be used to purchase skills. They can't get the greater skills until they purchase the lesser ones.
2) I always thought this would be cool, but I have yet to see it in a game: Schools/Training. Everyone can do anything, and you can figure out how it is they would identify what they would do, but have some sort of meter or guage or percentage that determines how good they are at that particular skill, and the more they use/practice that particular skill, the better they get until they reach the maximum. You don't learn to hack overnight... keep working at it until you get better. Right?
So those are my ideas. I hope you get to see this. If not, I at least tried.
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