Results 1 to 18 of 18

Thread: A Class System

  1. #1
    (LoF)Fierestrike
    Guest

    Default A Class System

    I've had nothing but good things to say about this game thus far, however..

    Why would they implement a forced class system? Based on the E3 interview, you have to specialize in long, medium or short range..

    That's crap. Why FORCE a person to play anything? Give the weapons themselves requirements to armor and call it a day. (Light armor = Sniper Rifles, Heavy = Shotguns, etc)

    Why confine player characters to a set role? Have soldiers be generalized with general XP, and let them carry whatever loadouts they want into battle.

    There's no reason for a class system whatsoever.

    I love this game's premise and idea so far, but they are starting to waver a bit from the MMOFPS ideal. First they say they're going to "section off" battle areas and adjust them to levels, and now they're going to have classes too?

    Is this Arathi Basin? Soon will it be true that you can have all the twitch skill you like and get owned by some toolbox with a railgun?

    Let's hope this trend gets turned around towards the MMOFPS genre, and a lot less of the MMORPG trend. We've got plenty of those already.

    Is there even a definite answer in regard to world PvP? Or is it going to be recycled "Battleground style" Maps played over and over?

    I want this game to be implemented and designed as awesome as it can be. Turning it into a MMORPG isn't doing that.

  2. #2
    winged
    Guest

    Default

    your joking, right?

    i made a long post showing how you where wrong.... then i realized even if you did read it you probly wouldn't realize if you got what you wanted the game would tank so i just deleted it.

    you want a choice? choose not to play.

  3. #3
    Member
    Join Date
    May 2006
    Posts
    62

    Default

    I agree with the original poster. If you want to see a truly innovative system, look at Planetside. They use "cerification points" , and different things cost different amount of cert. points. For example, a level 10 Character might have around 15 cert. points. Sniper Equipment is 4, Flying Scout vehicle is 3, Heavy Weapon is 4, Heavy Armor is 4, Cloaking Gear is 2, Trike is 1, Light tank is 2, etc.....

    So as you level up you can "cert" in more things. Obviously you cant use everything at once but as you level up, you get more options.

    It is a great system and Webzen should take a really close look at it.



    Note - There are some contradictions going on with webzen and the "class" system. I have seen where they say there will be 3 classes (short range, medium range, and long range) but then they also say you can mix and match gear. This begs the question -- WHY even have the three classes if you can mix and match gear anyway?
    Last edited by Mantis; 15-05-2006 at 10:17 PM.

  4. #4
    Senior Member Archerofgun's Avatar
    Join Date
    May 2006
    Location
    Chicago
    Posts
    149

    Default

    Oh, i thought the class's were such as Heavy Brute, Spy/Assasin, and something inbetween

    The Brutes would be able to take more damage and have heavyier armor but they might move slower or such

    The Assasins are quick in nimble and cant hold "heavy" weapons

    The middle i guess is like and inbetween

    Thats how i saw it
    [IMG]http://i83.photobucket.com/albums/j284/Archerofgun/07502497.jpg[/IMG]

  5. #5
    connnnn
    Guest

    Default

    Where did it say there would be a forced class system?

    They also mentioned you can mix and match weapons and armors to fit whatever role you need to play.

  6. #6
    (LoF)Fierestrike
    Guest

    Default

    I love random, uninspired flames. Go get ganked in WoW. Kthx.

    Anyways, I could live with classes if they allow you to mix and match virtually everything.. but then again, (like was mentioned) why have a class system at all?

    By the way, Penny-Arcade had this to say about Huxley's E3 showing:

    Huxley – Here was a game that promised a MMOFPS using the Unreal 3 engine. What I saw in their booth was an uninspired dime a dozen FPS that looked more like Unreal 2. It certainly didn’t look anything like the stunning video they released a few months back. The PR machine for this game is in full effect but it’s all smoke and mirrors. There’s no game there, at least not yet.
    More than anything I want this game to succeed. But Webzen should start paying attention to what makes shooters fun, and not what appeals to the marketing department.

  7. #7
    connnnn
    Guest

    Default

    The full game is likely at least a year off... and they had nearly as much functionality as UT2007 did (basic players running around shooting stuff with a few vehicles working). And since pretty much 100% of this game's appeal would come from the actual finalized game structure, I don't think this E3 demo was supposed to be a major indicator of what they have planned. Frankly, this game isn't really trying to deviate from the basic formula for a futuristic DM style game, it's trying to extend it into an MMO style game world. So basically that little quote just shows how much writers like to state the obvious in an overly complex manner.

  8. #8
    (LoF)Fierestrike
    Guest

    Default

    That's a good point Conn.

  9. #9
    Member Assasin1015's Avatar
    Join Date
    Jun 2006
    Posts
    38

    Default

    I think that they should put a class system in there or else you would get the one person with all weapons and armour who can change from a sniper to a support player in a few seconds. With a class system every player has there advantages and disadvantages with what class they choose. I just think that it would balance the gameplay better than allowing one person being everything all at once.

  10. #10
    Super Moderator Felix12g's Avatar
    Join Date
    May 2006
    Posts
    871

    Default

    First, you do realize that this was posted 5 months ago?

    Second, the class system is in place and does not limit what a person can do. It actually just rewards people for specializing.
    If you can't describe what you are doing as a process, you don't know what you're doing.
    ~W. Edwards Deming

  11. #11
    SolidTheSnake
    Guest

    Default

    To shed some light on what Felix said so more people may understand. What he means is say you pick a rogue (not saying its a class or anything just throwing out a well known class). This guy must travel light so you give him light armor and a long ranged weapon because regular rogues use ranged weapons to begin with. He may get an armor bonus or who knows what. But if you strap on some heavy armor and a huge ass rocket launcher. Your player may be subject to slower running, not as accurate shots, who knows. So there is no specific class system but it does reward you for making smart decisions.

  12. #12
    Super Moderator Felix12g's Avatar
    Join Date
    May 2006
    Posts
    871

    Default

    Or nothing like that at all. The only detrimental affects of race of class that has been hinted as is the alternatives vs sapiens. Sapiens are smarter so can make better use of weapons vs alternatives that are stonger so can carry heavier weapons easier.

    As for what a light class can carry, there is no extra running restriction for wearing heavy armor than another class wearing that armor. What they have said is that a light can decide to snag a minigun and heavy armor and go toe to toe with other heavies if they wish.

    The thing that I mean by rewarding people for staying in their class is the training. You use liscense points for training new weapons and other skills. Say a heavy takes 2 points to train a rocket launcher, it might take a light 3 points to train it. If you stay within your general class you get a discount on training, if you go outside it will cost a little more. That doesn't mean you can't train anything you feel like.
    If you can't describe what you are doing as a process, you don't know what you're doing.
    ~W. Edwards Deming

  13. #13
    Member
    Join Date
    Jun 2006
    Posts
    33

    Default

    Planetside innovative system, pfft that games advancement system blew... the original poster contradicted himself twice. Linking armor to weapons is basically waht the class system does, and your not forced to do anything you pick what class u wanna play do u not, all the classes do is give u one starting skill determine what weapons and armor u use, example phantom: light armor, sniper rifles, and starts out with a stealth skill. And if you wnat no basic rolls get the fuck out of here lol this isnt some run and gun whoever spams the most win game, why the fuck would u make a huge ass mmo with rpg elements to fucking limit it to a kiddy style shooter

  14. #14
    SolidTheSnake
    Guest

    Default

    I see what you are saying now Felix (didn't quite get that from the first post). That is a basic thing for all rpg games. I am hoping though that they have some class specific weapons/armor. Now when I say this I want all the class specific items to have the same amount of power (not one class to have a godly specific armor and the rest to be half assed). Also I can't remember if I read this or not, but will there be some type of armor customization/weapon customization to vary things up a bit?

  15. #15
    Training Grounds Alpha Wolfgang's Avatar
    Join Date
    Mar 2007
    Posts
    23

    Default Re: A Class System

    hmm... i just hope the game balances itself well... like, a phantom shouldnt be able to fire a minigun as well as an enforcer, and enforcer shouldnt be as precise as a phantom with a sniper rifle.

  16. #16
    Ao1xVerem
    Guest

    Default Re: A Class System

    interesting

  17. #17
    Super Moderator zeekgenateer's Avatar
    Join Date
    Feb 2007
    Location
    *Classified to protect agents in the field*
    Posts
    205

    Default Re: A Class System

    Hooray for one word posts that add no meaning to the topic!

    I'm probably going to be a phantom so it can't get too unbalanced against me if I'm sniping people from far away. From experience a game has to be balanced to keep people coming back, but unbalanced enough so that it doesn't get too boring. For example character A is fighting character B. Character A is a higher level, and has better weapons, however B is a FPSer and easily takes down A. The unexpected should happen and a little bit of unbalanced combat between classes would be good. Phantom gets better aim but Enforcer gets higher rate of fire.
    Zeek Genateer - "I'm not hacking. I'm proactively checking your network security!"

  18. #18
    Training Grounds
    Join Date
    Jun 2007
    Posts
    24

    Default Re: A Class System

    Fierestrike, I totally agree with everything you said besides the classes. I've played WoW since release, and yet instanced pvp is lame, and unfortunately huxley (LOOKS) like its following the same path, I really want more planetside capture the world kind of action, with huge rewards that made people fight for the planet. However, about the classes, I think it makes it a lot more fun. I would rather not see a guy with a rocket launcher, a super high powered shotgun, the best sniper rifle in the game, and other *Censored Word**Censored Word**Censored Word**Censored Word* running around the map. I want to know that the each class is limited to a certain thing, they might branch out and get other stuff, but at the loss of their points and usefulness.

Similar Threads

  1. What Class?
    By Benny in forum Huxley Classes
    Replies: 17
    Last Post: 02-07-2008, 09:24 PM
  2. Class dis/advantage
    By Savage in forum Huxley Classes
    Replies: 12
    Last Post: 12-10-2007, 07:42 PM
  3. Which Class Is Best, You Decide
    By gobbly2100 in forum General Gaming Discussion
    Replies: 15
    Last Post: 24-12-2006, 07:06 PM
  4. Class and Experience
    By Reignier in forum Huxley
    Replies: 4
    Last Post: 13-06-2006, 01:12 AM

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •