Thats actually the first time I heard of it called a class system.omnipod wrote:ello monkeys!
Im currently downloading the game and looking forward to check it out.
As I sit here and wait for download I might aswell ask you some questions if you dont mind.
The class system, Iv heard that you can advance in any tree you want, so can you advance in all trees?
That sounds a bit wierd to me to be a caster/fighter/mage/whatever, or isnt that possible?
If so then all toons out there will sooner or later be excactly(dunno how to spell) the same, more or less I guess.
That doesnt sound fun In my eyes.
Ah well! Im prob wrong.
Im gonna make a toon tonight and see what wonderfull things this game has to offer =]
Im sure I will have lots of fun and I hope I will see some off you in game.
xxx Omnipod
class system
Re: class system
Re: class system
There isnt a class system in SoR really....would be more valid as a characterisation if there where limitations to each class so it could make more impact on the way u choose to lvl and add more flavour...numinein wrote:Thats actually the first time I heard of it called a class system.
[eg from D&D pen and paper game : a fighter cant cast spells, a cleric (1h mace/shield/healing magic) cant use bladed weapons, thieves cant move silently in heavy armour as they can with leather armour etc etc]
As it is no class restrictions are applied to the player as to what to use...so basically everyone is the same multiclass really...fighter/mage/crafter/harvester.
u can have different lvls at the 4 "subclasses"/skills and thus make ur character more unique ...but the character class would have to be the same for everyone
Thiseas
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[color=#c080ff][color=#b373e6][color=#8000ff][color=#7a00ec][color=#ff0000][color=#ff1a00][color=#ff0000][color=#ff1006][color=#ff0000]A kami ingame...a neutral in conscience[/color][/color][/color]
[color=#ff0000]--LEGALISE IT--[color=#800080]
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[color=#00d900][color=#a036b8][color=#ffffff][color=#cacaca][color=#4f4f4f][color=#848484][color=#ff0000]Member of the Soul[/color][/color][/color][/color][/color][/color][/color]
[color=#c080ff][color=#b373e6][color=#8000ff][color=#7a00ec][color=#ff0000][color=#ff1a00][color=#ff0000][color=#ff1006][color=#ff0000]A kami ingame...a neutral in conscience[/color][/color][/color]
[color=#ff0000]--LEGALISE IT--[color=#800080]
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Re: class system
Would you call real life people multiclass? (crazy bongo...)
I'm educated as a scientist so you could say my job is a chemist... but I bet I could still swing a sword pretty good. I am a chemist but I happen to be good at other things. Your class isn ryzom tends to be what you enjoy most.
I'm educated as a scientist so you could say my job is a chemist... but I bet I could still swing a sword pretty good. I am a chemist but I happen to be good at other things. Your class isn ryzom tends to be what you enjoy most.
Hello
Re: class system
Wow, im a trained chemist tooswe999 wrote:Would you call real life people multiclass? (crazy bongo...)
I'm educated as a scientist so you could say my job is a chemist... but I bet I could still swing a sword pretty good. I am a chemist but I happen to be good at other things. Your class isn ryzom tends to be what you enjoy most.
[/hijack]
Alibooma
Was Sleeping... Is now Awake!
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Re: class system
[hijack]
Dito, a trained chemist and decent swordplayer here
....ooh, how i would love a new "alchemist" skilltree for us
[/hijack]
swe999 wrote:Would you call real life people multiclass? (crazy bongo...)
I'm educated as a scientist so you could say my job is a chemist... but I bet I could still swing a sword pretty good. I am a chemist but I happen to be good at other things. Your class isn ryzom tends to be what you enjoy most.
alibasil wrote:Wow, im a trained chemist too
[/hijack]
Dito, a trained chemist and decent swordplayer here
....ooh, how i would love a new "alchemist" skilltree for us
[/hijack]
Lyrthïs
[_~*Arispotle*~_]
Ryzom Reborn!
.............Blue is Beautiful.............
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[_~*Arispotle*~_]
Ryzom Reborn!
.............Blue is Beautiful.............
ï = ALT+0239 (as in Zoraï, wombaï, Hoï-Cho, Jinbaï...)
² = ALT+0178 (as in R²)
Member of Project Mayhem, Atys Paladins, Merchants of Mayhem, R²-betatester
Re: class system
im confused as to what you mean with everyone is the same. isnt that the case on every class game too. i mean. when you choose a class such as mage, isnt there another large amount of people playing mage too? as well as all the other classes, which in my eyes makes that char even less unique since the mage, warrior or crafter class are restrained to there own skills for that class. limiting posible combinations.
A common thing i see too on class games is people writing guides on how to build your char, such as what stats to pump, skills to use and weapons to buy. as not to "gimp" your build as they say. making class chars even more "same"
Personally i like the fact i dont have to create a new char when i get bored of the skills im locked into, i can simply decide to work something else. i guess i like choice and not to be forced into an area
well enough of me
A common thing i see too on class games is people writing guides on how to build your char, such as what stats to pump, skills to use and weapons to buy. as not to "gimp" your build as they say. making class chars even more "same"
Personally i like the fact i dont have to create a new char when i get bored of the skills im locked into, i can simply decide to work something else. i guess i like choice and not to be forced into an area
well enough of me
Maruth
Fellowship of Atys
Fellowship of Atys
Re: class system
I'm not a big fan of a class based system. Everyone just ends up creating one of each class and before a hunt everyones like "one sec, I'll switch to my healer/tank/mage". So in the end, everyone ends up with the same set of characters.
Ryzom took the approach of letting everyone learn everything. In the end, this creates the same problem where everyone is the same.
Now with the sheer number of levels available in Ryzom, they're in a position to differentiate characters more. Unfortunately, right now, there's not enough variation in skills to really make this happen. For instance, if someone gets to 250 1H melee and another gets to 250 in 2H melee, there's not really much difference between the two. Sure, they can use slightly different equipment but in the end, they're pretty much interchangable in a fight.
It'd be cool if there were a lot more actions available in the higher branches of the skill tree that were specific to a particular branch. Unfortunately, many of the trees stop branching too early (offensive magic, for example) and that ends up making most characters that specialize in that branch carbon copies of each other.
I think being forced to make choices in the development of your character is what makes things interesting. Ryzom gave us tons of choices unlike a class system where you have one big choice right up front, however, I don't think they've yet made the choices matter enough.
Ryzom took the approach of letting everyone learn everything. In the end, this creates the same problem where everyone is the same.
Now with the sheer number of levels available in Ryzom, they're in a position to differentiate characters more. Unfortunately, right now, there's not enough variation in skills to really make this happen. For instance, if someone gets to 250 1H melee and another gets to 250 in 2H melee, there's not really much difference between the two. Sure, they can use slightly different equipment but in the end, they're pretty much interchangable in a fight.
It'd be cool if there were a lot more actions available in the higher branches of the skill tree that were specific to a particular branch. Unfortunately, many of the trees stop branching too early (offensive magic, for example) and that ends up making most characters that specialize in that branch carbon copies of each other.
I think being forced to make choices in the development of your character is what makes things interesting. Ryzom gave us tons of choices unlike a class system where you have one big choice right up front, however, I don't think they've yet made the choices matter enough.
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Re: class system
swe999 wrote:Would you call real life people multiclass? (crazy bongo...)
I'm educated as a scientist so you could say my job is a chemist... but I bet I could still swing a sword pretty good. I am a chemist but I happen to be good at other things. Your class isn ryzom tends to be what you enjoy most.
yeap i'd still call real life ppl multiclass...since the proficient chemist in your example could also be characterised as :
a basic cook...
a basic fighter... unless he has studied a martial art or is prone to fighting...
a basic doctor... given some 1st aid training perhaps?..
a basic harvester... give him a pick and a shovel and he will harvest something..
the list goes on and on...
In Ryzom the multitude of levels just doesnt allow fast growth but EVERY character can theoretically reach 250 @ evry skill if u have the time and patience...if thats not 1 multiclass for everyone i dunno what is =)
Thiseas
[color=#3f3f3f][color=#5f5f5f][color=#00d900][color=#27d303][color=#ff0000]Jack of all Trades, Master of None[/color][/color][/color][/color][/color]
[color=#00d900][color=#a036b8][color=#ffffff][color=#cacaca][color=#4f4f4f][color=#848484][color=#ff0000]Member of the Soul[/color][/color][/color][/color][/color][/color][/color]
[color=#c080ff][color=#b373e6][color=#8000ff][color=#7a00ec][color=#ff0000][color=#ff1a00][color=#ff0000][color=#ff1006][color=#ff0000]A kami ingame...a neutral in conscience[/color][/color][/color]
[color=#ff0000]--LEGALISE IT--[color=#800080]
[/color][/color][/color][/color][/color][/color][/color][/color]
[color=#00d900][color=#a036b8][color=#ffffff][color=#cacaca][color=#4f4f4f][color=#848484][color=#ff0000]Member of the Soul[/color][/color][/color][/color][/color][/color][/color]
[color=#c080ff][color=#b373e6][color=#8000ff][color=#7a00ec][color=#ff0000][color=#ff1a00][color=#ff0000][color=#ff1006][color=#ff0000]A kami ingame...a neutral in conscience[/color][/color][/color]
[color=#ff0000]--LEGALISE IT--[color=#800080]
[/color][/color][/color][/color][/color][/color][/color][/color]
Re: class system
Class systems are very old and derived from the old 'soldier types' in wargames that gave birth to RPGs, the idea of having a 'balanced' or specialist force made up of different troop types carrying over.
In tabletop RPGs class systems have long been out-of-favour and replaced by skill based systems, to the point where the newer version of D&D (3.0/3.5) has much easier multiclassing, special additions called 'prestige classes' and a tacked on skill and feat system to give more of the customisation people are used to now, while keeping fairly true to the original D&D tropes.
Ryzom is, effectively, a multiclass system rather than a true skill system, but each class subdivides and specialises as you advance, giving you a greater degree of customisation.
The problem with such systems is that people will seek out, and transmit to other, the 'optimum path' for success - which is why we see so many AoD's and advanced PR diggers and certain types of meleeer and crafter over others.
The best way, IMO, to counter this, is to give people a much wider array of possible skill builds, special abilities and specialisations that the line about what is 'best' becomes more blurred.
Daggers, for example, could be more effective at spell disruption - on top of the effect of their fast speed - and/or could use up less stamina for special attacks since they're more wieldy, or could be given a sneak attack bonus or, as was once talked about, killing creatures with 'low impact' weapons like daggers could increase the number and quality of materials taken from creatures.
In tabletop RPGs class systems have long been out-of-favour and replaced by skill based systems, to the point where the newer version of D&D (3.0/3.5) has much easier multiclassing, special additions called 'prestige classes' and a tacked on skill and feat system to give more of the customisation people are used to now, while keeping fairly true to the original D&D tropes.
Ryzom is, effectively, a multiclass system rather than a true skill system, but each class subdivides and specialises as you advance, giving you a greater degree of customisation.
The problem with such systems is that people will seek out, and transmit to other, the 'optimum path' for success - which is why we see so many AoD's and advanced PR diggers and certain types of meleeer and crafter over others.
The best way, IMO, to counter this, is to give people a much wider array of possible skill builds, special abilities and specialisations that the line about what is 'best' becomes more blurred.
Daggers, for example, could be more effective at spell disruption - on top of the effect of their fast speed - and/or could use up less stamina for special attacks since they're more wieldy, or could be given a sneak attack bonus or, as was once talked about, killing creatures with 'low impact' weapons like daggers could increase the number and quality of materials taken from creatures.
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Jyudas
High Officer in the Samsara
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We're neutral, you're just too cheap to hire us.
Remember, other people exist than yourself.
Re: class system
grimjim wrote:Class systems are very old and derived from the old 'soldier types' in wargames that gave birth to RPGs, the idea of having a 'balanced' or specialist force made up of different troop types carrying over.
In tabletop RPGs class systems have long been out-of-favour and replaced by skill based systems, to the point where the newer version of D&D (3.0/3.5) has much easier multiclassing, special additions called 'prestige classes' and a tacked on skill and feat system to give more of the customisation people are used to now, while keeping fairly true to the original D&D tropes.
Ryzom is, effectively, a multiclass system rather than a true skill system, but each class subdivides and specialises as you advance, giving you a greater degree of customisation.
The problem with such systems is that people will seek out, and transmit to other, the 'optimum path' for success - which is why we see so many AoD's and advanced PR diggers and certain types of meleeer and crafter over others.
The best way, IMO, to counter this, is to give people a much wider array of possible skill builds, special abilities and specialisations that the line about what is 'best' becomes more blurred.
Daggers, for example, could be more effective at spell disruption - on top of the effect of their fast speed - and/or could use up less stamina for special attacks since they're more wieldy, or could be given a sneak attack bonus or, as was once talked about, killing creatures with 'low impact' weapons like daggers could increase the number and quality of materials taken from creatures.
Yes, class based systems really do feel old by now. Actually almost had forgot all about them until i tried WoW for a short time (yeah i know, wont happen again). After playing A tale in the desert, eve-online and now ryzom i actually find it very hard to imagine myself playing a standard class based game ever again.
Some of the suggestions above are pretty good i think. In this kind of game you dont get the "usual" benefit of daggers (beeing easy to hide etc) so some kind of ruleset making them stand out at least in some instances would be nice.