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Classes vs. Skills in MMOGs

An anonymous reader writes "The buzz in the MMO blogosphere is yet another resurrection of the Class system vs. Skill system debate. A number of prominent online gaming bloggers have chimed in with their opinions on the subject, including: Scott Jennings, Raph Koster, Ryan Shwayder, Steve Danuser, Damion Schubert, and a host of others you can find linked on those blogs. The conclusion? Most of the devs favor class systems because of their simplicity and ease of communicating character roles, while a few devs and many players favor skill-based systems because of the freedom they provide for user customization."

224 comments

  1. Hybrid system by Kelson · · Score: 5, Interesting

    The debate reminds me of the hybrid system used in Might and Magic IX. For all the game's flaws, it had an interesting tree-based class system. You started each character off as either a spellcaster or a fighter, and as they advanced in levels, they would specialize as clerics, mages, knights, etc. IIRC there were three tiers, with 2 low-level classes, four mid-range, and eight advanced.

    The disadvantage is that if you want a particular advanced class, you need to plan ahead -- and have the manual page that shows the tree. On the plus side, it means you can get a feel for what you need during gameplay, rather than try to guess from the start.

    I'm not sure how well this would translate to MMORPGs, because I'm one of the three people online who doesn't play any. But it seems this would be simpler than a fully skill-based system, and more flexible than a static class system.

    1. Re:Hybrid system by BMonger · · Score: 1

      That's the style EQ2 uses I believe. I don't play EQ2 anymore (only hit 14 or so and got bored) but you would start off as a generic class and around level 10 you'd specialize more then at some higher level (20 or 30 I think) you'd delve to your final class.

    2. Re:Hybrid system by freakboy9 · · Score: 1

      EQ2 sort of had a system like this at launch. You were either a fighter, scout, mage, or priest. From there you would choose a subclass at lvl 10 and 20. It worked ok in some aspects, but there were flaws. They have since scrapped it last I knew I believe due to people wanting to just start as thier class, and not be some hodgepodge until vl 20.

    3. Re:Hybrid system by Burlap · · Score: 4, Interesting

      I prefer Anarchy Onlines skill/class system. Every class has access to the same skills, only some classes can raise them higher and "easier" (cost less improvement points) then others.

      EG: a nanomake and agent can both use the rifle skill... only the agent can get it far higher (both in base skill and self only biffs) and cost less then the mage. But if the mage REALLY wants to use rifles then she can.

      it allows for a good amount of customization and also allows the devs to 'nudge' the player base in a specific direction. Of course it can be abused (caterwall rifle was so destructive in PVP that EVERY class used it untill it was made agent only) but what system cant be?

    4. Re:Hybrid system by dorbabil · · Score: 1

      There was another PC game circa 2000 or so that was similar. It was a "D.W. Bradley" game, I think it was called "Wizards and Warriors" (not to be confused with the platformer of the same name). I think there were 3 or 4 base classes, and then all of the other ones had to be attained by class-changes later in the game. I forget what the penalty was for class changing, but I think you could change back and forth as long as you met the requirements. I didn't get very far before I stopped playing, and unfortunately it won't work on XP or windows 2000, so I haven't been able to give it another shot.

      I did really like it, though. It gave a game that otherwise didn't have much of a character development system (it was similar to some of the later Wizardry games, I think) a lot more flexibility. Do you continue developing the base warrior class because it levels fast, and it's all around solid, or do you switch to a specialty class that can cast some magic, or is better at ranged attacks, or something along those lines?

    5. Re:Hybrid system by nurd666 · · Score: 1

      Well that was the style EQ2 used to use, they changed it so that you just pick your final class now.

    6. Re:Hybrid system by Red+Flayer · · Score: 2, Informative

      Rolemaster used this system (yeah, yeah, Pen & Paper), I personally believe they perfected. The problem was that the game was way, way too complicated for a tabletop game (so many charts, gah, I dreamed of crit charts). This is not a problem with PC games, however, I'd be very curious to see some development team implement the rolemaster system into a MMO.

      The only problem with thatm though, is that weapons in RM are deadly. One lucky crit by some lvl 1 goon and you're out for the count, or at least severely impaired. Impairment is another thing I'd like to see in an MMO. Get injured in the leg? Run slow. Get injured in the head? Uh-oh. This is the sort of thing that should be added into a true PvP game.

      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
    7. Re:Hybrid system by kalirion · · Score: 1

      Kind of reminds me of the original Diablo....

    8. Re:Hybrid system by Burlap · · Score: 1

      not even close... in diablo an amazon with X in strength had spent nearly the exact number of points as a warrior or mage with the same amount (there was a slight difference in starting stats).

      In AO it can take up to a factor of FOUR times as many IP points to raise a skill for one class as it does for another. To go back to my example... the nanomage would have to sacrifice a LOT to get her rifle skill to max... to the point of crippling a lot of her primary skills (casting) for the majority of her levels.

    9. Re:Hybrid system by Salamande · · Score: 2, Funny

      Ah, "Roll"master. Good times.
      "You trip over an imaginary turtle and stab yourself in the chest. You die in three rounds..."

    10. Re:Hybrid system by kalirion · · Score: 1

      Actually in Diablo 1 there was no Amazon character, only a Rogue :)

      Still, the thing about Diablo was that stats for different classes had different effects. A Rogue with the same exact stats as a Warrior would have more mana, less health, do more damage with a bow, and less damage with melee weapons. So, for example, you had to pump more points into vitality to raise the Rogue's hit points compared to the Warrior's. And they still topped-out a lot faster.

    11. Re:Hybrid system by Red+Flayer · · Score: 2, Interesting

      What I like about it was that it really discouraged players from treating combat as the sole method of meeting challenges. Yes, a combat between two PCs and 3 NPCs might take 8 hours to resolve... but that one marathon rolL-playing session would have been preceded by 6 rolE-playing sessions, maybe with some stealth, etc, thrown in.

      As compared to AD&D and WH, which seemingly resolved around combat after combat after combat.

      Yes, part of it depended on the GM, and YMMV, but I felt the system really guided players towards making more realistic decisions.

      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
    12. Re:Hybrid system by PresidentEnder · · Score: 1

      Ogre Battle (at least, Ogre Battle 64) does this, too. Human characters begin as either a male or a female; then, depending on how they are played, you can change them to different classes. Unfortunately the main character is stuck as a sword-using knight type, as are most of his friends.

      --
      I used to carry a bottle of whiskey for snake bite. And two snakes. -Nefarious Wheel
    13. Re:Hybrid system by feight · · Score: 1


                The only problem with class-level systems, where skills raise from raising levels, is that you don't 'really' have the ability to train whatever you want.
            Not only does such a system create what I call a flute killing system (the idea that, as an example, a bard who plays the flute cannot become a better flautist without killing goblins) it also creates what I believe is still called 'nerfing' when you choose to advance something that can give you no long-term benefit with a limited advancement system.
            A system of true customization would be something similar to the mud I used to play, Dragonrealms, where levels were earned by skill raises rather than the other way around. You gain skill by using a skill, with enough skill in the proper areas you advanced your class.
            Anyone in such a system can learn any skill, but it takes more (or less) skill-exp to rank a skill depending on your class (Thieves advance hiding and stalking quickly but magic and armor training slowly, where as Paladins, as a parallel, advance hiding and stalking slowly but advance armor training quickly).
            Such a system promotes and even rewards clearly defined classes (every thief has to advance the same skills so if you train things you don't need you gain levels more slowly) but allows for a high amount of customization without nerfing so you have the potential for more enjoyment.

    14. Re:Hybrid system by garylian · · Score: 2, Interesting

      They did that at launch, but one of the Live Updates scrapped it, for several reasons.

      The most prominent reason was that it was really a pain in the butt to create a mage class, play it to level 10 and then say "you know, I want to be a nuker" and select said subclass. Then, you work your way to level 20, and say "I think I'll be a warlock" only to find out you don't really like the warlock. Now you've just spent 20 levels to find out the basics of how your class will behave. It hurt.

      There was a whole lot of characters being dumped and re-rolled. I barely held on to my warlock, but I really look back and knew I should have gone wizard, instead. The difference between the two? Warlocks deal more mob-group damage via group-AoE spells. Wizards do more damage against a single target, grouped or not.

      Soloing, the warlock often had a harder time against powerful single mobs that the wizard would smoke. I was trying to solo to catch up to guildies, and once I hit 20, I suddenly had a character that couldn't do that. Boy, what a disappointment.

      In reality, this isn't really what the article is talking about. They are talking more about the way UO did it. You could basically have like 675 points allocated to various skills, with 100 being the maximum. With about 40-50 skills (I don't remember how many) you could really have diverse characters. But you didn't. The best players had 6 skills at 100, with the other 75 points scattered. And most of the players had those 100 points in the same things, with the only variations often being weapon type.

      In a way, many games try to hybrid the thing. AA points are one example from EQ and EQ2. Talent trees from WoW is another example. You have levels, but you also can add skills to it.

    15. Re:Hybrid system by ByteGuerrilla · · Score: 2, Interesting

      EVE-Online uses what I consider a really nice system for skills and classes. Although there is really no concrete 'class' system, your character creation involves you choosing paths through race, education establishment, and specialisation. Each of those choices determines the skills you start out with and their levels, and also your attributes. Attributes are Memory, Intelligence, Charisma, Perception, and Willpower, and each skill has one of these as a primary and secondary attribute. The higher your Perception and Willpower, for example, the quicker your skills that are based in those attributes (such as the ship-piloting skills) will train. Your attributes can be increased by training the relevant skills in the Learning area.

      As a result, you're never locked into a set of skills, but you're encouraged to pursue skills you will be able to train more quickly.

      --

      A block of code, sufficiently well-written, is indistinguishable from magick.

    16. Re:Hybrid system by chortick · · Score: 1

      Rulemaster... errr I mean Rolemaster, was the basis of Gemstone, which limps along as a text-based game to this day at http://www.play.net/. At its peak, pre-EQ, it attracted perhaps 3000 simultaneous players. They parted ways with ICE a long time ago, and renamed all their lore (ummm shaalk to vultite, lien to mein iirc). I remember having 'old' gear as novelty items for a long time.
      The game managed to cause both class and skill-based constraints. You *could* stray off the 'best' point allocation system, if you wanted to suck. If you ever messed up point allocation on levelling, your character would be left severely broken. To pick a simple example, a rogue who mis-allocated lockpicking points could find themselves unable to open locks at their level. Since you got experience for doing things (rogues opening locks, healers healing, everyone for killing stuff), you would be left with a major exp path being untenable.
      The game was also completely wide-open PVP for ages, and a small number of very powerful players kept the peace, with GMs intervening mostly only when the stuff hit the fan.

    17. Re:Hybrid system by ajs · · Score: 1

      The problem with most hybrid or just flat-out class/advantage/power-based systems in table-top or online roleplaying is that it is typically VERY easy to create a sub-optimal character. Even d20 (the system that underlies the current version of Dungeons & Dragons) suffers this problem to the extent that it has an advantage system (called feats) tacked on to its class-based system.

      It usually ends up that you need to very carefully fine-tune a character in such systems so that you aren't painfully underpowered with respect to the content. In tabletop gaming this can be compensated for somewhat by the GM who can make roleplaying more impoirtant; give you appropriate gear and other advantages to offset your weakness; etc. However in online games, it gets MUCH harder to provide a quiality experience for players who don't optimize to death, and that kind of sucks.

      In class-based systems, it's not as much of an issue. As long as each class has its role, and also stands on its own fairly well, there will always be bitching about game balance, but at least everyone will be able to play productively.

    18. Re:Hybrid system by Anonymous Coward · · Score: 0
      It usually ends up that you need to very carefully fine-tune a character in such systems so that you aren't painfully underpowered with respect to the content.

      The GMs in my gaming group eventually came up with a maxim that dealt with these problems... "There is no point in min-maxing... opponents will always be scaled to you."

      The point being, of course, that the GM is in complete control. If the party is supposed to stomp all over a weaker group as part of the plot... well, no matter how mis-managed your character design is, that group of opponents will be weaker than yours. You still might not stomp on them if you plan poorly or the dice aren't going your way, but hey! - at least you'll have started with the odds in your favor.

      If the party is supposed to face an awe-inspiring, soil-your-armor opponent that will require careful planning and coordination just to survive... then the opponent that they encounter will be whatever it takes to make that happen. For non-optimized characters, that might mean a 15th level warlock with a couple of changeling minions. The optimized characters meet the 25th level warlock, more minions, and his chaos warrior sidekick... whatever it takes to cause the party to start quoting Monty Python.

      You still let the players make the decisions and the dice determine the real outcome, of course. The idea is that the GM can ramp things up or tone things down to provide the type of encounter or challenge that the story calls for, and will do so... so whatever min-maxing you do in character design really doesn't matter all that much, except in relationship to party capbilities as a whole.

    19. Re:Hybrid system by Walenzack · · Score: 1
      I'm not sure how well this would translate to MMORPGs

      It translates pretty well: that's exactly the system they use in Lineage II, one of the most played MMORPGs out there (second only to WoW, I think).

      --
      English is not my native language. Corrections are not only welcome but encouraged. Thanks.
      -Walenzack.
    20. Re:Hybrid system by packeteer · · Score: 1

      The problem with the system you describe is people will figure out the best trees to persue and everyone else will get owned if they are actually creative and make a unique charecter.

      --
      unzip; strip; touch; finger; mount; fsck; more; yes; unmount; sleep
    21. Re:Hybrid system by Korvar · · Score: 1

      I remember that system. I also remember that whenever we levelled up, we would lose an entire gaming session assigning points and doing the maths.

      --
      Korvar the Fox!! www.korvar.pwp.blueyonder.co.uk
    22. Re:Hybrid system by Korvar · · Score: 1

      Given the topic was Online Games, the problem is that the kind of delicate balancing you mention isn't really possible in a MMORG. Face-to-face the GM can fiddle lots of things for the small number of players; online, with tens of thousands? And a computer in charge? If you make something too flexible, people can make characters that perform badly compared to optimised characters. But if you're too careful in balancing, the end result tends to be a feeling that there's not enough difference between the various character types. Tough to find the middle road.

      --
      Korvar the Fox!! www.korvar.pwp.blueyonder.co.uk
    23. Re:Hybrid system by RyuMaou · · Score: 1

      DragonQuest, by SPI, did this long before anyone else in the pen and paper world. There are still a large group of DQ enthusiasts, too. You can check a bunch of us out via http://www.dragonquest.org/dqlinks.html

      Sadly, this game and company got bought by TSR shortly before they sold out to Wizards of the Coast. A new, less-well-liked version of DragonQuest was released by TSR, but, last I heard Hasbro, who own WotC, had no plans to release a version of DQ. Nor did they plan to sell the rights to anyone. And, yes, several crazy people like me asked about it. DragonQuest really was that good a fantasy RPG and, for the pen and paper market, far, far ahead of its time.

      --
      Oh, the trials and tribulations of a network geek! Read about them at: http://www.ryumaou.com/hoffman/netgeek/
    24. Re:Hybrid system by ajs · · Score: 1

      Ah, but the problem is never "is there anyone in the party who is over/under-powered." It is typically that one or two people are significantly out of line. So, you scale opponents to... what? The one oddball? The rest of the party? How is the rest of the party going to feel if that one person is fairly effective (not out of line, just fairly effective) and the rest of them are useless?

    25. Re:Hybrid system by Rhys · · Score: 1

      A day late but hey: You mean Asheron's Call II, the second big-name MMO to have closed its doors? (right behind Earth and Beyond Online)

      They were a base-classes with specializations type hybrid between the pure class and pure skill systems. It didn't really work out so well for them.

      World of Warcraft has done it to a lesser extent with the talent trees within each class -- particularly the hybrids (Paladin, Shaman, Druid) who can spec to heal/nuke/melee (to a greater or lesser degree in each). Problem is that only one spec in each is really that viable in the end-game raiding because Blizzard didn't do a good job designing the talent trees. They've fixed that somewhat for the druids and have pretty much wholly failed to fix it for the Paladin and Shamans.

      Of course, with those two classes side-specific (until the expansion) that's not too much of a "gee ya think" as it could be -- fix one and watch the other side complain to no end. So as soon as they botched fixing the Paladin, they couldn't fix the Shaman (despite the Paladin being desired in the end-game raids, and Shaman... not so much really).

      --
      Slashdot Patriotism: We Support our Dupes!
    26. Re:Hybrid system by Cylix · · Score: 1

      It's also important to note there is no level cap.

      Skills are constantly acquired and if you so choose you can begin in a new direction. Some new skills require previous skills at certain levels to acquire and thus begins a bit of a ladder.

      It's a bit difficult choosing what you want to do, but the easiest path is to initially opt for a simpler fighter layout.

      Eve is a great game, but with real time training there is no way to catch up to someone who started long before you. This doesn't mean as much as one might think, but rather requires a little more strategy when taking on a veteran opponent. A diverse and youthful skillset can be just as deadly as someone who has specialized very heavily.

      --
      "You should always go to other people's funerals; otherwise, they won't come to yours." -- Yogi Berra
    27. Re:Hybrid system by mmalove · · Score: 1

      "In reality, this isn't really what the article is talking about. They are talking more about the way UO did it. You could basically have like 675 points allocated to various skills, with 100 being the maximum. With about 40-50 skills (I don't remember how many) you could really have diverse characters. But you didn't. The best players had 6 skills at 100, with the other 75 points scattered. And most of the players had those 100 points in the same things, with the only variations often being weapon type."

      This is why skill based systems fail. Either you get to cherry pick the best skills, or they have to use some kind of dependancy system, which is back to the same failures of classes - you get/develop abilities that your character may or may not want. It's also a developer's nightmare to balance, especially if pvp is in the game, which modern day demands.

      --
      You can get 15 minutes of fame, but you can go down in history for infamy.
    28. Re:Hybrid system by Red+Flayer · · Score: 1
      DragonQuest, by SPI, did this long before anyone else in the pen and paper world.
      Not remotely. Both Dragonquest (SPI) and Rolemaster (ICE) were first published in 1980.
      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
    29. Re:Hybrid system by Burlap · · Score: 1

      true, however in terms of the items you could use... a warrior with a magic skill of 50 spent nearly the same number of points to use item X as the mage who got his magic skill to 50.

      in AO, there is a FAR greater impact on your performance by putting points into "cross-class" skills.

  2. Trial and error. by zyl0x · · Score: 5, Interesting

    It's been tried and tested with all the other MMOs. When you give the players such an open system like a skill-based system, the developers have exponentially more work on their hands. They have to make sure all the combinations are viable gaming options. Nevermind the balance for PvP systems. Skill-based systems are way easier to exploit, as opposed to class-based systems, where the developers have direct control over what the players can be, and what they cannot be. It's a hard balance to strike, though, since players in a class system often feel as though they're being oppressed, but every game needs a structure, and skill-based structures are too close to chaos.

    --
    Blerg.
    1. Re:Trial and error. by Red+Flayer · · Score: 1
      When you give the players such an open system like a skill-based system, the developers have exponentially more work on their hands. They have to make sure all the combinations are viable gaming options.
      Poppycock. There is no reason why a certain skill set needs to be viable. It's OK if no one plays that combo. What they need to do is to make certan that certain combinations aren't overpowered.
      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
    2. Re:Trial and error. by SteveAyre · · Score: 1
      When you give the players such an open system like a skill-based system, the developers have exponentially more work on their hands. They have to make sure all the combinations are viable gaming options.
      Poppycock. There is no reason why a certain skill set needs to be viable. It's OK if no one plays that combo. What they need to do is to make certan that certain combinations aren't overpowered.
      I think that's what he meant by viable; and none being underpowered too.
    3. Re:Trial and error. by Anonymous Coward · · Score: 1, Interesting

      If you allow different effectiveness levels for different skillsets, then you'll unavoidably have overpowered ones. If my major skills are crafting and mining, and I can't kill anything because of it, then i'm underpowered and other skillsets that can kill things are overpowered. The only solution is to have all skillsets reach a norm value of effectiveness, so that none are underpowered by comparison. Of course, a game where effectiveness is a very varied concept and the goal is not only "killing things" would help, though I have only seen those become games obsessed with economies.

    4. Re:Trial and error. by everphilski · · Score: 2, Interesting

      It is the overpowered class that has the instant solo win card up his/her sleeve that we are concerned about, not the underpowered class. A single overpowered class can screw over a game.

    5. Re:Trial and error. by hey! · · Score: 3, Interesting

      Skill-based systems are way easier to exploit, as opposed to class-based systems, where the developers have direct control over what the players can be, and what they cannot be.

      But isn't that where a lot of fun in a skill based system is for players? Less in any campaigns or quests the devlopers create and more around creating strategies to boost certain skills, so you can use them to, umm boost other skills? In the end it's pointless of course, but we are talkings games after all.

      It's a hard balance to strike, though, since players in a class system often feel as though they're being oppressed, but every game needs a structure, and skill-based structures are too close to chaos.

      I guess my point is why is the chaos a problem if people are enjoying the game?

      I can see that a sufficiently fanatical player with sufficient time on his hands can create a character that is so powerful it's not interesting to play anymore. In that case force some tradeoffs for the character; after all that's what these games are about on an abstract level. Maybe your advancement level in a skill is a function of the total level for all your skills, not the total level in that skill. So if you are a high level enchanter and a low level fighter, you can advance a level in fighting but it's just as hard as advancing a level in magic. The player would have to undertake increasingly more difficult tasks to advance his player's skills at all. Ultimately, characters would reach a point where they could not, in practical terms, gain any more skills. If the point is to take the emphasis off of skill acquisition, then the player would have to shift to playing that character in whatever scenarios you devise. Naturally serious players will have several characters, which means more revenue.

      --
      Post may contain irony: discontinue use if experiencing mood swings, nausea or elevated blood pressure.
    6. Re:Trial and error. by Jerf · · Score: 1

      I wonder if that's totally true.

      Suppose instead of hard-coding the values of all the various skills, you tracked how often they were used, and dynamically decreased the value of overused skills, and increased the value of underused skills.

      Overpowered skills would self-nerf, underpowered skills would self-enhance. You would still want to add a bit more structure, but the basic structure would be there.

      I've actually wondered why they don't do something like this already; why tune, tune, tune manually, where you can't possibly keep up, when you can let the computer do it and just override as needed/desired?

    7. Re:Trial and error. by Red+Flayer · · Score: 1

      Thanks for restating my post :)

      Maybe I misunderstood the OP, but s/he seemed to feel that all combinations of skill sets need to be viable. Maybe they meant that the bar needs to be lowered (thereby nerfing the 'best' combos) in order to make sure weak combos aren't overpowered, but there's no reason to ensure that a fisher-basketweaver is as viable in PvP as an archer-mage.

      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
    8. Re:Trial and error. by buswolley · · Score: 1

      Bull. You can have 90% of the combinations be at a certain power, and the remaining 10% of the possible combinations at a lower power. That way, there isn't super-powered combinations, but there are dumb combos--that only the brave or stupid employ.

      --

      A Good Troll is better than a Bad Human.

    9. Re:Trial and error. by Keebler71 · · Score: 4, Insightful
      What might be missing here is the distinction between skill-based systems where the user allocates "skill points" and chooses his skills (Star Wars Galaxies) and a skill-based system where skills increase/decrease through use/lack-of-use (Ultima Online). I haven't found a MMORPG that I have liked since UO. The "leveling" concept in virtually every game since puts all the ephasis on, well, leveling - instead of on enjoying the game and its adventures. It just become a big race to the top. UO never had any levels per-se. If you chopped a lot of wood, your lumberjacking skill went up. If you tried to cast difficult spells, your magery went up. "Class choice" was effectively infinite. Of course, there was a tendency to "template" as players quickly found combinations of skills that they would try to raise that they found particularly formidable. The solution was maintaining a skill cap (so that players couldn't skill-up in everything) while occasionally increasing the number of skills (so that players could really specialize).

      It seems to me that there are two things that make a game "addictive". Clearly the "leveling" concept feeds an addiction in the same way that gamblers are fed by "payoffs". This very obviously has driven why this has become the norm. However, I would suggest that this eventually gets boring to the player in the absense of any real game content - and for that you need a truely immersive world. I haven't seen that since UO.

      --
      "It takes considerable knowledge just to realize the extent of your own ignorance." - Thomas Sowell
    10. Re:Trial and error. by Anonymous Coward · · Score: 0

      One possible problem with this is that the most often used skills are more likely to be the ones that are simply more fun. Conversely, the less often used skills are more likely to be boring, stupid and/or underutilized by the content provided. WoW's mage spell Slow Fall comes to mind...

      So you wouldn't just be aut-nerfing the skill, you'd be auto-nerfing the fun level.

    11. Re:Trial and error. by Sage+Gaspar · · Score: 1

      It might be interesting, but it'd need probably as much work as it takes to just balance the game out by hand to get it up and running though. I mean, you need to know how often you'd expect each individual skill to get used for it to be effective, which varies every time you add or tweak any content in the game (monster hit harder => more heal spells get used => heal spells go down in effectiveness). Furthermore, a lot of strategies depend on skills in ways that are hard to nerf. If an attack has enough range to trivially kite a mob, you might see more people using that attack, and the system will probably nerf its damage instead of its range I'd imagine.

    12. Re:Trial and error. by Anonymous Coward · · Score: 0

      Tell that to the D&D system.

    13. Re:Trial and error. by ebyrob · · Score: 3, Interesting

      Have you played Ultima Online?

      They had a system where it was actually more difficult for everyone in the world to gain in certain skills based on how popular they were, or how many other people were also trying to gain at that skill at the same time.

      Think if it kind of like the WoW PvP ladder, but for every single skill. You had to compete with the entire realm just to gain another .1% on your stat sheet.

      UO did some other pretty revolutionary stuff too. For instance, all items, weapons and other goods decayed when used. Sure, you could get them repaired, but they'd still eventually wear out to the point they weren't worth repairing any more. A similar system kept mages in check. Every single spell cast required massive amounts of reagents, also in limited supply. This meant mages might well be the most powerful class in the game, but it came at an extremely high monetary cost.

      This meant you might be able to slice down a town full of wood-cutters, miners, blacksmiths and herb-gathers as an archer-mage, but you'd be begging them later on to sell you enough goods to keep yourself equipped. (At least, that's how it was supposed to work in theory)

    14. Re:Trial and error. by MrAnnoyanceToYou · · Score: 2, Interesting

      Try EVE. It rocks. I've been playing for a month now and I still have my real life, too. It's an amazing concept.

    15. Re:Trial and error. by Maxo-Texas · · Score: 2, Funny

      No problem... he simply uses his 1750 point "hook covered basket" against you.

      --
      She was like chocolate when she drank... semi-sweet at first and then increasingly bitter.
    16. Re:Trial and error. by Greyfox · · Score: 1
      UO wasn't that great at it either. Back in the early days they didn't have any way to manage your skills and skill growth took for-freaking-ever (It took me 6 months to hit Grandmaster magery back in the 98-99 timeframe.) That had some benefits -- when you hit Grandmaster in any given skill it actually meant something, and you felt a very real sense of accomplishment. Among the drawbacks were the fact that you could be standing around the bank and some jackass could light a fire and you'd go up .1 in the camping skill. That .1 inevitably came off your highest skill. And of course you always saw the number by your skill, which made it particularly easy to grind it.

      Sometime between the time I left and the time I came back they added skill management in that you could choose what skills you wanted to go up. That let your character do anything he wanted to without worrying about screwing up his skills, but it also guaranteed that most of the characters you'd encounter had made grandmaster in 7 skills. It was also a lot easier to raise skills when I came back -- it was easy to hit grandmastery in magery in 3 days.

      Then EA started adding all this gear and skill bullshit that made the game more about your luck in some grinding dungeon lottery than about any particular skill you had and I left again. Trust EA to fuck up a game that may have been flawed in certain ways but that was certainly fun at one time. Seems to me if no matter whether you go skills or classes, if you want your MMORPG to be successful don't turn it over to EA.

      --

      I'm trying to teach myself to set people on fire with my mind... Is it hot in here?

    17. Re:Trial and error. by Das+Modell · · Score: 1

      Yeah, I think this might partially explain why I got fed up with WoW. It does seem like a race to the top, and it doesn't feel like there's any real content. Everything is built around leveling up, grinding and getting new loot. There's no exploration and the quests are all identical repetitions of each other from level 1 to level 60. There isn't much to do except level up. Grinding professions isn't very interesting either.

  3. AD&D vs. WhiteWolf by KermodeBear · · Score: 5, Informative

    This is no different than what happened in the Pen and Paper RPG world - ten years ago.

    Most earlier PnP RPGs (AD&D, 2nd Ed. as an example) were heavily class based. Almost everything you were able to do was dictated by your character's class. When WhiteWolf came on the scene with Vampire: the Masquerade, I remember a lot of people being initially confused by the lack of classes. Your character is just a set of skills. But, as people tried it out, they LOVED it - it allowed them to have tons and tons of freedom over what their character is able to do, instead of being restricted by a class system.

    I'm not a MMORPG fan at all - recurring fees and a limited scope of interaction make PnP gaming much more appealing for me - but I'm surprised that it has taken people so long to figure this out, much less write a news article about it.

    --
    Love sees no species.
    1. Re:AD&D vs. WhiteWolf by Anonymous Coward · · Score: 0

      It is different because in pen and paper, generally, the DM can intervene when it becomes clear that one player is overwhelming the others, give challenges better suited to the others, or just make up rules on the spot. On the computer, that luxury is somewhat restricted.

    2. Re:AD&D vs. WhiteWolf by cspariah · · Score: 1

      In PnP you can, to some extent, rely on the GM to ensure game balance. (Or throw it out the window if he or she thinks that's more fun for the players.) MMOs do not have that luxury.

    3. Re:AD&D vs. WhiteWolf by Anonymous Coward · · Score: 1, Insightful

      And yet 5 years ago things spun back around in the Pen and Paper world, with Wizards of the Coast 3rd edition D&D putting class-based systems back on top (with a dollop of "skill points" as a sop to those who favor skill-based games).

      Class-based systems are easier to balance overall - skills based systems are easier to break. In the pen-and-paper world this isn't a problem because the ultimate arbiter of balance is the Game Master, who (if he's remotely good at all) can spot people breaking the skill based system and tell them no. Class-based systems have fewer problems with this because the abilities are already cooked together and glaringly broken combinations of effects happen more rarely (though WotC, with their proliferation of classes and easy multiclassing for characters, makes things a bit harder for the poor GM in this regard).

      In an online setting, its pretty easy to see why the devs would want to work from a class-based system for most things. Its just too hard to figure out all possible combinations of things to see where a player might break the system. I applaud the guys who can do it, but man it must be tough. Even with the class-based systems it seems like the devs have problems keeping classes balanced - doing that with a point-based system would be even more of a mess.

    4. Re:AD&D vs. WhiteWolf by Anonymous Coward · · Score: 0

      Game balance? You mean like ... people having the same number of skill (/improvement/karma/whatever) points? The same costs to level up from X to Y (possibly depending on linked attributes)? When you don't have arbitrary classes, you give up the requirement to aribtrarily "balance" them.

      Really, why shouldn't your magic user be able to pick up a sword?

    5. Re:AD&D vs. WhiteWolf by Anonymous Coward · · Score: 0

      The Chaosium RPGs, starting with RuneQuest, used a skill based system. RuneQuest came out in 1978, versus 1974 for D&D, according to Wikipedia.

    6. Re:AD&D vs. WhiteWolf by Lemmy+Caution · · Score: 1

      Long before WhiteWolf, RuneQuest was an entirely skill-based RPG, which was developed into a generic RPG framework. WhiteWolf came rather late to the table.

    7. Re:AD&D vs. WhiteWolf by MORTAR_COMBAT! · · Score: 1

      Really, why shouldn't your magic user be able to pick up a sword?

      There could be a few "logical" reasons and restrictions invented for a particular game:
      1. if a mage casts a lightning spell while holding a sword or wearing plate armor, self-zap-death
      2. the guild that trains advanced swordplay won't train a mage and there's only so much the mage can figure out simply by self-practice and observation
      3. the sword is too heavy for the limp-wristed mage to swing effectively

      I don't see why they should be barred from picking it up, but a trained swordsman with strong arms should be a whole lot better at using it, and there might be some downfall for certain activities when carrying several pounds of metal. (Magnetism or electricity-based magic for example. Or, say, swimming.)

      --
      MORTAR COMBAT!
    8. Re:AD&D vs. WhiteWolf by Breakfast+Pants · · Score: 2, Informative

      "but I'm surprised that it has taken people so long to figure this out, much less write a news article about it."
      It hasn't taken long. Ultima Online was the first really successful MMORPG and it came out almost 10 years ago. It was skill based.

      --

      --

      WHO ATE MY BREAKFAST PANTS?
    9. Re:AD&D vs. WhiteWolf by ChaosDiscord · · Score: 4, Insightful

      Your group must have been gaming in a cave if White Wolf's Storyteller (1991) system with its lack of classes was so surprising. Skill based, classless systems had exists for over a decade at that point, including well known systems Chaosium's Basic Role-Playing System in Call of Cthulhu (1981), Hero Game's Hero System in Champions (1981), and Iron Crowne's Rolemaster (~1980). By the time Storyteller showed up, classless gameplay continued in games like Steve Jackson's GURPS (1986) and Mayfair's Mayfair Exponential Game System in DC Heroes (1985).

      Furthermore, it's not a clear case of "classless with skills is better than classes." D&D remains the most popular RPG in the United States; these aren't millions of players who are simply ignorant of classless systems. Classless systems have existed for almost 25 years and are widely available. For many younger player, classless games have existed since they were born. Yet they play D&D.

      Class based systems provide some advantages, in particular it provides guidance. Builting a character from absolutely nothing can be daunting; while many enjoy it, it can be hard to craft a character that fits well into the expectations of the game. In first edition D&D you would be hard pressed to design a character ill-suited for the D&D-style play, while in Vampire it's pretty easy to do so, possibly by accident.

      Of course, guidance don't need to come from strict classes. In particular, many games now provide "archetypes", archtypical characters which players can use as a basis. For example, Shadowrun's Street Samurai, Mages, and Deckers; or Cyberpunk's Glitterboys and Reporters, or Big Eyes, Small Mouth's Gun Bunny's, Magical Girls, and Mecha. I find it telling that in many games with lots of character freedom, they still tend to neatly fit within the archetypes because they fit the game well.

      It's also interesting that many games eliminated "classes" that represented training or profession, but kept some sort of rigid grouping that limits characters, especially new characters. This is true of most of White Wolf's products in which characters are sorted into Clans, Tribes, Kiths, and Traditions, all of which impact a player's choices at start up.

      Also, you're completely missing why MMORPG's have classes: balance issues. MMORPGs are up against very different problems than tabletop games. In a tabletop game, if you make poor choices early in the game that limit your character later in the game, be it role-playing or mechanics, things can be tweaked. In a MMORPG, a poor selection of skills early in the game may lock you out of further advancement, meaning many more hours retraining or building up a new character. They is less of a problem for players interested in gaming that part of the system, or players willing to do lots of online research up front, but it's bad for casual players. Classes also make design easier. Given the complexity of MMORPG design, "easier" may mean "feasible." Many games designs want to create interesting mixes of player characters with different focuses. In a pure skill based system you are more likely to end up with a bland mix optimized in a small number of ways. This is tied into the poor skill choice issue: you might optimize in a way that seems cool ("I want to be the best fire mage possible") only to discover that no one wants you in their group because it turns out that the fire-mage/healer hybrid is far more efficient. While classes force you to sacrifice flexibility, it means you can better ensure that the remaining selections are more evenly attractive and playable.

      Ultimately the line between class-based and class-less is a continuum, one of many. Few games exist perfectly at either end. There is no single answer for all games, tabletop or online. Game designers should reconsider the issue with each new game.

    10. Re:AD&D vs. WhiteWolf by Attilla_The_Pun · · Score: 1

      Just as a geek point, I believe Steve Jackson's GURPS did this before WW did.

      --
      ...Somewhere, there is a chile you cannot eat." --Daniel Pinkwater in A Hot Time in Na
    11. Re:AD&D vs. WhiteWolf by dR.fuZZo · · Score: 1

      Sonny, this all happened longer than 10 years ago. AD&D 2nd Edition was class-based, you say? You know what was class-based long before that? The original Dungeons & Dragons. I sure don't know what the first RPG without skills was, but GURPS didn't have any classes, and it came out in 1986. And my understanding is that Champions/HERO system was out earlier than that.

      --
      -- dR.fuZZo
    12. Re:AD&D vs. WhiteWolf by achacha · · Score: 1

      1. if a mage casts a lightning spell while holding a sword or wearing plate armor, self-zap-death
      After after they kill themselves once they will learn to never cast lightning bolt while wearing armor or wielding a sword.

      2. the guild that trains advanced swordplay won't train a mage and there's only so much the mage can figure out simply by self-practice and observation
      A two year old can figure out how to use a sword, let a mage use a sword at a penalty rather than not at all.

      3. the sword is too heavy for the limp-wristed mage to swing effectively
      Light magical alloys or again use penalties.

      Fans of class limitation love to come up with justifications for the ridiculous constraint system in place which is there to achieve a balance in play classes and to create purpose based diversity. While in PnP you can go either way, in MMORPGs it is much tougher to effectively balance the player created characters.

    13. Re:AD&D vs. WhiteWolf by Mistshadow2k4 · · Score: 2, Insightful

      I'm not sure that's a good comparison. White Wolf does use a class system, or more accurately, a race system. If you want to play a game with vampires and a demon, you need to buy the Vampire and Demon games. That's like having to buy a book in addition tot he basic books just to play a dwarf. Compare that to D&D, where all the classes and races are in one game (not counting optional add-on/ variant classes in supplements like the swashbuckler). Really, a pure skill system reminds me far more of GURPS. In GURPS everyone had access to the same skills and advantages; there were no classes at all. Problem is, GURPS did achieve a repsectable measure of popularity, but compare that to (A)D&D.

      --
      I dream of a better world... one in which chickens can cross roads without their motives being questioned.
    14. Re:AD&D vs. WhiteWolf by DrSkwid · · Score: 1

      RuneQuest rocked, made D&D look like Ludo

      --
      There are places where the networks are not touching,and there are places where they are-Boeing's Lori Gunter
    15. Re:AD&D vs. WhiteWolf by Johnny+Mnemonic · · Score: 2, Insightful

      While very complete, I believe you forgot The Fantasy Trip, which according to wiki, came out in 1980.
      IIRC, TFT featured classes and skills, with skills available to all classes but more expensive if you purchased a skill outside of your class core competency. Useful for mages to have a hold out weapon, or for warriors (or thieves) to have a one-trick spell. Also notable for it's influence on GURPS, and does much to prevent accusations of SJGames having ripped off the Hero System (it's more likely Hero borrowed ideas from TFT if anything.)

      --

      --
      $tar -xvf .sig.tar
    16. Re:AD&D vs. WhiteWolf by DerekLyons · · Score: 2, Insightful
      Your group must have been gaming in a cave if White Wolf's Storyteller (1991) system with its lack of classes was so surprising. Skill based, classless systems had exists for over a decade at that point, including well known systems Chaosium's Basic Role-Playing System in Call of Cthulhu (1981), Hero Game's Hero System in Champions (1981), and Iron Crowne's Rolemaster (~1980). By the time Storyteller showed up, classless gameplay continued in games like Steve Jackson's GURPS (1986) and Mayfair's Mayfair Exponential Game System in DC Heroes (1985).
       
      Furthermore, it's not a clear case of "classless with skills is better than classes." D&D remains the most popular RPG in the United States; these aren't millions of players who are simply ignorant of classless systems. Classless systems have existed for almost 25 years and are widely available. For many younger player, classless games have existed since they were born. Yet they play D&D.

      Indeed. and over on the MMO side of the house classless systems were 'present at the beginning' - I.E Ultima Online. Interestingly enough - the large majority of players choses to straightjacket themselves into classes (templates) despite the freedom the game allows. (Mostly, I suspect, because over time it's been discovered which templates are most powerful/effective - and most MMO players are after power and effectiveness instead of unique characters.)
    17. Re:AD&D vs. WhiteWolf by argStyopa · · Score: 1

      Not particularly relevant, but you're aiming about 12-13 years too late.

      V:TM came out in 1991 at Origins, IIRC. Runequest (1978) was an entirely skill-based system without any hint of classes, published only 3 years after D&D.

      I'm so ashamed I knew this without referring to Wiki. :(

      --
      -Styopa
    18. Re:AD&D vs. WhiteWolf by Anonymous Coward · · Score: 0

      In a MMORPG, a poor selection of skills early in the game may lock you out of further advancement, meaning many more hours retraining or building up a new character. They is less of a problem for players interested in gaming that part of the system, or players willing to do lots of online research up front, but it's bad for casual players.

      This is actually not a problem for Guild Wars. In fact, experimentation with various skills and attribute levels is encouraged. When you are on a mission or exploring outside of a town, you can't change anything. But when you get back into town, you can totally re-arrange everything, giving your character a completely different feel from one adventure to the next.

      Someone else mentioned changing your secondary profession (similar in concept to a "class"), which I haven't come across yet in the RP half of the game, but that would add even more flexibility. Try changing your class in AD&D.

    19. Re:AD&D vs. WhiteWolf by Shilkanni · · Score: 1

      The ability to change your secondary class comes up fairly late in the game, roughly 70% of the way through the 'Roleplay'/'Story'. At least this is the case in the 'Prophecies' campaign. It is limited, however, by the fact that your character will have access to very few 'Skills' for the new secondary profession you have chosen, whereas you probably have dozens of skills for your original 'Secondary'.

      However, if you know what you're trying to acheive with the new Primary/Secondary combination, it is very easy to get or purchase the only the handful of skills you want to use in your new Secondary profession.

    20. Re:AD&D vs. WhiteWolf by Mark+Maughan · · Score: 1

      PrC's and Templates kill all balance in D&D 3.X

      My favorite exploitation is the Ascetic Monk/Shiba Protector/Druid

      Though I also liked the */Tempest/Dervish

      It seems like once you make things interesting, balance becomes very hard. I think balance has to be worked in from the beginning and systems like D20 are hard to balance as you make them interesting because it doesn't have enough structure from the beginning.

    21. Re:AD&D vs. WhiteWolf by xero314 · · Score: 1

      I don't think that comparisons between Online RPGs and Table Top RPGS is really relevant, and it's said that we are even trying to make the comparison. Online RPGs are really pigeon-holed into having some sort of hard and fast rules behind their character design and development, which is only further hampered by the concepts of PvP, Pay for use, and utter lack of consequence (as in "altered snakes of"). It's great to show the history of RPGs and transitions to and from skill and class based systems, or hybrids there of, but this hides the even better lose and open ended systems such as Atlas Games "Over the Edge". "Over the Edge" has no set list of classes or skills and encourages the player to come up with new and unique ids, and in a world were anything is possible, this can lead to some very creative thinking. But a system like this in unfeasible in an Online RPG, which is too bad, and one of the reasons I avoid Online RPGs.

      To even call most MMORPGs (not all) RPGs is really stretching the term (or translating it Roll Playing and not Role Playing). The argument would be a mote point it the comparison between TT and Online were actually comparable, since the game would not continually devolve into one long dungeon crawl with chat capability.

    22. Re:AD&D vs. WhiteWolf by Kirth · · Score: 1

      You mostly forgot RuneQuest (1977) which was completely skill-based. Call Of Cthulhu was only the adaption of RQ to a horror-scenario.

      --
      "The more prohibitions there are, The poorer the people will be" -- Lao Tse
    23. Re:AD&D vs. WhiteWolf by Anonymous Coward · · Score: 0

      When you recently discovered the existence of women (your find courtesy of Wikipedia), you must have been quite surprised and even aghast.

    24. Re:AD&D vs. WhiteWolf by MORTAR_COMBAT! · · Score: 1

      You said: "Let a mage use a sword at a penalty rather than not at all."

      Which is why I said: "I don't see why they should be barred from picking it up, but a trained swordsman with strong arms should be a whole lot better at using it."

      --
      MORTAR COMBAT!
    25. Re:AD&D vs. WhiteWolf by Blue23 · · Score: 1

      One of the primary differences with classes from a design perspective is "niche protection". If everyone can do everything, everyone will. With classes or other methods of giving focus, you make sure that you have a sufficiently diverse party that not everyone is stepping on each other's toes - and that you can cover the bases. Champions is a fantastic game an you can make anything - but there are still common niches. "Okay, we've got a brick, a martial artist, and an egoist. I'm going to play a flying energy projector." This isn't because the rules forced them, but because it was useful to gamers.

      Cheers
      =Blue(23)

      --
      LITTLE GIRL: But which cookie will you eat FIRST? C. MONSTER: Me think you have misconception of cookie-eating process.
  4. Simplicity always wins... by Manip · · Score: 4, Interesting

    I think World of Warcraft has shown that a good mix of both is a nice compromise. With simple classes (e.g. Priest, Warrior, Hunter etc) but allowing players to further customise those roles for their play style (E.g. Priest healer or Priest for damage).

    You don't need to pick black or white, good or evil... Better to have a compromise between the two... A shade of grey as it were.

    Perhaps Blizzard's ability to stay in the "Shades of Grey" is why it has 50% of the MMPORPG market at the minute?

    1. Re:Simplicity always wins... by Wilson_6500 · · Score: 3, Interesting

      With simple classes (e.g. Priest, Warrior, Hunter etc) but allowing players to further customise those roles for their play style (E.g. Priest healer or Priest for damage)

      Great, so I have slightly more ways to be pigeonholed. I can be a "healing priest," or a "damage priest," or a highly ineffective combination of the two that will get me killed endless times and put me at a huge disadvantage to specialized priests in PvP.

      Naturally, some "builds" have to be more useful than others, but in modern MMOs there's woefully little in the way of innovation when it comes to player skill sets. Barring changes after patches, hardcore players VERY quickly filter out the most "respectable" builds, which then begin to propagate themselves among the players. Everyone wants to get their player's various numbers as high as they can as fast as they can, and so they settle down into a variety of the most effective builds. The players who aren't savvy to these builds will clunk along, having various amounts of success depending on the way the game is designed. If I want to play a Wizard that has a morbid aversion to fire, but all the "good" Wizard spells are fire-based, then my Wizard's going to have a hell of a time finding people who'll put up with his "useless" Freeze Orb + Mystic Heal combination when--as EVERYONE knows--you MUST have Hell Dagger + Burning Pee in order to kill Trogdors in the Highlands. Why kill Trogdors in the Highlands? Because they drop the only sword that a Chevalier should ever use: Cloudbranch.

      That's going to lead into the whole damn field of item builds, which I don't wanna get into since I've basically gotten completely away from my point. I will say that total randomization of item character would go a long way to preventing the "must have" mentality that plagues so many MMO builds--e.g. your Bow-Using Amazon (in Diablo 2) _must_ use this certain ultra rare Bow to have a snowball's chance in hell in PvP.

    2. Re:Simplicity always wins... by Anonymous Coward · · Score: 0

      Some things that may not have been clear from the grandparent post: First of all, in WOW, you have a certain number of class abilities that everyone in your class has. On top of that, you also have a number of "talent points" that you can divide among 3 trees. The talents generally improve some specific skill, but not to the point that it is completely useless. There are also a few talents per class (5 or so) that give you a brand new ability (and you can usually get at most 2-3 out of the 5 before you run out of points). So, every priest will be able to heal and do damage, but a Holy priest heal better and a Shadow priest will do more damage. Also, generally the trees aren't as separate as the ones I mentioned for the Priest - each tree focuses on some type of ability but may also complement others. For example, Hunters can get increased damage from both their Marksmanship and Survival trees, but heavy Marksmanship focuses on ranged skills while heavy Survival grants additional melee survivability and trap effectiveness. Essentially the talents let you choose a "playstyle". Finally, every character can unlearn their talents and reallocate them an unlimited number of times, though it costs money so you don't do it too often. That is, you're not stuck with one particular "build". In terms of itemization, there are usually many ways to get weapons/armour that are similar, so again, you choose the option(s) that you prefer (PVP in different battlegrounds, different PVE instances, raids, etc), although at the highest end, the only option is raiding.

    3. Re:Simplicity always wins... by sammy+baby · · Score: 4, Insightful
      If I want to play a Wizard that has a morbid aversion to fire, but all the "good" Wizard spells are fire-based...


      Be honest. How much are you really depending on playing, say, a Wizard with that personality trait?

      This is a discussion that gets brought up repeatedly in the pen/paper RPG discussions I've been party to. In lots of RPGs (the MMO kind included), the "roleplaying" takes a backseat to the dungeon crawling / killing the Trogdors in the Highlands without getting burninated, et cetera stuff. Except that it seems worse in the MMOs - the roleplaying is all of the "let's pretend my guy is beating this troll with a +7 Morning Star of Ouchiness." Click click click. "Ha! He's dead. Loot! pwned! BRB, gotta pee."

      The only games I've played where people are actually interested in stuff like that are the pen & paper games, where occasionally (not always) people are willing to stop min/maxing enough to play things like, "One of the local wood sprites has decided to start waging a practical joke war on your character."

      I'm rambling at this point, but here's what I'm getting at: once you decide that you actually want to play something like "My wizard has an aversion to fire," it helps to have the attitude that maybe killing the monsters isn't such a big deal. Maybe it's more fun to, you know, actually play a role, as opposed to getting irritated because you can't get that "generic smiting enemy spell #43" in blue instead of red.
    4. Re:Simplicity always wins... by drsquare · · Score: 1
      I think World of Warcraft has shown that a good mix of both is a nice compromise. With simple classes (e.g. Priest, Warrior, Hunter etc) but allowing players to further customise those roles for their play style (E.g. Priest healer or Priest for damage).


      That's not really a mix or a compromise, you're still pigeonholed, there are just more holes to go into. A true classless system would enable you to practice any skill and have any hybrid, with your effectiveness only limited by your stats.

      Perhaps Blizzard's ability to stay in the "Shades of Grey" is why it has 50% of the MMPORPG market at the minute?


      Blizzard dominate the MMORPG market the same way McDonalds dominate the fast food market: by dumbing everything down and making it as simple and bland as possible so it appeals to as many people as possible, plus a large marketing budget.
    5. Re:Simplicity always wins... by geekoid · · Score: 1

      "Great, so I have slightly more ways to be pigeonholed. I can be a "healing priest," or a "damage priest," or a highly ineffective combination of the two that will get me killed endless times and put me at a huge disadvantage to specialized priests in PvP."

      you can change the kind you are. Albeit it costs in game money.

      "a highly ineffective combination of the two that will get me killed endless times and put me at a huge disadvantage to specialized priests in PvP."

      the most effective PvP players are not 'specialized' in a particulare talent.

      Nothing, but nothing, is more valuable then team playing.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    6. Re:Simplicity always wins... by bughunter · · Score: 1
      I disagree. As an avid Roleplayer -- both on paper and online -- for over 25 years, I feel that WoW's class system is not a "good mix." It is an example of going entirely too far down the road of class-defined roles.

      As a WoW character advances, it is able to purchase every skill and spell available from the trainer, limited only by available funds. Eventually, as the character reaches the level cap, every one is indeed trained, even the ones the player may seldom use. I know of very few systems like this - the only one that comes to mind is 1st Ed. AD&D.

      The only variability in WoW comes in its "Talent" system, which is in fact just a second tier of skills. In this case, there is a restriction of available talent points, forcing the player to choose a "build" of talent point allocations to available talents. But as it turns out, there is only a small set of practical builds that are quickly identified by class affecianados, and enforced by social factors.

      In the cases of some classes (Priests, Warlocks, Paladins) the choice of functional builds available to the player is as few as one or two general patterns, and sometimes dominated by one very successful build. If the player attempts to explore non-traditional (or even unpopular) builds, he or she faces a distinct lack of competitive ability as well as ridicule from peers. This is especially true in endgame PvP and Raid play.

      So the characteristic of the game that emerges is one in which a character's class strictly defines its role, with some minor variation available thru talent specialization and professions, and those are limited both practically and socially. The simplicity is an advantage only to the Devs (and to the conformist element of the player community), so of course they favor it. But to an experienced, creative, independant roleplayer it's a hindrance. And eventually, as the larger online gamer audience matures and becomes more exerienced, they will outgrow your game.

      My question is, "Why do developers have to reinvent a ruleset for every new title?" Yea, everybody wants to design a ruleset. But 30 years of tabletop RPGs have produced a variety of successful, balanced, extensively playtested rulesets, spanning the class-vs-skill continuum from GURPS to Rolemaster to AD&D. Use those and put your effort into content development.

      In my experience, AD&D 2nd edition (specifically 2.5, including the Class Handbooks and Skills and Powers) had far more variability available to the player than does WoW. However it had many unbalanced exploits.

      I suggest the authors look at Simutronics games, which are far more skill oriented and, yes, force the players to plan ahead and spend their talent points wisely. But in my experience with such systems online (Gemstone III, DragonRealms), the player community will assist and advise its own. That's what guilds and class societies are for. And if the system is designed around low level development of a core set of class talents (the basic combat, spell and technical abilities every member of a class will need) augmented by specialization and supplemental talents at mid-to-high levels, then new players will be able to learn the ropes of a class before being required to min-max a character's talent build to avoid crippling it at the level cap.

      You want to build a successful enterprise that keeps players subscribed for a decade? Use a tested ruleset that allows for individuality, and put your labor into the content. Your players are maturing, therefore so must your games.

      --
      I can see the fnords!
    7. Re:Simplicity always wins... by Shilkanni · · Score: 1
      Why do developers have to reinvent a ruleset for every new title?"

      I know that Bioware have suggested it was very difficult to work with the D&D license and have to go through approval processes for content. They have said they didn't feel the D&D ruleset was well suited to a CRPG, and have even gone to the extent of declining to develop NWN2 and focusing on making their own intellectual property in future games (Jade Empire, Mass Effect, Dragon Age).

      A big part of it was having so many other companies involved in their work, including Hasbro (owners of WoTC), Wizards of the Coast (owners of D&D license), and having to publish through Atari (exclusive D&D license for games).

      Some of this doesn't apply if you're talking about just the ruleset and not any campaign settings, but it seems relevant, and I think it's a big part of why developers often choose to make their own setting and rulesets, to avoid baggage and legal issues of using someone else's. I'm also not sure that most P&P rulesets take full advantage of computer ability, where dice rolls can be seamless and real-time is not a bad thing.

    8. Re:Simplicity always wins... by kypper · · Score: 1

      If I want to play a Wizard that has a morbid aversion to fire, but all the "good" Wizard spells are fire-based, then my Wizard's going to have a hell of a time finding people who'll put up with his "useless" Freeze Orb + Mystic Heal combination when--as EVERYONE knows--you MUST have Hell Dagger + Burning Pee in order to kill Trogdors in the Highlands.

      Everyone knows that Burning Pee is overrated, as it too frequently drops from One Night Stand in the Red Light District.

      It's the only buff that requires -10 Int and +40 Stam to acquire.

    9. Re:Simplicity always wins... by idesofmarch · · Score: 1
      You want to build a successful enterprise that keeps players subscribed for a decade? Use a tested ruleset that allows for individuality, and put your labor into the content. Your players are maturing, therefore so must your games.
      Blizzard has built a very successful enterprise with WoW, much more successful than the games you mention. Maybe the wheel needed to be reinvented in order to appeal to the masses.
    10. Re:Simplicity always wins... by G00F · · Score: 1

      To be honest, some of my most fun times playing DND was either a badly rolled charter, or ones that I limit somehow.

      I would end up min/maxing those with in the limits, but it made you be a more creative. No more Magic Missile, firewall, and lighting. No more bash stomp kill.

      Actually, that is what I don't like about MMORPG, can't be creative. For MMORPG's the end result is almost always about doing more damage or keeping party members alive.

      So everyone has to min max things because casting grease and throwing torch on the ground wont work, neither will an illusion spell that makes you look like a monster that scares away the attackers thus protecting the person who hired you to keep safe.

      --
      The spirit of resistance to government is so valuable on certain occasions that I wish it to be always kept alive
    11. Re:Simplicity always wins... by murdocj · · Score: 1
      Great, so I have slightly more ways to be pigeonholed. I can be a "healing priest," or a "damage priest," or a highly ineffective combination of the two that will get me killed endless times and put me at a huge disadvantage to specialized priests in PvP.

      You only have to be pigeonholed if you want to be pigeonholed. In WoW I've got a "mixed build" for my priest: mostly holy, some shadow and some discipline. When people ask me if I'm holy or shadow I tell them I'm a mix. I don't feel that I'm at a disadvantage or that I "have" to be a particular build.

      I spent a lot of time looking at all the talent trees and picking out stuff I can use. For example, I favor talents that are passive over stuff like "gives you a chance to hit better for 15 seconds" because I rarely remember to trigger such talents. As far as I'm concerned, the "optimum" build depends on the player. The key is to find fellow players who want to play with *you*, and don't worry about whether or not you are the "best possible" build.

    12. Re:Simplicity always wins... by Databass · · Score: 1

      Blizzard doesn't have shades of gray- it just has the illusion it does. Most of the decisions are bone-crunchingly simple. Bowazon or Javazon? Ice mage or fire mage? But it FEELS like there are enough choices to tempt people (much stupider than yourself) into doing something besides one of the two effective builds.

      What would TRUE customization be? Diablo2 and World of Warcraft both let your characters choose from three pages custom-built talent trees per class. Imagine if you could make a custom character with three pages from ANY of the classes. Combine the necromancer's skeleton page, the druid's wolf/bear summoning page, and the assasin's shadow summoning page to make a "You and What Army?!" general. Or in WoW, combine the paladin's protection tree page with the warrior's protection page and a hunter's survival talents to make the character that can't reasonbly be killed.

      Of course Blizzard doesn't allow that level of customizability. It would be a nightmare to playtest all the interactions and stop overpowered strategies. Blizzard allows enough multiple choice questions that players FEEL novel while still feeling the safety of using tried-and-true "cookie-cutter" builds identical to tens of thousands of other people. ("Combat Dagger - 15/31/5- Most experienced rogues agree this is the #1 raid dps build. White damage boosted by Slice and Dice provides exceptional sustained damage. If you want to be #1 on the damage meter, this is the build for you." http://forums.worldofwarcraft.com/thread.html?topi cId=11961735&sid=1)

      There's something soothing about knowing you can be the exact same well tested, well understood build as thousands of other rogues and really top the damage meters! Blizzard's tests are multiple choice, not essay questions, and a lot of people like it that way.

  5. Comparison by neonprimetime · · Score: 5, Insightful

    FTFA

    Class
    - Simpler
    - Easier to balance
    - Heavily Contrained
    - Easy to communicate

    Skill
    - Users aren't locked into one behavior
    - skill based games are expandable
    - There's no assumption that every role is equal
    - There can be multiple reasons to play

    Summary
    Of course, the game design secret here is that class systems and skill systems are the same thing; they simply have different parameters.

    1. Re:Comparison by cowscows · · Score: 1

      I don't think it's accurate to say they're the same thing. I'd say they're different solutions to the same problem. The problem being how to provide the player with new abilities in a structured way as they progress through the game.

      I also think at least one of those bullet points is inaccurate. How can classes be easier to balance, when a strictly skills based game can basically ignore a whole part of game balancing completely? In a skills based game, if one skill gives an unreasonable advantage to people trained in it, then everyone will just train it, and it'll become a non-issue.

      The downside to skills is that a player needs to show some real self-discipline to really focus in one one particular aspect of the game and not get distracted by other skills if he/she really wants to become "powerful". A class based system makes that path more direct and easier to follow. But I think for those people who care about that sort of thing, the required focus will be there either way, and as a gamer, I'd rather have that choice.

      --

      One time I threw a brick at a duck.

    2. Re:Comparison by stinkbomb · · Score: 1
      Summary
      Of course, the game design secret here is that class systems and skill systems are the same thing; they simply have different parameters.
      This must have come from Raph Koster, since it's meaningless and irrelevant.
      "Of course, the zoological secret here is that monkeys and blue whales are the same thing; they simply have different parameters."
      See? It's easy to make the blazingly obvious sound important and meaningful.
  6. An issue for more than just MMOs by dorbabil · · Score: 5, Interesting

    I've been working a few RPG ideas over in my head for the past few years, piling details on as I find ideas I like or think I could improve upon in other games, and the class vs. skill debate is something I'm very familiar with.

    I think the biggest problem with the skill system is that it makes the experience way too "loose" for the incoming player, and in MMOs or traditional CRPGs, that can be a serious problem. With a class-based system, you can make the player focus on one or two things early on instead of allowing them to run free, which gives them an ample chance to learn the game, the interface, and to get familiar with the characters and story. With a skill-based system, there's more of an unstructured feeling. You can't really force everyone into doing a few basic skills right away, because if those skills don't interest the person, they are going to feel like they are wasting their time. Since a lot of the developers who make large scale games, esspecially MMOs, don't have the time/money/desire to put a lot of instruction and guidance in for every single skill combination in the early game, it can be tough for people to stick with it long enough to find their niche.

    I think that's why a lot of MMOs go with a sort of combination of the two. You get a class (or even just give characters generic experience levels that effect statistics and the ability to use equipment), and then later allow them to learn and explore different trade-skills. Some MMOs even go for keeping the character as a jack-of-all-trades earlier on, and then allowing the player to specialize once they are familiar with the different skills that they can use.

    I still think that some of the best games only have skills. UnReal World is one of my favorite roguelike CRPGs, and I really enjoy it's skill system.

    1. Re:An issue for more than just MMOs by Vraylle · · Score: 1

      Our game has mutated into an odd, surly amalgam of statistics over its development. When you create a character, you end up with some variation of five primary statistics. Their proportions correlate to a character class, which has a unique mutation (hey, it's post-apocalypse) that grants you specific bonuses that only that class has. Items and further mutations can enhance your base statistics permanently or temporarily (IE: +1 Strength) or give you bonuses (IE: +1 Critical Strike, +1 Movement, +2 Commercial Acumen). In our case, "bonuses" could also be called "skills". Certain content in the game is available only to a particular character class, while other parts require a minimum statistic or bonus.

      It's very flexible, but potentially confusing, and we're still looking for that magical balance.

      --
      Mutant Freaks of Nature: "Frighteningly Addictive"
    2. Re:An issue for more than just MMOs by lawpoop · · Score: 1

      I think if you are into the role-playing aspect of RPGs then having classes makes play-acting easier. "My character is a knight, and a knight would act like this..." Whereas with a skilled character, you have to make a personal story as to how/why they got those skills, what is the personality, who is the person *really*, etc. You can't rely on just a class stereotype.

      --
      Computers are useless. They can only give you answers.
      -- Pablo Picasso
  7. skill-based system is same as class-based by Astarica · · Score: 3, Insightful

    If you take every combination of skill distribution and call that a 'class', you now have a class-based system. Of course unless you've only 3 skills, you'll quickly get way too many classes, which is what happens in the class based systems, and it becomes a balancing nightmare. Since MMORPG is competitive, you have to have some semblance of balance because while it might be fine for a single player game or a small multiplayer game (say, 4-8) to have some utterly overpowered or useless equivalent classes, this is not okay in a MMORPG. The number of equivalent classes to balance, in a skill-based system, is simply intractable. Heck, people have a hard time balancing 5 or 10 classes and yet people expect to have any sembalance equality when you deal with an effectively hundreds, if not more classes?

    1. Re:skill-based system is same as class-based by DeadChobi · · Score: 1

      You're not actually thinking about it the way most of us players think about it. We tend toward choosing a role and then choosing skills that define that role. If I want to be a magic user, I will choose magic skills because that makes sense for my role. If I want to be a warrior, I will pick a weapon skill and a bunch of close-combat and support skills. If I want to be a merchant, a manufacturer, or anything of that sort, I will pick utility skills appropriate to that plus some combative or magic skills depending on what my preferred method of combat is.

      In Asheron's Call you had what, 50+ skills? Yet we were all able to hash out specific classes and roles using those skills. It really falls to developers in those games to actually PLAY the roles that use skills they're evaluating. Even though we had a few very powerful skill combinations, it was still possible to play an effective anything. We had craft mules that we would take leveling just to raise their skills. I still regard that game as the pinnacle of the genre simply because nothing else has come close to providing the kind of immersive storyline, developer involvement, and free-form system that I enjoy. The only games that I had more fun in than AC are my pencil and paper RPGs.

      --
      SRSLY.
    2. Re:skill-based system is same as class-based by merreborn · · Score: 1

      I've played Asheron's Call for 6 years, off and on. It's a completely skill-based MMO. As the parent says, in the end, it's still a class based system: there are only a handful of viable skill combinations. In reality, though there are theoretically thousands of potential skill sets, 95% of players end up choosing a tried and true "template", or something very close to it.

      You end up tweaking a few variables to make your character fit your playstyle a little better, and it's nice to be able to do that -- for example, one player might choose to have his archer stronger in magics while another might choose to have his better at hand to hand combat.

      However, class based systems can frequently offer a similar level of customization: e.g., WoW's Talent system allows you to tailor your character to your playstyle, to a somewhat lesser extent.

      The advantage of the class system is, players have a harder time selecting a non-viable template.
      The advantage of the skill system is, it's a little more customizable, and selecting/changing skill sets is a bit of a game in and of itself, which some people love.

  8. Experiential vs. Formalized Knowledge by mhazen · · Score: 4, Interesting

    I've come to prefer the system used in the Elder Scrolls series quite a bit, being a directed version of the skill-based subsumed in a class-based world. That is to say, you have a class, yes, but when you level, the options you are given to improve your character's stats directly reflect what you've actually been doing in the world.

    Yes, it would take a spellcaster longer to level if they're focused on hand-to-hand combat (it would actually happen incidentally, through repated use of the skills that are associated with their class, but when they do eventually level, they would have the ability to increase their strength significantly more than if they had focused exclusively on spellcasting.

    I find this to be a surprisingly effective compromise, and it reflects somewhat on the nature of experience and growth in the real world (minus the spellcasting, of course). By this I mean that if I were a surgeon, the more surgeries I participate in, the higher my skill is likely to grow, and therefore, my standing as a surgeon (overly simplified example, yes). This does not, however, preclude the option I have for taking tae kwon do lessons and improving my martial skills. Since I don't make my living as a martial artist however, even though my ability is improving in other arenas, it does not reflect back on my ability as a surgeoun.

    Consider it as 'career track' versus 'personal development'.

    --
    Rock is dead. Long live scissors and paper!
    1. Re:Experiential vs. Formalized Knowledge by misleb · · Score: 1

      I haven't played the pevious games, but I thought Oblivion's skill/class/leveling system sucked. Yeah, it is more realistic, but there are some skills/spells that don't get used very often. So if you want to advance them, you have to run around using it aimlessly to train it. It makes sense, but what happened to me is that just before every level-up, I would exercise the skills required to boost certain attributes. If I wanted +5 Endurance, my spellcaster had to put on some heavy armor and tank a crab for 10 minutes and/or swing a blunt weapon. Or if I wanted to increase my intelligence, I had to cast some spell that I don't use a lot for 10 minutes. I was unable to concentrate on just playing the game. I was constantly worried about my skill point distribution before each level-up. And level-ups came WAY too quickly. I had to install a mod that slowed it down so I could have some semblence of control. I wouldn't play a game with that system ever again.

      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
    2. Re:Experiential vs. Formalized Knowledge by eieken · · Score: 1

      While those points you raised are valid. I don't feel the game system is flawed, I think there is a disconnect between how the game is, and how you want it to be. If you want it to be a power-level kill everything game, then maybe you should go back to Morrowind and its invincible-destroyer-of-worlds-type equipment. If you want to increase a skill, then you either practice with the skill, or you go to a trainer and he teaches you. If you feel that you are getting jipped if you don't get a +5 stat each time you level up, then you are a power gamer, and I'm not sure Oblivion is for you. Oblivion seems almost made in such a way to curb the power gamer, which I don't mind at all, all the more fun and challenging it is. I know in Morrowind, when I was playing that (casually for about a year) I had a character that was invincible, it wasn't fun. Atleast in Oblivion, with the skill system it has, I know that I'll never have the problem of being invincible, and the game will be fun and challenging all the way till the end.

      --
      Meet new people, and kill them.
    3. Re:Experiential vs. Formalized Knowledge by misleb · · Score: 1

      If you want it to be a power-level kill everything game, then maybe you should go back to Morrowind and its invincible-destroyer-of-worlds-type equipment.

      Actually, I would say that Oblivion encourages power-leveling. And in many ways it makes some form of power-leveling necessary. I'm not normally a power gamer. Oblivion made me a power gamer. I usually just take whatever exprience/skill/eq. the game gives me and stay away from fights I know I can't win until I am ready. The Arena was great for that, but sadly the Arena was a very small part of the game.

      The problem with Oblivion is that if you DON'T power level, the game gets incredibly difficult because *all* of your enemies are advancing at a fixed rate per level. If you can't beat or match their progression, you're screwed. It isn't like you can just stay away from the tough fights until you beef up. *All* fights are tough. It gets to the point where you have to move the difficulty slider way down. That shouldn't happen. You end up moderating the game to some constant level of difficulty. And that is boring.

      Overall, I thought Oblivion was too homogenous. There was no sense of "Wow, I better stay away from such and such quest until I've reached a suitable level." For the most part, I could do any quest at any time. I didn't like how the world changed as I leveled. IMO, the player should adapt to the world, not the other way around.

      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
    4. Re:Experiential vs. Formalized Knowledge by Cederic · · Score: 1


      I completely concur with that. I only started playing Oblivion at the weekend and I immediately ran into that issue.

      Worse still, I do tend to be a min-max gamer out of instinct - I'm naturally analytical, I examine data points and seek to optimise. It makes it excellent at my job and means that even without too much forethought I get close to optimal character creation in games.

      So faced with Oblivion's mechanics, and especially having read about the levelling issue, it's fairly obvious that keeping important skills as minor skills and raising them without raising level is the way to get ahead of the curve. Further than that, because skills raise on use, leaving the computer on with a spell-cast on a repeat key macro is the efficient sensible way to raise that particular magic skill.

      That's also obviously going to imbalance the game, and so fails to optimise another factor - how much fun I can have.

      My response has been to play for around 10 hours with the normal system, make sure I haven't misinterpreted it, and switch to a user-created mod that completely revamps the levelling aspect of the game.

      Now there are areas where I'll be decimated by the local wildlife, let alone the nasty things in caves and ruins. When I'm high enough level to take those on, the areas I'm sticking to now will be exceedingly simple to stroll through. So there is that sense of achievement, and progress, and need for caution in the world.

      It also means that I now have my main combat skills as my main skills. This means that my ability in combat will be closely tied to my level.

      It's a shame that the game designers didn't put more thought and effort into the skills and levelling mechanism. The rest of the game is extremely good, but the balance between skills and levels and how you gain skills just doesn't make sense.

    5. Re:Experiential vs. Formalized Knowledge by mhazen · · Score: 1

      Well, I think that's kind of the point. Why would you want to spend time training on something that isn't used very often? If that's your goal, it seems to me that you're more interested in stats than you are in immersion in your character. I've done the same thing in games before, true, but I'd say you're mislabelling a player behavior that pulls away from the immersion of the system as a flaw in the system.

      --
      Rock is dead. Long live scissors and paper!
  9. I like pure skills that reinforce neighboringskils by CrazyJim1 · · Score: 1

    I like a system where you pick skills and you're free to diversify, but if you pick say a magic skill, it'd give you something like +1 intelligence. So if you picked several magic skills, you'd be a more powerful mage than someone who branched into half fighting and half magic.

  10. Ultima Online by Anonymous Coward · · Score: 2, Interesting

    The only MMORPG enjoyed was Ultima Online. And it used a very simple system: you can grandmaster 7 skills, be it fishing, archery, magic, mining, etc. (UO has a great variety of skills, by the way.) This system felt more "real" to me; I wasn't confined to some stupid class template. It also allowed for more customization. My secondary character, for example, could learn skills that would make him an ideal miner. And all skills increased through their use, not some ridiculous level system.

    I quit UO years ago, but I believe subsequent expansion packs have toyed with this system, allowing you to gain more than 100 points in each skill.

    1. Re:Ultima Online by ildon · · Score: 1

      I hate to break it to you, but "increasing through use" is all but identical to "leveling system".

  11. a successful skill-based MMORPG... by Anonymous Coward · · Score: 0

    EVE. hands down.

    you have to really plot out where you'll be going with those skills, but its pretty balanced...as long as you dont fly ravens. :P

    1. Re:a successful skill-based MMORPG... by AuMatar · · Score: 1, Interesting

      Eve isn't really a skill based game. You don't need to pick between skills because you eventually get them all. You just pick which one to get first. A skill based game generally assumes that you need to pick some, but not all, skills to have at any given time.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    2. Re:a successful skill-based MMORPG... by Diss+Champ · · Score: 1

      But you DO have a limited amount of skill points (assuming balanced attributes) at any given time, which you can't redistribute. And as you put more into a given skill you get better at it. The massive amount of possible skills relative to the rate of learning them ensures that you are effectively picking which ones to get. Sure most people eventually pick up certain skills useful to everyone, but there are plenty of specialized ones. But yes, Eve does allow a huge amount of freedom, even for a "skills" game. The ability to completely change your role in the game without throwing away your old character is most excellent. And they made it work- given reasons for "class" systems mostly boil down to "It's easy to design" or "It's easy not to screw up" they are not compelling when Eve makes it work, and the ability to change course makes up for a lot of screwing up at character creation. The one place Eve falls down is that if you don't balance your attributes at the start when you have no clue what they really mean down the road, there's not a lot you can do about it later- you're stuck with advancing your skills more slowly. Which is still better than not being able to get them at all if you pick the wrong class in a "class" game.

    3. Re:a successful skill-based MMORPG... by fitten · · Score: 3, Informative

      You don't need to pick between skills because you eventually get them all.

      I guess... but at last count, optimizing for speed in training, it'd take you over 20 years to get all the skills to maximum levels. So, for practical game play, you have to pick a path you want to go.

      This actually works OK because you start off in frigates and advancement to other combat ships generally builds on that skill (you have to have Frigates trained to level 4 before you can fly a cruiser, and you have to have cruiser to level 4 before you can train to battleship, for example).

      Then you have the tech2 tree with is kind of the same thing but more powerful... Assault Ships are frigates on steroids and require frigate to skill 5 (max) along with certain other support skills (mechanic to 5, engineering to 5). Heavy Assault ships are cruisers on steroids (have to have cruiser to 5, assault ships to 4, and all the dependences of those, plus a few more support skills).

    4. Re:a successful skill-based MMORPG... by AuMatar · · Score: 1

      Yes, you do have a limited amount at any one time. Of course, if you look in the short term and not the long term, the game is horribly unbalanced. Someone who doesn't have T2 guns and armor will never win 1v1 vs one who does. Eve is only balanced over the long term, where everyone has pretty much the same skill set- in other words when you can just about ignore the progression system, Being a new Eve player I have first hand experience with this- unless I'm zerging I can't pvp at all. I just don't have the ability to do the same realm of dps without T2 equipment.

      Of course, in reality Eve does have classes- ship classes. Interceptor, Battleship, HAC, etc. Most of the gamne balance is focused around balancing ship types, and ships within a type, rather than character skills. You're able to change roles, but your abilities are pretty much always limited by ship and gear, not skills learned. Very little effort is put into balancing the engineering tree vs the electronics tree because it isn't needed- they balance the ships instead, and the skills matter very little except determining what equipment you can use.

      The resons for a class system are three fold. First, challenges are more easily tailored to a character with a class, as his exact abilities are known. Second, filling the world with a class instead of a collection of skills makes for a better role play experience- you know what a priest or mage has as a background and can target it. Third, its possible to balance. A skill based game just isn't, if there's more than a small number of skills. Some combo always is overpowered. Unless you let everyone get every skill, such as in Eve. Then it doesn't matter since there's no end game differences between them.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    5. Re:a successful skill-based MMORPG... by DarkGreenNight · · Score: 1
      Eve isn't really a skill based game. You don't need to pick between skills because you eventually get them all. You just pick which one to get first. A skill based game generally assumes that you need to pick some, but not all, skills to have at any given time.
      Say what?
      So for you a skill based system is one of those that when you choose a skill some skills are then forbidden to you? That's not a typical skill based system, mind you.

      Read Call of Cthulu, GURPS, HERO and other skill-based RPG to discover how are they typically described by people who have been playing since before MUDs.

      Skill based keep those doors opened to you, and if you really want to specialize, you will be able to, but if you want to dabble a bit on everything you can. That makes an specialist a rare, and wanted, ocurrence.

      In class based games specialization is easier and almost mandatory, in skill based games is the way the newbies have to compete with the veterans. It's too easy to be a jack of all trades, but most people know not much of many things so we're used to it.

      As I see it class based systems are easier to undersand, but usually a bit more boring to build characters, as in "look, I'm the typical fighter #5, and I have to be so in order to play". On the other hand you know what to expect and what do people expect from you.

      Class based are usually tied to level advancements, while skill based are usually not (Fallout is an exception). Thus class based games tend to have a level limit, while skill based tend to have a skill level limit, not a skill limit, that would be like having a level limit, N skills at the engame is equivalent to M levels. Thus skill based games have to be balanced for people having vastly diferent skillsets, and the difference between an experienced character and a new one (in any given skill) is relatively small, if you compare with the differences in class based games.

      So, if WoW was a skill based game you'd be able to play in 40 man runs since day one, but you would probably be a hindrance, and joining ten other newbies you could harrass most lone veterans. It'd be completely different, because the focus of the game would have to be different too.

      Have fun whatever you play.
    6. Re:a successful skill-based MMORPG... by fitten · · Score: 1

      Of course, if you look in the short term and not the long term, the game is horribly unbalanced. Someone who doesn't have T2 guns and armor will never win 1v1 vs one who does

      It's a good thing to have friends and not to run around by yourself in lowsec... especially not being an agressor :) In any case, you always have to pick your fights. If you're low skills and in a Rifter, you probably don't want to run up by yourself and attempt to fight that HAC... ;)

      However... a new person can still have fun and do well even with fairly low skills, considering. You can specialize in frigates, say, and only have 5 million in skill points and still be about as good as someone with twice your skill points (or more) in frigates. The main difference is that while you may only be good in frigates, the other person would be more versatile and be not only good in frigates but good in cruisers as well. But many cruiser skills have no bearing on frigate play... cruiser weapons, for example, aren't fit on frigates (neither are battleship weapons) so all those skill points the more experienced person has in cruiser and battleship weapons mean absolutely nothing when he's flying a frigate.

    7. Re:a successful skill-based MMORPG... by AuMatar · · Score: 1

      Agreed. Which is why I say it basicly is a class based game. Its just ship class, not character class. The skills are nothing but a time sink to the higher classes (sort of like a class change given after x amount of time).

      --
      I still have more fans than freaks. WTF is wrong with you people?
    8. Re:a successful skill-based MMORPG... by Anonymous Coward · · Score: 0

      I played EVE for quite awhile and am getting back into it. I am going to be away from the states for about 7 months so I arranged my skills in a planner so my wife can continue my character development (wonderful thing about EVE is that all you do in game is whatever you feel like, no grinding). In the 7 months that I am gone, building on the 4million SP I already have, I will barely be settling into tech 2 gear. It'll be another 3 months or so before I get to where I can comfortably kick butt in a tech 2 ship.

      This is on a character designed as a combat pilot, whereas my brother plays a miner. While he can harvest resources and refine them with speed and efficiency, he still needs protection in the rougher belt systems as he has few combat skills. He's been playing for 4-5 months.

      For a skill-based system to be viable and fun, you need:

      a) a VERY large pool of useful skills to choose from
      b) a diverse set of "roles" to choose to play (I.E. in EVE: Miner, Producer, Researcher, Combat Pilot, Corp/Alliance Leader, etc)
      c) a diverse set of sub-roles within those "archetypes"

      AO had this as well to a lesser degree, and I enjoyed that game immensely -- but the shoddily implemented (and far too late) PvP drove me away.

      DS

    9. Re:a successful skill-based MMORPG... by fitten · · Score: 1

      I wouldn't say that entirely. I agree, though, that the ship more or less determines your role as you fly it (particularly in gangs). However, you can specialize in EW or just offensive damage or in logistics, for example. Of course, specializing in EW means you'll tend to fly the ships of each size class that fill that role (Heron, BlackBird, Scorpion, for example). Once you learn the skills, however, you can apply them to any ship... the DomiNos for example... while not spec'd for it, is a mean EW + EnergyVamp + Drone (which it is spec'd for) PvP ship, even though it's bonuses are for drones and hybrid guns (Many DomiNos setups don't even mount guns, thus ignoring that bonus).

  12. Skills rock by WCMI92 · · Score: 2, Insightful

    I miss the 32 profession 250 point open skills system SWG once had. You had complete freedom.

    Now it's just like any other EQ/WoW clone, you are locked into single professions without any multi classing. Only 2 even have talent trees.

    Back when I started SWG (pre-CU, before all this revamp the game to death nonsense started) it didn't even HAVE levels. Now the AI is so braindead that damage/defense is basically higher CL - lower CL. Pre-CU it wasn't.

    --
    Corporatism != Free Market
    1. Re:Skills rock by le0p · · Score: 1

      I agree, the skill system in SWG was one of the few things I loved about that game. With that said, it was probably one of the leading factors to it's destruction. Well, sort of, it wasn't necessarily the builds that were a problem but the exploitable nature of the combat system. It took forever for the developers to do anything about it (big surprise considering it was an SOE game) and by the time they did the populations were dwindling and people lost all hope for fun in PvP. Of course, the game had a ton of other problems but this, in my opinion, was the biggest besides the Jedi fiasco. I still would love a pure skill based system in a new game. I really liked the freedom, it let you experience the game in almost unlimited ways while allowing you to keep your items, money, and reputation.

      --
      "I think that God in creating Man somewhat overestimated his ability."-Oscar Wilde
    2. Re:Skills rock by doctorsmoothy · · Score: 1

      I agree wholeheartedly. After playing (pre-CU)SWG and Guild wars, I was very spoiled by innovative skill sytems. I was appalled at the simplicity of WoW. Having the most profitable MMOG ever, you would think they could afford the game designers and play testing for innovation filled innovations with innovation sauce.

    3. Re:Skills rock by OoZz · · Score: 1

      The problem with SWG was the learning curve. For a beginner to the game it took a very long time to learn how to play and what professions were usefull for what they wanted to do. WoW on the other hand is designed for a 10 year to be able to pick up and play as well as an adult. That was the biggest problem with games like EVE Online and SWG, the learning curve was so immense that it drove people away before they really got to enjoy it. Although, once you did figure it all out and got a hang of it, SWG was the most addicting game I have ever played. Sure the game had its exploits and what not, but in the server I played on the community was one of the biggest aspects of the game play. Meaning that if you wanted to be held in high standard within the community you didn't exploit those types of things just to spite the other players. There were mutual standards between rebels and imperials that you just didn't abuse if you wanted to be considered the best. And in reality thats what the point of playing an MMO is all about, being the best and whatever task you choose to specialize in. Whether it be PVP, PVE, or even crafting.

    4. Re:Skills rock by Anonymous Coward · · Score: 0

      /signed
      I loved pre CU swg. I tried it the day after CU, got very frustrated. Came back a few weeks later with a level head and an honest effort to make it work, and never played again. I got nauseous when I pulled up the login screen after that and cancelled my account.

      If you approached it as a "game" instead of a "star wars game" it was fantastic. It still is the most fun game I've ever played despite the bugs.

  13. Hybridized by kafka47 · · Score: 1

    Whew that was a lot of reading. :-)

    I definitely agree with those experts. My own observation was that Battlefield 2's introduction of the dynaclass system was an interesting evolution in the characteristically static realm of online shooters. You could choose your "class" every time you spawned, allowing yourself the freedom of experimentation without the punishing nature of a repetitive level grind (commonly found in MMORPGs). Dynaclasses also provided a mechanism for filling vacant roles within the game arena, another mode that well suited the fast-response nature of a combat-centric game.

    And the skill part of it? Well, that's entirely up to you. :-)

    /K

    1. Re:Hybridized by ildon · · Score: 1

      Man, every time I hear about something "new" in an FPS game, I can think of a Quake mod that did almost exactly the same thing. Ever heard of Custom TF? I also remember a Quake mod that was basically the same concept as Portal, except without the fancy physics and visuals. You could even fire rockets/nails/grenades through the portable teleporter.

    2. Re:Hybridized by kafka47 · · Score: 1

      Nothing is new, ever. Get over it.

      Lets just talk about classes and skills without you trying to teach me a history lesson. kthx.

      /K

  14. MMO's by OoZz · · Score: 2, Interesting

    While I do currently play World of Warcraft (only because it is the least buggy and simply best MMO on the market right now) I favor games like old school star wars galaxies. In that game you had over 30 professions to choose from and you could customize your charcter any way you wanted pulling certain skills from those professions. Diversity is what really attracted me to that game because no two people were exactly the same, whether it was skills that they had, the way they looked, or even the outfits they wore. You could customize your character around you. In games like WoW you are totally restricted in that because within your own class you really only have 2 options to choose from and those 2 options are based around what you want to do, PVP or Raid End Game Instances. So there is no real diversity, in the end everyone is shooting for the same armor, looks the same, and has the same skill sets.

    Old School SWG is the perfect example of what I consider to be a great MMO, unfortunatly with the success of WoW, SOE decided they wanted to take a chance and make the game more WoW like in hope of stealing some of their market share. SOE failed and all SWG is now is a cheap WoW wannabe with a diminishing player base.

    1. Re:MMO's by masklinn · · Score: 1

      unfortunatly with the success of WoW, SOE decided they wanted to take a chance and make the game more WoW like in hope of stealing some of their market share. SOE failed and all SWG is now is a cheap WoW wannabe with a diminishing player base.

      Not really no, SWG had created a rather crappy game (a game that didn't live either to it's promises or to it's franchise), and then they pulled the usual SOE trick: if it's broken, fix it... with a hammer... a big one...

      That's the path they usually took with any issue popping in EQ (overpowered classes, people using sideways strategies to beat content they weren't supposed to, overpowered objects or combos, ...): don't try to fix it, hammer it down until it doesn't stick anymore. Made the experience painful for most players, and i actually vowed never to play any other SOE MMORPG for fear of experiencing that again. And that's just the way they did it with SWG: "Damn the game's been broken for months and people are starting to realize this, what can we do?" "How about fixing it, you know, patching the bugs and all?" "Great idea, let's do a new game and replace the old one with it, no one will realize!"

      Fucking retards...

      --
      "The way we can tell it's C# instead of Haskell is because it's nine lines instead of two." -- wadler
    2. Re:MMO's by OoZz · · Score: 1

      After how bad SOE screwed me on SWG I also vowed to never play another SOE game again. Their in-game CSR's are probably the most incompident people ever, and the all around outlook has around its player base is just horrible. They don't care who they screw over whether its the veterans who have been playing the game for 2+ years to the people who just signed up, they are purely in it to make a quick buck. SWG had a strong solid player base, it may not of been in the numbers of 6 million+ like WoW, but I cannot tell you how many people I know who had 2-4 SWG accounts just because they loved playing the game in so many different ways. While the game was not a complete success, it was surely the most addicting game I have ever played. I played that game religiously for over 2 years and when the day came for me to cancel my subscription it was definately a weird experience.

      A lesson that company's need to learn is that being different isn't always bad, too many companys see the success of WoW and think that if they incorporate certain aspects of WoW into their game people will love it. I dont agree with that, individuality is what seperates games from eachother, I have never seen an MMO like SWG that incorporated so much individuality into it like the way they did. If only the original creators of the game didn't sell it to SOE, who knows where that game would be today.

      Just food for thought.

    3. Re:MMO's by Anonymous Coward · · Score: 0

      I don't really think it was the class vs. skill system that killed SWG. For me it was the chnge from Turn Based to FPS as the primary reason. The combat just got so dull that the decision to quit was made for me.

    4. Re:MMO's by cowscows · · Score: 1

      If a ton of options is what you want, you're missing out if you haven't given EVE-online a shot. There are hundreds of skills to train, and endless possibilities to specialize or diversify as you see fit. There's third party software that's been created to help people plan out their future skill training, and people share and discuss their training plans just as much as they discuss weapons/ship fittings and such. There's also a huge player run economy that is extremely deep and nuanced as well. Not to mention that it's all crammed into one big in-game universe, not a bunch of little server shards.

      There are other aspects to EVE that may or may not appeal to you, but as far as choice and complexity are concerned, you would not be disappointed. And the devs realize that their subscriber base stays with EVE for that complexity, so they are not likely to try and dumb it down for mass appeal.

      --

      One time I threw a brick at a duck.

  15. No classes is the problem by kirun · · Score: 3, Funny

    The problem I've found with MMORPGs with a lack of classes is kids can level up all day in the school holidays while I'm at work, and if I ever dare wander near a PK area, I'm instantly slaughtered by a 12-year-old.

    --
    I'm scared of numbers that can't be written as a fraction. It's an irrational fear.
    1. Re:No classes is the problem by masklinn · · Score: 1

      Uh? How the frigging hell are class-based MMORPG any different?

      --
      "The way we can tell it's C# instead of Haskell is because it's nine lines instead of two." -- wadler
    2. Re:No classes is the problem by kirun · · Score: 1

      I was making a joke based on the two meanings of the word "class", in the game, and in school.

      Seriously, do I have to write OMG DYSWIDT? LOL! every time I make a joke?

      Wait, don't answer that.

      --
      I'm scared of numbers that can't be written as a fraction. It's an irrational fear.
    3. Re:No classes is the problem by misleb · · Score: 1

      I've found that just about every multiplayer online game is like that. The guys who have no job or school or life spend all day practicing/leveling. Playing with them is just no fun. I have never had the kind of fun online as I have had playing on a LAN (remember IPX?) with a few friends/coworkers. It just gets too "serious" online. There's always that faceless character who can snipe you from 10 miles away (or some equivient feat in a given game).

      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
    4. Re:No classes is the problem by masklinn · · Score: 1

      Doh... uh... sorry for missing the pun then, is the fact that english's not my mother tongue any excuse for not getting it?

      --
      "The way we can tell it's C# instead of Haskell is because it's nine lines instead of two." -- wadler
    5. Re:No classes is the problem by kirun · · Score: 1

      Well, I'll let you off this time then!

      --
      I'm scared of numbers that can't be written as a fraction. It's an irrational fear.
    6. Re:No classes is the problem by Millenniumman · · Score: 1

      This is /. . You should have written your comment in Python.

      --
      Stupidity is like nuclear power, it can be used for good or evil. And you don't want to get any on you.
    7. Re:No classes is the problem by Desert_Scarecrow · · Score: 2, Informative

      You need to play EVE online. Your character learns at a static rate whether you are online or offline :)

  16. Best argument for class based systems I heard... by aralin · · Score: 3, Interesting
    ... is that it is closest to how our brain works. We need names for concepts in order to grasp them, describe them, use them in the thought process and exchange information about them. How can you talk about a player in skill based system? Either you place him in some type of stereotype or he will feel like a heap of different grain seeds. You can sort of grasp most of them and hold them in your palm, but never get quite the same handfull and always some fall between your fingers. When the communication gets complicated, the social aspect of the game suffers. That leads to the fact that most of the skill based games are promoting individualism and solo play, while the class based systems heavily promote group play. But the most important distinction is that for the difficulty to grasp the concept of skill based game, it is hard to gain new players for your game.

    Also, look at the real life. Do we say that some employee can do a bit of accounting, some direct marketing, little bit of sales and has extensive skills in drafting legal contracts? So how do you find a job for such person? How do you talk about him? How can you put him in a social context? Or do you just say he is a "Contract Lawyer" with some extra business skills? We simply tend to stereotype that is how our brain works.

    --
    If programs would be read like poetry, most programmers would be Vogons.
  17. Pointless Arguing by snard6 · · Score: 1

    Arguing which version is better is pointless. Both have their pluses and minuses. It's like arguing whether peanut butter sandwiches are better than tuna. For some people it depends on the day. Some people never like one or the other, and some people really don't care. It's really a personal decision.

    1. Re:Pointless Arguing by l4m3z0r · · Score: 1

      It's like arguing whether peanut butter sandwiches are better than tuna.

      I'll bite...

      I prefer peanut butter AND tuna sandwiches.

  18. It's not exactly an "MMORPG".... by antialias02 · · Score: 1

    ...but I enjoy the Guild Wars class/skill system. The focus is primarily on skills, as your primary class really just determines one attribute and your armor set. The addition of a secondary class creates a great amount of customization in terms of player ability. And, the PvP system is a little more fair. While I enjoy picking one class and sticking with it the whole way as per most MMOs, I love the ability to be versatile and design my own playstyle, and I think the GW system allows that quite well.

    1. Re:It's not exactly an "MMORPG".... by obi · · Score: 1

      I agree, it feels well balanced - and that must be hard considering all the potential combinations.

    2. Re:It's not exactly an "MMORPG".... by Anonymous Coward · · Score: 0

      This is my favorite system too. I like how one of the balancing factors is that you can have hundreds of skills between your two classes, but you can only use 8 at any one time, and you can only set them in town. You might have some really great skill to bring to battle, but you have to leave something behind that you could probably really use. Every person is set up differently. It does a great job.

      GW is just so much better balanced than most games, and the customization is almost limitless.

    3. Re:It's not exactly an "MMORPG".... by antialias02 · · Score: 1

      Definitely. It's a full time job - literally. Isaiah Cartwright's primary job at ArenaNet is to "keep the peace" and make sure no skill combinations become terribly overpowered. It helps the metagame.

  19. Hmm.. Classes vs Skills ?? by Brothernone · · Score: 1

    Classes have a tendecy to be more focused. You wanna be a sneaky bastard.. be a theif. You wanna hit stuff.. be a fighter. wanna reign firey doom upon your enemies while wearing a dress.. be a mage! but it's always boiling down to a class title. Even in games with open skill sets, a overly melee skill set will get labled as a "fighter". Both systems are fine for their uses, but a class system is the easy and simple way. Skills sets are just the long way of going about setting up a charicter. As in all things, it's going to come down to what level of control some people have to have. Some people are fine being a Fighter.. while others want to rule their charicters skill sets and pick and choose from every skill available and be a Fighter/Healer/Monkey/Pirate/Robot.

    --
    He whom you called four-eyes yesterday, you call Sir tomorrow.
  20. Why not... by jizziknight · · Score: 1

    Start the game by choosing a class that defines your initial skillset and ease of developing certain sets/types of skills. Then as you level up and progress through the game, the class becomes less and less a definition of your character. All skills can be available to train, but certain types would be easier or more difficult. Once you reach a certain point you start having the most developed skills define the class the character belongs to. So if I start out as a berserker but soon find that magic is a lot of fun, I can slowly steer towards becoming a mage, and once I hit a certain point, my class distinction would change to mage, rather than berserker, and the benefits/restrictions of the class would be inversely proportional to my level. This way those just starting out can get a boost in effectiveness, but are somewhat limited in what they can do, whereas those that have been around a long time get relatively no boost from their class at all, but can do whatever they want.

    Yes, a lot of rambling. No, I didn't RTFA.

    --
    Everything I say is a lie. Except that... and that... and that, and that, and that, and that... and that.
  21. The problem with "choices" by kinglink · · Score: 3, Insightful

    The simple problem is the more choices a player has, the more times a different level character can come out.

    When playing D&D there's either the core classes or multiple prestige, which works well except that there's always players who find the one way to get a character who at level 10 is so significantly more powerful than everyone else in the power that it's boring to play because the game becomes "hide behind loserboy".

    Classes allow a simple way to balance a game, certain classes have certain skills and roles. A rogue might be able to solo in WoW but with a healer he's a lot more effective. A paladin can do well healing or fighting but he's not a master at either.

    Imagine if you could have a stealth enabled caster who could equip heavy armor and knows the strongest magic in the game? It'd be unstopable but some open skill systems basically allow that. The secret is to give the players the option of any skill but to require specialization at the very least. Of course most games would even balk at that because that's going back towards Classes again.

    Honestly The question is more what works best in your game? In a single player game do you want there to always be a solution to the problem so you can beat the game? Then you'll want classes. Do you want the character to possibly placed in a situation where they can't complete the game? Then skills will be you're option.

    Or instead you can constantly play the game and change the rules over and over but by the third rule change many of your fans will start walking away because if there's one thing the fan's want is stability, especially stability with their own characters.

    1. Re:The problem with "choices" by DarkGreenNight · · Score: 1
      Imagine if you could have a stealth enabled caster who could equip heavy armor and knows the strongest magic in the game? It'd be unstopable but some open skill systems basically allow that.
      And this character would have played for so long that has seen the birth of Elminster, as this is roughly the equivalent of a level 60 D&D character (level 20 wizard + level 20 thief + level 20 fighter). Yeah, skill based systems let you with this kind of combination, but not without a fee, mostly time (or experience, needed to have played A LOT).

      So, what you end having most of the time, is a third wizard, a third thief and a third fighter, worse than any one of those if specialized, but versatile and more apt for solo play, or playing with few people in a group. And for some it's easier to find a friend and play with him than get with 4, or 40 other people.

      Also, most skill based systems, keep the HP at reasonable values, so even that "unstoppable" character could die against a determined army of enemies. This is a pet peeve of mine. Why the hell can't I, with a 10 level fighter, kill easily a nude level 60 wizard that gives me some starting time. I have not tried in WoW, but I expect the fighter to lose there, hard.

      Honestly The question is more what works best in your game? In a single player game do you want there to always be a solution to the problem so you can beat the game? Then you'll want classes. Do you want the character to possibly placed in a situation where they can't complete the game? Then skills will be you're option.
      Here you are stating the oposite as your previous point. Specially that in some class based games, if you forget to bring in the thieves, you have to put a tank in front, they eat all the traps, and pray for the best. In a skill based system even the cleric could easily have a little of trap spotting, just in case a thif was not at hand. Either way, if you get stuck somewhere it's either a designer's problem, or probably the problem rests between the keyboard and the chair.

      Or instead you can constantly play the game and change the rules over and over but by the third rule change many of your fans will start walking away because if there's one thing the fan's want is stability, especially stability with their own characters.
      This makes me chuckle. There have been plenty of changes in classes in class based games. Usually when a skill works it works, period. You can refine your changes and additions. If a class works, but it's nerfed, or another one is powered, then it loses some of its appeal.

      Both systems are difficult to calibrate, but in a skill based game, if a skill is too good, you'll see everyone get it, so no one will have a problem. If the same happens in a class based game there'll be more problems, as the favored class will have more players, while the less favored will struggle to compete in that field, if it overlaps utility.

      Both systems have their drawbacks - characters are boring to make in class based systems, skill based ones tend to be too much jack-of-all-trades, ... - but both have their place, and depending on the feel you want to give the game you'll tend to favor one over the other.

      Have fun.
    2. Re:The problem with "choices" by geekoid · · Score: 1

      "
      Imagine if you could have a stealth enabled caster who could equip heavy armor and knows the strongest magic in the game? It'd be unstopable but some open skill systems basically allow that."

      that shows an incredible lack of imagination.

      Why would the player be the only one like that? What's the limitation of the armor? In DnD its what -12 to stealth and -6 to casting?

      Personally I use SavageWorlds.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    3. Re:The problem with "choices" by kinglink · · Score: 1

      My point is that it should be a AMAZING character, but in a extremely poorly generated system it is possible to do a at the same time another character has finished with his very strong warrior class. Even in great systems some form of this is possible unless you start requiring feats before other feats, and skills before other skills. And then that's more of a hybrid than anything. (you take points in each class type)

      Btw in WoW A 10 warrior can probably take on a 15 caster if he knows what he's doing, and the caster is naked (assuming the caster is being smart,) At the same time that 10 warrior probably won't even hit a 60 no matter what, or if he hits it's 1 point of damage. It might be more when she's naked but not likely enough to satisfy you.

      My point in the second quoted paragraph is what do you the designer want from your game, if you want the character to decide an actual character that needs to be well formed to win the game, skill is important, but if every character can win the game it's a class based system for you. The problem is not giving the player a way out of the skill system hurts the game experience if the required skill is too obscure or if there's only 3 possible ways to complete the game, then the skill system is flawed too. (I got to the end of KOTOR and I couldn't win at all because the enemy was cheap, and I was light sided. Second playthrough I went full dark and it wasn't even a fight. Of course then if I choose ONE different option the final ending would be light side. So that to me was a poorly designed system overall).

      And when I speak of rule changes then I mostly am speaking of full redesign of the rules. Not minor changes. D&D has lasted 3 generations because the rule changes took years to happen. Imagine if after the first three monthes of D&D 5th edition, you immediatly get D&D 6th edition with 100 percent new rules? People won't accept that, and will stick with 5th or drop it all together (of course most wouldn't even move from third)

      The problem with relying on players to balance by using the same exploits is if they are obscure it doesn't work unless you know them, and some of us don't want to be min/maxing losers. If I wanted I could figure out a way to get every feat, argue every roll of the dice, and bitch about every negative I got in a D&D game along with my min/maxing friend, but in the end I rather roleplay a real character who has flaws rather then find a flawless character and just run around

    4. Re:The problem with "choices" by kindbud · · Score: 1

      Imagine if you could have a stealth enabled caster who could equip heavy armor and knows the strongest magic in the game?

      Give me a stealth any-character that isn't completely revealed to the entire zone by a n00b mage casting his first level spell "Reveal Invisible." It was that way in EQ, it's that way in WoW. What is the point of having a Rogue who can hide and backstab if the lowliest of n00bs can defeat his advantage with a starter spell?

      It makes no sense at all.

      --
      Edith Keeler Must Die
    5. Re:The problem with "choices" by kinglink · · Score: 1

      Because that guy will have to constantly cast reveal invisible... Which is the best part of the rogue. You'll see the guy casting reveal invisible so someone will pull him away if you want to sneak in. A rogue isn't a brute who runs through a dungeon with out looking, the rogue is the thinker who when attacks with initive can lay a beat down.

      Plus most reveal spells usually has a distance, so imagine if it's range is 10 feet. The caster has X HP.

      My character has stealth, and has a range of 11 feet for his ultima. ultima does X*2 damage on a direct hit. Plus my caster took the skill of silent casting.

      My character wins.

  22. skills vs classes just masks the real issue by mrpeebles · · Score: 1

    I don't think skills vs classes matters all that much. Case and point- nethack (sorry, I'm going to whine a little about nethack is better than EVERYTHING ;-P). Nethack has classes, but I never feel confined when playing it. Every nethack character has the simple goal of retrieving the amulet of yendor- it is a hack 'n' slash, after all. But somehow there are enough items in the game, and they interact in unique enough ways, that every game plays out differently. In other words, there is strategy. So you play the game for its own sake. I haven't played any of the new, commercial MMORG, but I played different MUDs (text-based MMORGs, for those who are too young to know) back in the day, but skill or class based, I always got bored of them, because there was very little of what I would call "reason-based" strategy. You found a good area, went and typed "kill foo" (now I suppose you click on foo), and you killed it or didn't. Rinse and repeat. Sure, as a player you get better, but this is mostly due to better knowledge, not better reason-based strategy. Then the entire strategy becomes shaping the character, which doesn't matter all that much anyway, since you are just typing "kill foo" or "cast fireball foo" or "alias kill=cast fireball; kill foo" anyway. So we get into having to suspend belief as to the differences in characters. (We also have to suspend belief as to the importance of leveling your character as a goal, since the game play doesn't stand completely on its own.) This is where the skills vs classes comes in. Classes make you choose between a character with a strong close attack, a strong ranged attack, or OK close and ranged attacks. Is this enough to suspend belief that you have a real choice in strategy when you type "kill foo"? Or do you need a skill-based system which allows you to be able to choose a character with a better-than-OK close attack, and a crappy-but-still-sort-of-useful range attack? What we need are MMORG that take real strategy. I don't now, maybe World of Warcraft, for example, has this. I have never played it, as I said but I have read a lot about it. And I would think that if it did, the emphasis wouldn't be on improving gameplay of exisitng levels and classes, not putting more high level content or adding more classes.

    On a slightly different topic, I've heard that people really play these games for the social interaction, not the gameplay, which is fine, but I wish that someone would figure out how to implement permadeath in a fun way and effective way. Then we would start seeing real politics in MMORGs (and I might try such a game.)

    1. Re:skills vs classes just masks the real issue by pokeyburro · · Score: 1

      I used to play Nethack a lot. Every so often, I come back to it. It's very replayable. And yet, I keep running into the same problem with it: the longer you play any class in it, the more that character resembles a GDSM+5-wearing, Tsurugi+7-wielding, AoLS-adorned, all-spell-knowing, full-resistance-having generic level-30 adventurer with a towel, pickaxe, blessed unicorn horn, and /death in a blessed bag of holding (inside an oilskin sack).

      You can enjoy some variety if you try for a quicker game or for conducts (a big part of NH's replayability), but the fact remains: the classes tend to converge in the limit, because they're not really constrained. Everyone can pretty much wear, wield, and use everything, and there tends to be One Best Set of Gear. If you like to play NH sessions of epic lengths, then you pretty much know how they're going to end. From a class-skill standpoint, NH gives you rather distinct roles (classes) at first, which become almost non-existent factors in the endgame due to its skill system.

      It might be more interesting with more divergence. I'm sure it's been discussed in the newsgroups. I don't know of any consensus on the matter. I suspect most fans are fine with the system as-is, and if so, I suppose that's well and good.

      --
      Lately democracy seems to be based on the skybox, the Happy Meal box, the X-box, and the idiot box.
    2. Re:skills vs classes just masks the real issue by Blakey+Rat · · Score: 1

      If you're almost entirely ignorant of modern MUDs and MMOs, why are you even posting here? Seriously.

      I can sum up that post in two sentences:

      "I love Nethack. I don't know anything about any game other than Nethack."

      Besides, Mission: Thunderbolt is better. :P

    3. Re:skills vs classes just masks the real issue by mrpeebles · · Score: 1

      Well, I've read a lot of reviews about the newest MMOs, so I feel like I have some idea of them. And I've played (briefly) a couple text-based MUDs within the last couple of years. The player-vs-player side seems to have advanced a lot, but the player-vs-environment seems practically identical to what it was 15 years ago.

      I'll have to check out Mission: Thunderbolt. Looks pretty cool :-)

      One last thing: I'm a physicist, and if anytime a physics article comes up a bunch people can post "So I guess /all scientists are wrong then..." - which I don't mind, by the way - then I can post "I love Nethack, don't know about any game other than nethack" when the MMORG article comes up :-P

  23. Final Fantasy XI by Yvan256 · · Score: 1

    I don't know about other games (aside from WoW) but Final Fantasy XI allows someone to switch to ALL classes any time (in a town). You do have to level each class, so basically you don't have a "level 50 character" but instead may have a character that's a level 5 warrior, level 25 thief, level 12 mage, and so on... For all the game flaws (loading every time you go to another map), this was one of the best feature.

    1. Re:Final Fantasy XI by Anonymous Coward · · Score: 0

      No, it was THE best feature. :-) But seriously, it was still class-based, not skill-based in the sense here. You got to choose a main class and a support class, but the abilities each got were set in stone. The only way to "customize" your character would be to severely gimp them by not purchasing new spells. (For the WoW players out there, imagine people refusing to go to the trainer to learn new abilities.)

      It's actually kind of weird that FFXI is strictly class-based, since starting with FFVI they've been basically skill-based. FFXII is also skill-based and not class-based, despite taking place in the class-based FF:Tactics world.

      I loved the job feature in FFXI. Taken just a little further, they could have made a game that casual and hardcore players could both enjoy. But, unfortunately, they just refused to capitalize on it, and were left with one of the worst grind-fests ever dreamed of.

  24. classes win out in team play by rayde · · Score: 2, Insightful
    if you want people to work together to achieve goals, classes are more clearly focused on this... if everybody can train a skill to pick locks, there's no need for a specialized thief. and if everybody can train a skill to heal themselves, there's no need for a specialized healer. my point is, by allowing everybody to be a jack-of-all-trades, you lessen the number of people you need to have a full range of skills.

    if an MMO is trying to get smaller groups, then perhaps this is fine, but if you'd like a more traditional group of Fighter/Cleric/Wizard/Thief each with their own defined roles, then classes are the way to go.

  25. Further improvement to hybrids in GW by Morgaine · · Score: 5, Informative

    Yes, Anarchy Online's approach of being skills-based but defining classes which have preferential improvement point costs worked very well indeed. And the implants provided yet another level of skills customizeability in AO.

    Guild Wars is even better in that regard though, and this was mentioned briefly by the fifth of the people mentioned in the headline article, Damion Schubert.

    In GW, every character has both a primary and a secondary profession, but you can raise the attributes of your primary profession higher than a secondary could through runes that your put on your armor. Since armor is switchable on the fly, even while fighting, this gives you a lot of flexibility for optimizing your build for a particular zone or encounter. It's better than AO's equivalent, the implants, since those couldn't really be changed in the field (AO's portable clinics were useless).

    And since in GW your secondary profession can be changed to any other one with a 30-second visit to Crystal Desert or Senji's Corner, the range of possible combination builds is truly astronomic, yet everyone still knows that (for example) the Elementarist can provide the most powerful nukes. One of the bloggers wrote that skills-based systems introduce uncertaintly, but that doesn't apply to GW -- the primary will always reign supreme at the top end of their skill's abilities.

    Quite a few of the other points made in those blogs seem to have been overcome in GW too. For example, it's no hardship at all to call for a "healer" instead of a "Monk" specifically, and everyone is perfectly happy to be healed by a Ritualist or an Elementarist/Monk or a Mesmer/Monk who are running healer builds despite not being primary monks. In fact, it introduces some very pleasant variety.

    In summary then, hybrid systems work really well in practice, so the "classes vs skills" debate is a rather pointless one. Just combine the two, and you get the best of both worlds.

    --
    "The question of whether machines can think is no more interesting than [] whether submarines can swim" - Dijkstra
    1. Re:Further improvement to hybrids in GW by WhodoVoodoo · · Score: 2, Interesting

      One of my biggest gripes (aside from the boring click-and-lean-back-and-occasionally-press-1-2-or- 3-every-30-seconds combat) with Anarchy Online was the implant and buff system.

      There is something wrong when you might have to go to such lengths as paying a trader to skill wrangle you to cast some buff to install an implant. Laddered buffs (in ANY system, not just spells or items or whatnot) like that are terrible. I'm of the opinion that buff spells and item equiping should be limited to *BASE* stats only, with buffed stats taken into account of course for combat or other actions like success rates or crafting. But never should you be able to buff yourself in order to buff yourself in order equip a buffing item. That's just obnoxious (and expensive.) Though I suppose item (like armor or ring) buffs counting for anything is okay -- just really no spells.

      My favorite part of AO was the universe: the scenery, the armor and the factions, it was all wonderful. The skill system was ruined by this crap.

    2. Re:Further improvement to hybrids in GW by Shilkanni · · Score: 2, Interesting
      I do like the Guild Wars approach of Primary/Secondary, and the ease with which you can reconfigure your character (changing Skills, Secondary Class, and Armour with relative ease) however, I have to call you out on this:
      ...everyone is perfectly happy to be healed by a Ritualist or an Elementarist/Monk or a Mesmer/Monk who are running healer builds despite not being primary monks.

      This is not true, some people will discriminate against people who are not the build which they consider optimal for a particular 'role' (healing in this case). Also, many people will assume that a Monk/* is a healer without asking, or sometimes even when they say they are not... so it's not always the wonderful happy place you make it out to be. That said I've joined pickup groups with Elementalist/Monk healers before who did an excellent job and I have no hesitation partying up with anyone who communicates before we go on a quest/mission.

      However, these problems are not unique to Guild Wars and I strongly suspect they are insurmountable. I can't think of any way for their to be 'variety' without some builds being better than others. As long as some builds are better than others, there will be some who don't want you in their party/guild unless you have the particular class/skill/equipment/implants/spells/build that they're looking for.

    3. Re:Further improvement to hybrids in GW by Anonymous Coward · · Score: 0

      That kind of circular dependency on buffs does lead to people who are waaaaay too overpowered, but I've found it amusing in several places. I had one time in Diablo 2 where I had worn a +str ring in order to wear a belt with +str in order to wear a particular suit of armor with +str, and afterwards I ditched the ring since the armor had enough +str to support the belt, which had enough +str by itself to support the armor.

      Then I died and couldn't put it all back on again.

      I've also had cases in MUDs where I was wearing +str gear for the purpose of being able to carry everything not nailed down and quite a few things that were (curse you, nodrop furniture!) Dying was an adventure of its own because "take all corpse" seemed to choose what I pulled out of my corpse at random, and quite a few times I wound up having to drop things to free up weight because I hadn't pulled out the items that let me carry all the stuff I was carrying before.

    4. Re:Further improvement to hybrids in GW by Anonymous Coward · · Score: 0

      This is not true, some people will discriminate against people who are not the build which they consider optimal for a particular 'role' (healing in this case).

      Oh, I'm sure you're right, but what you're describing is human frailty and not a problem specific to hybrid systems. Some people will never be satisfied with anything other than their own personal preferences. That's people for you. :P

      In GW that would be entirely irrational though, because the spread of player skills is vastly greater than the difference between the capabilities of alternative builds of a particular type. In the case of healers for example, the very best E/Mo healer can't be as good as the very best primary Monk healer, but a good E/Mo healer can be vastly better than a poor primary Monk. :-) In practice then, it really makes no sense to specifically ask for a primary Monk, because you can't ever know that you'll be getting a good one.

    5. Re:Further improvement to hybrids in GW by complexmath · · Score: 1

      This is not true, some people will discriminate against people who are not the build which they consider optimal for a particular 'role' (healing in this case). Also, many people will assume that a Monk/* is a healer without asking, or sometimes even when they say they are not... so it's not always the wonderful happy place you make it out to be. That said I've joined pickup groups with Elementalist/Monk healers before who did an excellent job and I have no hesitation partying up with anyone who communicates before we go on a quest/mission.

      This approach applies fairly well to scripted raid-based games like WoW where number-crunching is almost required for success. But Guild Wars is so dynamic that player skill and team coordination is far more important that any specific build or spec. Running missions in Guild Wars is kind of silly at times, because there are a lot of clueless players who insist on specific builds or refuse to accept others. These are also typically the groups to avoid, and I think such behavior is an indication that the group leader doesn't really know what he's doing and that the mission may end up a failure. One thing I really like about Guild Wars is that the mission sequence has a few choke points in terms of difficulty, and many unskilled players never seem to make it all the way to end game. Compared to WoW where persistance is rewarded, I've found this to be a wonderfully refreshing change.

    6. Re:Further improvement to hybrids in GW by Shilkanni · · Score: 1
      In GW that would be entirely irrational though, because the spread of player skills is vastly greater than the difference between the capabilities of alternative builds of a particular type.

      This is definitely reflected in my experiences in Guild Wars, you really notice when you have one or two people in the group who know what they're doing, especially if they are healing, protecting, interrupting, calling targets, tanking, or pulling. Hell, now that I think about it, if they're doing their role effectively you really notice it. More importantly, when people work as a team and everything 'clicks' it's really satisfying to see how easy a hard mission can becomes. I guess that's the attraction of a guild but I found it can happen in a Pick-up Group.

      It's actually the only MMORPG (I hope that mmogchart guy doesn't show up to tell me it's not an MMORPG) I've played and I had a pretty good experience with it, and didn't feel obligated to play it because of a subscription fee.

      As I said, I agree that Guild Wars doesn't encourage this (role-discrimination), but I though the Great-Grandparent post portrayed the impression that GW solves the problems of human nature when it at best doesn't exacerbate them.

    7. Re:Further improvement to hybrids in GW by Anonymous Coward · · Score: 0
      I hope that mmogchart guy doesn't show up to tell me it's not an MMORPG

      He's already said that he can't include any non-subscription games in his stats, simply because the number of SALES of such games can only ever rise, not fall. This totally invalidates his, er, whatever it is that he's trying to represent.

      When you consider all the other uncertainties associated with those figures though, it's questionable whether they represent anything meaningful at all, taken as a whole. Raising a wet finger in the air probably has fewer uncertainties. :P Still, people seem to like them, so I guess they serve a purpose ... entertainment.
  26. Player skills vs. level grinding by Ant+P. · · Score: 1

    The problem with almost all online RPGs is there's too much focus on the latter. Unfortunately the game companies probably think it's the only way to sell subscriptions.

  27. Many skill based MMORPGs.... by Cherveny · · Score: 2, Insightful
    Many skill based MMORPGs end up turning into a fashion of class based games, in a way. People start finding the "ideal" combination of skills that are effective for a certain method of play, and more and more people end up using the same template. One way that developers sometimes help feed this is by having one or more skills "feed" another, where having one skill helps make the original skill more effective. I know this was particularly true in some revs of Ultima Online.

    I've seen this behavior in both (the original flavour) SWG and UO.

    --
    --- It's not my fault this post looks redundant. I just type too slow.
    1. Re:Many skill based MMORPGs.... by SteroidG · · Score: 1
      Quote from Ryan Shwayder's comment:
      So, the greatest benefit to an open skill system is enhanced freedom. I might argue precisely the converse. An open skill system means players will create templates (which are fundamentally the same as classes, only player-created). The problem with player-created templates is that players have the freedom to create them without the all-balancing eye of developers. This means that certain templates will reign supreme. The flavor of the month.

      Errr... did you RTA before you comment? If you have, then you'd know his answer to that argument you just repeated.

      Basically, in a skill based game, even if people are too boring to have their own set of skills and have to resort to mindlessly following templates, they're still free to choose otherwise, unlike class based games. Hell I had a super stealthy, magic using, butt kicking, grand master tailor/scribe Lady (who could inscribe all her garments/books with "Lady [insert name here]" years before the stupid fame for tailoring patch got in) in one of my accounts when I was playing UO. I'd like to see that in a class based crap.

  28. Compare EVE to WoW by edremy · · Score: 1
    I played a pile of demos of MMORPGs for kicks recently, and you're quite right.

    EVE is a classless system- you can learn anything in the enormous tech tree. But what? I was seriously confused as a noob since I had no idea what I needed now vs. what I might need in a few months. There are prereqs for every piece of equipment, and it's hard to figure out a decent way to get what you want to do. However, when you do figure it out you can make any character you want. (And then have everything you own wasted by some 12-year-old pirate in 0.0 space.)

    Compare to WoW. You start with about two spells/abilities. You get new ones every few levels, and don't even start worrying about talents until 4-5 hours in. You can fairly rapidly get a feel for a given class- it only takes a few hours to create an alt and play through all the noob quests, so you get to choose what you want to play, but if you sink 100 hours into a warrior and decide it's not what you like after all and you'd rather be a mage, you're out those 100 hours since all you can do is reroll.

    --
    "Seven Deadly Sins? I thought it was a to-do list!"
  29. Skill based vs Class based by Dewser · · Score: 1

    sometimes too many choices can hurt not just the game but the player. I'm not a fan of the skill-based MMORPG, someone mentioned early how it can take away from the game itself.

    RF Online is pretty much a skilled based game. Granted there are classes to start out with but in order to actually do any real damage and be able to use higher level weapons you also need to level your skill in the use of those weapons. This is done with the stats required to use them. So I hit lv30 I get to change my class from Ranger to either Scout or Gunner. Luckily I get an automatic boost to certain skills depending on which job I go. Scout gets a boost in ranged skill allowing it to use higher level guns while the gunner gets a boost in the racial skill of launchers allowing it to use a higher level launcher (this is the accretian model). Then at lv40 you get to choose your 3rd job/class set, and you get the same choices and stat boosts, but between lv30 and 40 not only are you grinding levels but you are grinding skill as well since in order to use the next set of armor or weapons you need to have a certain amount of defense points/range accuracy/melee etc... I won't even get into using class abilities. But its the same idea.

    I've since left that game because it was definately not intended for the casual gamer and frankly got boring as hell with the skill leveling. I've been playing WoW for a couple years now and frankly it keeps me coming back with the simplicity, its almost relaxing to play a couple hours after work. And sure its pretty cookie cutter when it comes to the classes. But it allows me to enjoy the game more and follow the story line. I do like the idea of the talent tree, this does provide some diversity among players and allows them to customize their toon to their play style or even to accomodate guild mates for raids. Lets say I want to melt faces off, so I will most likely pick a priest and go down the shadow talent tree, leveling has been pretty easy up to 37 with this spec. What this also allows for me to do is to get to 60 at which point I can make a choice, stay shadow or put points into holy and become a heal bot, if I want continuous invites for raids, I will go healing. The nice thing about WoW is that you don't have to stay one specific skill set, change anytime you want and play with combinations of talents. Granted with 3 talent trees, eventually everything has been tried. And with the fact that there are so many players, new players can scour the discussion forums for talent builds and try them out. But this still allows for some customization among the classes and even the play style of the gamers.

    Final Fantasy XI - played that too before WoW, they used class/sub-class system which I thought was pretty cool. you had the ability to sub any class with your main class. Granted you were limited to only half the level of skills of the sub; for those that don't know, I have a lv60 warrior and lv60 Monk, if I sub the monk with the warior it will be something like this War60/Monk30, so I will only have the skills of a lv30 monk added to my warrior. Now that is usually the popular combo for class and sub. With the newer classes that have been implmented with the Ziliart and Temple I am sure that the possibilities are even greater. I liked this idea because you got to have more variety in your skill. Even to sub a healing class to your melee class for better soloing or just to get invisible spells and such. But FFXI is not a PvP based game so if there is imbalance among the players, its not as much concern as it would be if it was a pvp game. And no the little pvp that FFXI does have does not count ;)

    I do wish that Blizzard would have introduced new classes in the expansion with the new races rather than just giving the each side the other's faction class (palladin/shaman). But hey who knows how thats going to be turn out. Sorry for the drawn out discussion.

    --
    Dewser - all around techy "In the immortal words of Socrates - 'I drank what?'"
  30. Perhaps a moot point by digitrev · · Score: 1

    For the record, I don't play MMOS.

    But this is similar to FFI vs FFII. In I, you were severely limited in what each character could use (magic set, weapon set). Whereas in FFII, it was much more open ended (every character could use everything). But as mentioned before, people would tend to create a tank, a healer, a mage, etc...And in FFI, the Red Mage was a mostly useless class, as it sucked at both Black and White magic.

    --
    Cynical Idealist
    1. Re:Perhaps a moot point by Dewser · · Score: 2, Interesting

      not to be a troll :D And not to pick on Digitrev but I've seen a number of comments come out using games that don't have a PvP enviroment. The argument comes out because who cares if you use a specific skill set/class build whatever to exploit the game in a PvE game? Developers will eventually find out about it and quench it. The real problem comes up when a player is consistently over-powered in a PvP environment by another player not because that player is good at what he does but because they found an exploit with a specific skill build. Developers can't find all the combinations of skills during the intitial run of the game, because they are still humans (I think) and they may not think like you or me. Someone out there may see something that the developer didn't and exploit it.

      Also games that are not Online aren't really effected by this debate since the game is set to do one thing and once the game is beaten, thats it. How you get that far whether it be with cheats or pure skill is up to you. But when it affects other customers of the publisher then considerations need to be made to try an balance the playing field or else you start losing customers. Go and use WoW again, there are very few classes that can go toe-to-toe with a warlock other than other warlocks. Is this over-powered? No, since bother factions have warlocks. Just because most classes can't go 1vs1 with them, doesn't mean the game is imbalanced. Now if Shamans or Paladins had the same thing going on then the factions would be imbalanced, since they are (for now)strictly Faction based classes.

      Ok I'm done, time to go home :D

      --
      Dewser - all around techy "In the immortal words of Socrates - 'I drank what?'"
    2. Re:Perhaps a moot point by Magius_AR · · Score: 1
      the Red Mage was a mostly useless class, as it sucked at both Black and White magic.


      More accurate, the Red Mage was a weaker party class, because is was basically a hybrid of two guilds, both of which did the job better.

      It's a poor example anyways.
      For one, if you had to go the game solo, you're much better off with a Red Mage than a Black or White. That alone is a strength (which isn't realized in FF, but would be in an MMORPG).
      Secondly, it's a poor example of a hybrid class. Mage-Thief or Wizard-Warrior are much more prominent examples of popular and useful hybrid classes that don't simply "suck".

    3. Re:Perhaps a moot point by Anonymous Coward · · Score: 0

      "And in FFI, the Red Mage was a mostly useless class, as it sucked at both Black and White magic."

      I once saw a page where someone was inspired by the FFXI red mage's ability to solo, and he solo'ed the entire FF1 game with only a redmage haha. So I wouldnt really say that if I were you.

      (he had to get the party killed each time it was brought to life and leave the red mage standing)

  31. Skill-based is great for smart people... by Anonymous Coward · · Score: 0

    ...but there are many more knuckle-draggers with disposable income, so it's a better business decision.

  32. no classes by Hard_Code · · Score: 1

    I guess this post only applies to pen-and-paper, due to balancing issues...

    Over time I've realized that I'm strongly anti-class. In this postmodern world, I just find it incredibly difficult as a dm to construct, and as a player to believe in, a world where everybody has to fit cookie cutter stereotypes. Where vampires are evil, magicians can't cast healing spells, and clerics must use bludgeoning weapons, just...well...because. Of course this leads to class-system equivocating in the form of "class sprawl". Bards and rangers can cast spells, whuh!? There are literally dozens of "special" classes, excrutiatingly detailed in extra "guidebooks" and campaign tomes I haven't cracked open since I first bought them (dragonlance, dark sun, ravenloft...). This is simplicity? A class system with separate classes for rangers that live in jungles and magicians that are witches? And are monks clerics or fighters anyway!? As science and reason explain the acceleratedly vanishing mysteries of this real world, likewise we have to start making up real (and stupid) rationales for the mysticism of class systems.

    As for min/maxers, well, don't play with dolts. We're not trying to balance the international economy here...it's just a game.

    --

    It's 10 PM. Do you know if you're un-American?
    1. Re:no classes by ildon · · Score: 1

      Some people play D&D to smash monsters faces in, and because they like to play numbers games, plan out a class build and see it in action.

      These are also the players most likely to be drawn to MMORPGs and CRPGs in general, because they (meaning the software) excel in this area (lack of a human DM makes more roleplay-style pretty much impossible or at least extremely lame).

      Everyone I used to play D&D with was this type of player (min/max) to some degree. We had fun. As you said, it is just a game. Does it make us dolts for wanting to play it a different way than you?

  33. Attack of the Clones by Rhys · · Score: 1

    A lot of us like our skill-based MMO (and RPG)s thanks much. Really the aren't that much harder to balance -- you just need to balance the attacking skills that do damage versus each other (and versus cost) and you're 90% of the way there.

    Asheron's Call, for all the flaws it may have did a fairly nice job of this WITHIN SETS. By that I mean, the melee skills: dagger, staff, spear, unarmed, mace, axe, sword were fairly balanced. The more you paid (low to high cost in that list) the more damage you did. But the more you paid, the less other skills you could get. Dagger cost 4 to spec, sword cost 16. On the other hand with those 12 free points, the dagger user could pick up life magic to heal and protect himself (and allies). Or they could pick up specced healing skill and pretty much NEVER FAIL a healing-kit application (cheap and plentiful, unlike in practically every other game in existance).

    Now balance between sets, don't get me started. 28 points for war magic and it does less damage than a 16 point sword swinger? Something went horribly wrong. Add life magic in to the picture, the mage is up to 48 points spent and is doing on-par-ish damage with the sword swinger who's spent 36 points. Plus the sword swinger has a shield and is MUCH more survivable. Still, that's not an insurmountable problem.

    Skill-based also tends to help soloists out -- becuase you can get all the relevant skills you need to really excell in one character. Also, you don't have to roll up 5 billion characters if you can do respecs -- start a sword user. Decide you hate it? Swap over to dagger. Don't like that? Try an archer. Now, sometimes the big 3 conversion (mage vs archer vs melee) is a problem because of other stats (attributes, equipment) but you CAN do it if you put your mind to it. That's cool.

    Classes? Attack of the clones. Bleh. Everyone is the same FOTM build. Yes, you can do that in a skill system too. But frankly in my experience, less people do.

    --
    Slashdot Patriotism: We Support our Dupes!
  34. Another advantage of classes: by SanityInAnarchy · · Score: 1

    You can have a completely different style of gameplay depending on what class you are. Skills don't often create that. Classes create limitations which can make gameplay more interesting.

    The most interesting gameplay I've ever seen in an MMO was Nexus TK. Four classes: Warrior, Rogue, Poet, Mage. Warrior and Rogue are fighters, and early in the game (before level 99), they are useful for completely different things. Rogues can "ambush" around creatures, and can thus charge straight past a huge hoard of enemies and kill the boss. They can deal the most damage, but only to one target at a time. Warriors deal more net damage, but they take much more damage, and are really only effective against large hoards. Poets deal almost no damage -- they are healers. Mages can heal, but not as well as a poet, and they can paralyze the room.

    So, you have your two basic classes: fighter or caster. Then you have your main paths: Warrior, Rogue, Poet, Mage. Then, to make it more interesting, at level 99, you're able to trade experience for individual stats, so the main difference becomes what kind of items each class can use -- except, if you're obscenely rich, you can almost always find ridiculously good armor.

    There's still plenty of creativity. There is real roleplaying, there are all kinds of ways to use your class, and plenty of things to exploit. For a long time, Rogues could skip fighting the Forever tree, which is required for certain levels much, much higher than 99, and requires a good few hours to kill, no matter how strong you are. There is no upper limit in strength, and the strongest character in the game (last time I played) was a Geomancer (Mage), which makes him much better at hitting individual targets -- high-level Mages can throw spells at any visible target that deal damage proportional to how much mana is available, and with several million Mana (level 99 is only a few thousand Mana), he could one-hit most people.

    Sometimes I think the game seems to have settled into a WoW-like grind, only never-ending, because the most powerful people we know about only have around 2 million mana/vita, and the only cap is technological, based on the size of an int -- that's about 4.3 billion. But every time I think that, I see something creative and new to do with some aspect of the game. And a small, finite number of classes -- even if I count all 16 possible subpaths -- makes the whole thing go round.

    (I could point to crafting skills as an example of a "hybrid", but while there are a few shared skills, even the crafting is something you have to choose (can't be a smith and a carpenter) and it doesn't affect fighting/hunting at all.)

    --
    Don't thank God, thank a doctor!
  35. Reign of Kaos had it right by Anonymous Coward · · Score: 0

    I found the Reign of Kaos MMPORG to have one of the better systems (and for the time the absolute best game play and graphics, using the fantastic Descent engine.) For the uninitiated you have a standard class system, but players could actually teach each other skills-- eg. your warrior watches a rogue open a lock, and he gains a small boost to his own lockpick skill. Ditto prayers (as long as you have the same diety), mage spells (as long as you have the books), magic item use etc. You could also gain by practicing as long as you have 1% skill in any area-- so this same warrior could gain more % by trying locks himself (or spells, or prayers, etc.) You actually gained double skill points for failure, which was a nice touch.

    This also gave incentive to form diverse parties and clans, since everyone would benefit from associating with different sorts. Basically by end game you could have a character who's powerful in one class and, if he chose his friends right, he could have functioning knowledge (IIRC up to 1/2 his class level) in widely used skills from all other classes. Which means that warrior could open most non-artifact locks and disable many traps, cast quick healing and boost spells, use a magic item here or there-- never as well as a master of said class but enough to get by.

    Unfortunately the masses never came to the game, I wish someone would release a 2.0 because it truly could have blown Guild Wars and WOW out of the water.

  36. Class & Skills by Anonymous Coward · · Score: 0

    Why does it have to be either or? Now this isn't MMORPG, but at one point (and still might be the case) the LARP NERO utilized what could be considered both... where if you had a 'Fighter' like character the physical skills you would be able to purchase cheaper than the scholarly like skills, so you can say a character has a predisposition to acquiring a physical based skill set, while a scholar has a predisposition to having a intellectually based skill set. Nothing stops a fighter from learning the scholarly arts, but they require more time and effort to acquire these than someone else with a scholar class. Its like life not everyone has talents in being able to do a particular thing, but with enough patience and effort even a muscle bound jock with no talent for mathematics can learn how to do quadratic equations, it might just take a little longer thats all.

  37. Get what you use by LordLucless · · Score: 1

    I've always thought it would be good to have a skill system that was based on your use of particular skills rather than on experience or skill points. I mean, it doesn't really make much sense for a fighter to earn experience points smashing creatures over the head with a mace, and use them to learn a new spell does it? His experience was in monster-bashing, not hand-waving.

    The idea I've had floating around in my head is to link progression with abilities used. Every time you make a melee attack, there's a chance of your strength increasing. If you keep on using the slow, powerful attacks, eventually you get access to the higher level slow, powerful attacks. If you keep using the quick, weak attacks, then you advange in agility and get more fencing-type skills. Same for progressing along elemental strands of magic.

    The advantage to this is it gives flexibility (if you know you want to be a fire mage/warrior, you know you'll have to cast lots of fire spells and attack in melee) and it lets casual gamers build a character that fits their play style without having to research a lot of skills - the character just grows in the direction you play it. It's also a bit more realistic, in that practicing a certain skill will get you better at it.

    The only game I've played that had anything resembling this sort of system was Final Fantasy Adventure II (Gameboy game, using the Final Fantasy franchise, but not, I believe produced by Square). In that game, at the end of every battle, you had a chance of your character changing. Everyone had a chance for more HP, if you used a strength attack in the battle, you had a chance for a strength boost, if you used a magic attack you had a chance for learning more spells, etc. It really didn't go far in that direction though, as most character progression and abilities were gained through items.

    --
    Just because you're paranoid doesn't mean there isn't an invisible demon about to eat your face
  38. Each method has it's pro's and con's by Anonymous Coward · · Score: 0

    The ideal is the middle of the road

    Probably one of the best examples of a skill based system is Ultima Online. It gave/gives players freedom to experiment and try different combinations. Have met crafter/tamers, Archers with begging and so forth.
    Problem is those that take "different" routes are a tiny minority of players, vast majority go with proven and tested templates made of complimentary skills for maximum efficiancy, thus basiclly resulting in a situation where they might have have well implimented a class system in the first place.

    Also the players ability to mix skills in unexpected ways can cause total nightmares for developers, where one little tweak to X can totally overpower one template if people combine it with other skills while totally destroying other templates. And over time these interdependancys build to such a degree that the developers cannot make a single small change to a skill without affecting huge parts of the game, be it nerfing templates out of existance or creating such powerful templates that they basiclly become "one hit killers". Something that happens in UO now nonstop.

    A pure class system is more controled but in some ways too controled for the players, all types of class X are equal and any competition between class's becomes a basic case of "rock,paper and scissors", both of which can be fun..for about the first 10 minutes.

    WoW has kind of hit on the right track with their ability to customise class's with talents, a shadow priest is as different to a holy priest as day is to night, but these customisations are not "uncontroled", you cannot be part priest, part rouge, part shaman, thus they only have one 10th of the headache EA faces with UO. Plus as you are not stuck with those talents forever if you get tired of being a heal bot for your guildmates you can respec to shadow for a while and go melt some faces

    But i will say, while WoW is on the right track, they have not got it 100% either, they still need to break out of "class role" mentality a bit more, as do most of the wow players themselves.

  39. Class Offers Some Advantages to the Designer by Phrogman · · Score: 1

    While I personally prefer a skills based system, I can see that class and level based game design offers some directly advantageous things to the developers of a game: Its far easier to determine what capabilities a character may have in a given situation, and by controlling those abilities via character level, far easier to determine a challenge rating.

    Class also offers the player a clear definition of their role in a group - and thus the ability to choose that role. Essentially they all boil down to the D&D Classics: Tank, Damage Dealer, Healer, Magic User, Thief. The names may change but they are essentially the same. I suppose you can add Ranged/Melee as subsets of damage dealing classes.

    I actually think thats the reason that AD&D is so popular. Its easy to define your role, the way you *want* to play, with relatively little real decisions required, and every other player knows easily what to expect of you. Its easier for the GM to manage the game session in a PnP game for the same reason that its easier on the developers to manage encounters.

    I loved the SWG 250pt character generation system. I think its the pinnacle of MMORPG gaming design for flexibility, variety and configurability. Its a shame that they tossed it in favour of WOW's pathetic class based system - and made a far worse one that WOWs while they were at it. I can concede though that it was probably a pain to develop for. I think their essential mistake was to toss the 250pt system in favour of a linear system, but reducing the classes was probably a smart move - much as I miss TKM, Doctor and Creature Handler.

    Now sadly SOE's approach to SWG character design seems to be that everyone can solo, so no one has a clear role, everyone can heal, so no one needs to be support. As a result, grouping is not a part of the game at all any more.

    --
    "The first time I got drunk, I got married. The second time I bought a chimpanzee, after that I stayed sober" Arian Seid
  40. Tweak the numbers! Tweak the Numbers! by Danathar · · Score: 1

    At it's heart, all online role playing games try to hook the players (not all..but by my accounts most) by turning them into "tweak the numbers" players.

    They don't care about role playing, or talking with friends (unless it's for the following reason). They care about tweaking their numbers and making their characters more efficient "systems" at doing things designed to to reward the "ahhh" pathway in the brain and start the cycle all over again.

    Kill monster, get gold, buy armour, so you can kill bigger monster (or kill monster faster) so you can get better sword and better armour so you can kill bigger monster (or kill monster faster) so you can level up and kill bigger monster...etc..you get the picture.

    Why do you think there are not very many online roleplaying games where you don't see numbers and stats? The companies KNOW this. They have VERY smart people who understand the psychology.

    When it comes down to it, you are basically doing the same thing that addicts day traders. People have a natural tendency to want to improve mathematical systems.

    The resistance to class based games is in part a reaction kinda like "Don't take my crack! I LIKE tweaking numbers, it makes me FEEL good!"

    Yes..there ARE people who really role play and people who socialize. But it's the exception, not the rule (in my experience).

    1. Re:Tweak the numbers! Tweak the Numbers! by adroovius · · Score: 1

      I have to disagree. It might be fair to say a small part of the MMO fanbase has Ausperger's, but I think the bulk of WOW world is either children (who aren't interesting) or adults who are more interested in teamplay.
          I really think the most addictive part in WOW is the chaotic interaction of a five-man group in battle. It's like American Football - after the snap, all hell breaks loose.
          The tactical situation really keeps you on your toes - especially if you play a tank. The tactics change depending upon the nature and number of the monsters you are fighting, the classes that make up your group and the choices your comrades make in battle. You also have to frequently discipline, train, and coordinate the pick-up groups (gently of course).
          I am bored silly of grinding and I now won't play unless I can devote a few hours to run an instanced dungeon.

    2. Re:Tweak the numbers! Tweak the Numbers! by sergeant_x · · Score: 1

      I couldn't agree more. The experience point/level-ladder treadmill is what keeps me away from CRPGs. Not all pnp RPGs featured this junk (anyone remember Traveller?), but it's tremendously appealing to adolescent power fantasies. When CRPGs grow past this nonsense, I'll get interested again.

  41. The "cool" factor of class systems by twoallbeefpatties · · Score: 1

    Another downside of sklil-based systems seems to be the lack of excitement in some of the choices that you get to make. When you play a melee class in D+D, you might obtain the ability to go into berserk mode, or get a strong pet and strong scouting skills, or a smattering of holy spells, or maybe just a lot of different melee feats. When you look at something like Gurps, you don't see a lot of truly unique skills like that. You get "karate" and "first aid" and the like, but you don't get "uncanny dodge" or "divine smiting" or "precise shot" and such, because abilities like that aren't things that get scaled over the amount of building points that you put into them. You don't have the huge wizard's spellbook like you do in D+D - instead, you just get "You gained three more experience points, so your fire magic does one more point of damage now." WhiteWolf systems, as well as Shadowrun, tend to feel similarly restricted, where you can do anything, but there's really a very small percentage of your game that's actually going to change because of the things you take. You're also usually going to fall into a particular archetype anyhow - the blaster, the tank, the healer, etc. - so most people don't feel that out of place with choosing classes. To some extent, even Hero System, with its total open-ended skill design, still tends to make it feel like every ability is the same at its core, though the ones with the time to crunch numbers can figure things out.

    I think that's part of WoW's popularity as well. If I want to play a spellcasting class, do I want to be the mage with lots of different useful ice spells, or the one that just nukes for heavy fire damage? Or do I want to have the warlock's special debuffing power, or the shaman's versatility and melee strength, or a shadow priest with decent heal ability? And the excitement of hitting 40 for the first time and getting the talent at the top of one of your talent trees. For all the "customization" that skill-based systems provide, they rarely have the depth and uniqueness of options that class-based systems provide, since class-based systems are usually able to offer unique feats and abilities to different people rather than just making lowest-common-denominator abilities.

    --
    Libertarians somehow believe that private businesses should be stronger than governments but weaker than individuals.
    1. Re:The "cool" factor of class systems by Saint+Fnordius · · Score: 1

      I think you've made the classic mistake of confusing a medium with the content. Granted with rules and programming, the medium (the rules/programming) can be influenced by the content (the setting of the game).

      Take for example your argument about GURPS lacking nifty skills. They are there, but on a more specialised level. In many GURPS games, a lot depends upon the resolution chosen by the GM: karate, for example, can be expanded into separate skills and sub-skills (called maneuvers)- there's even an expansion book that does this called GURPS Martial Arts. Other skills have prerequisites, making them parts of trees themselves. Skill systems have a lot more depth, but the packages of a class system appeal due to the lack of work involved.

      Skill systems aren't for the lazy gamer, as it requires more narrative from the player. You can't say who you are simply by your class and level. In this way, it appeals more to realism-oriented players, those who enter a game with a backstory that explains why his backwoods scout is a brilliant botanist but a mediocre marksman.

      From a programming point of view, skill trees tied to class are more cumbersome. Skills have to be duplicated in the lookup tables for each class instead of in a single database. The progression trees have to be maintained, and later modding or adapting the engine to a new setting is more work. With templates, you can even imitate a class-based system on the front and have a skill-based system under the hood. The only thing that goes bye-bye is levels, but even those can be faked by counting total character points. Since the player never sees the rules, he never notices. All the player really cares about is if the feat was successful, if the monster went splat.

      Oh, and I don't think it was the class system that made World of Warcraft such a runaway hit, but Blizzard's past reputation. The setting was already known through the RTS games, the price hit the sweet spot, and Blizzard has one of the better reputations for customer support. With a wide enough choice of classes, they could satisfy the desire to be different but still have labels that let you typecast.

  42. Another Good Game by shadowdodger · · Score: 1

    I've read almost all of the posts and everyone seems to hve missed a great game that balanced classes and skills as wonderfully as any other game that I can think of. It was called Dragon Realms.

    When you first started you chose a class, anything that you wanted.
    I belive there was about 15 or so I think.
    You were then allowed to do *anything* that you wanted.
    There were a few restrictions of course such as that only healers could heal people, but my mage would train with a battle sword and run around and hack people up for all he cared.
    The more that you did something the more that you got skills in it. Of course some classes were faster at learning things than others, but that made sense. You didn't even have to spend points or tokens or anything. If you wanted to do it, do it.
    You then leveled up in your class when you had enough of the skills that class needed to become better.

    It was a brillian system that encouraged people to try new things since you knew that you could always spend a day or two experimenting with something and then leave it by the wayside and continue persuing whatever else you were playing.

    The only real problem with that is that it took more time to implement and of course massive tweaking to ensure the proper balance, but isn't that a small price to pay for a great game?

  43. Such ignorant bullshit. by Anonymous Coward · · Score: 0

    Maybe you should try a skill based game instead of talking out of your ass? Skill based games don't promote solo play, they simply don't force you to always group wether you want to or not, and don't force you to always wait around to find class X that is required to complete your party. I played UO by myself when I wanted, with a handful of friends when I wanted, and in big ~30 people groups when I wanted. And there was never any discussion of who was what kind of character, what skills they had or didn't have, everyone could just play together and have fun.

  44. That freedom is only virtual by Opportunist · · Score: 1

    At a first glance, it looks like you could do anything with a "free" skill system that does not limit the skills your character can have. You could be anything. A specialist, a generalist, a combination thereof, your imagination is the limit.

    In fact, caused by game dynamics, the truth is more often than not a few "working" templates you can choose from. Usually, when you go for generalism, you suffer the "jack of all trades, master of none" fate. Yes, you can heal, fight and cast, but you still suck at any of them because your punches do no damage, your spells fizzle and your healing power is laughable. As a specialist, you are 100% reliant on a group.

    So those "templates" again press you into a certain pattern. And at the end, when the smoke settles and the templates are hammered out, you're exactly where you'd be with classes.

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    1. Re:That freedom is only virtual by feight · · Score: 1

      Well... no, if you read what was said, you gain skill by using the skill. There are no templates to Dragonrealms. You are part of a class but you gain skills by using them and thus advance levels by training skills, not the other way around. You can be level 1 and have the skills of a level 100 character if you want to. The real downfall to Dragonrealms hasn't been its skill system, it has been it's owners dropping almost all the cash they make from their loyal fans to their text based games into their still unreleased graphical MMO, Hero's Journey.

  45. Re:AD&D vs. WhiteWolf vs Basic D&D (hah!) by Anonymous Coward · · Score: 0

    FWIW, I went back to Basic D&D (not even AD&D) after many years of gaming, including some systems with extensive and fine-grained skill systems like Rolemaster. I went back to Basic D&D because I got fed up with the overhead of micromanagement that skill systems introduce. I get along fine with a dozen archetypes or so, and allow minor variations here and there to satisfy a player's customization needs. Just my 2 copper pieces...

  46. Classes and Balance. by Anonymous Coward · · Score: 0

    I can't speak for White Wolf. Never was a fan. However..

    "Also, you're completely missing why MMORPG's have classes: balance issues."

    Bullshit. The words 'balance' and 'change' are burnt into the minds of MMOG players. Forever. The balance excuse is continually used by poor developers and designers to futz with existing, established, working systems with regard to classes. If classes made balance easy, there wouldn't be a proven history of this - and there is, spanning all the way back to the original MUDs.

    "In a tabletop game, if you make poor choices early in the game that limit your character later in the game, be it role-playing or mechanics, things can be tweaked. In a MMORPG, a poor selection of skills early in the game may lock you out of further advancement, meaning many more hours retraining or building up a new character."

    Not really. About the only time this happens is in class-based MMOGs - in a class-based MMOG, you're stuck with one skillset. Want another one? Sure, here, have just as much time wasting as in a classless MMOG, with the added benefit of not being able to access your previous class's skillset.

    "They is less of a problem for players interested in gaming that part of the system, or players willing to do lots of online research up front, but it's bad for casual players."

    Not really. Five minutes of talking with pretty much anyone older than a month on EVE Online, for example, will get you pointed in the right direction - and as a newbie, you don't need to be thinking about what race's titan you'd like to eventually pilot. You can't 'gimp' yourself, either - the skills you train, you keep. Trained mining? While it's not going to help your combat ability, it's not exactly hurting it, either.

    DAoC was similar, though it must be stated DAoC had a hybrid-like class/skills system. But five minutes on a forum would get you the knowledge you needed to get started.

    "Classes also make design easier. Given the complexity of MMORPG design, "easier" may mean "feasible." Many games designs want to create interesting mixes of player characters with different focuses."

    Not really. Skill based systems have the bonus of letting anyone use anything. There's no class vs. class balance to worry about, because there are no classes.

    "In a pure skill based system you are more likely to end up with a bland mix optimized in a small number of ways. This is tied into the poor skill choice issue: you might optimize in a way that seems cool ("I want to be the best fire mage possible") only to discover that no one wants you in their group because it turns out that the fire-mage/healer hybrid is far more efficient. While classes force you to sacrifice flexibility, it means you can better ensure that the remaining selections are more evenly attractive and playable."

    In a skill based system, you're likely able to pick up something else once you figure out that no one wants your gimp ass fire mage. A classed system? Sorry, you're stuck, please create a new character.

    Go check out some classed MMOG boards, and see how well (har) classes prevent the, "I'm useless! Nobody wants to group with me! :(" syndrome.

    (Hint: They don't. At all. Unless, of course, you're a cleric - everybody loves clerics!)

    1. Re:Classes and Balance. by ajs · · Score: 1

      Balance issues between classes are HARD. No one deinies this. Balance issues between dozens or hundreds of skills, advantages, power, abilities, items, and whatever all else is practically impossible. I've never seen a tabletop game where such issues are easily resolved (and I've played most), and video games only make the problem worse.

      Now, what such systems give you is the flexibility to define a class the way you want to. I respect that, and that's why (until recently, for reasons of pragmatism) I ran exclusively GURPS, Hero System and other generic games that were not class-based. It's not that class-based games are useless, but they just can't adapt to a creative and motivated player's needs as easily.

      In the wolrd of online gaming I think the problem is much harder. I played EQ for a long time, and I've watched other games develop. I'm horrified by the very idea of trying satisfy so many OCD-like 24/7 gamers who will break down and abuse even the balance in class-based systems.

  47. "Enjoyment" is relative by MMaestro · · Score: 1
    I guess my point is why is the chaos a problem if people are enjoying the game?

    Chaos is a problem when it gets beyond the scope of even the player's ability to 'control' it. Just look at WoW's PvP system. No, not Battlegrounds, Open PvP. Whats the number class for ganking? Rogues. Only counter-measure against them? Paranoid, constant vigilance. How is that enjoyable? And before someone says 'just call for help', thanks to recent updates players below a certain PvP rank cannot use the World Defense channel. (And no 'well a GOOD player would just kick his ass' arguments since theres nothing in the game to prevent a level 60 from killing and then corpse camping a level 20.)

    Ok that was a very bias argument, but what about fights involving large numbers of players? Healers are COMPLETELY disregarded due to their uselessness (theres no way to hold hate against another player). Players with slower computers are at a SEVERE disadvantage due to system lag (especially when you consider the hyper-fast gameplay of WoW). Hunters... well. Blizzard still hasn't addressed the blind spot issue so that speaks for itself. (For those who don't play WoW, there is a certain range in which Hunters are too close to use their ranged attack and are too far to use their melee attack. Casters do not get this disadvantage and can usually devastate a hunter with impunity at this point.)

    1. Re:"Enjoyment" is relative by lewp · · Score: 1

      1) Rogues are gimpy. If they're even close to my level I can drop them with pretty much any class, whether they get the jump on me or not. Even if I'm fighting a mob or two at the time. If you can't do that... well, improve. It's widely acknowledged that the once-overpowered rogue is basically a joke now. My holy priest, who can't grind to save his life, crushes 60 rogues in tier 2 gear with ease.

      2) You've never been able to talk in World Defense without having a certain PvP ranking. That rank is pretty low (I don't remember which exactly), but the fact is Local Defense is fine for trying to get help with gankers. The biggest gank zones (STV, Plaguelands, Tanaris) are always crawling with 60s anyway. No need to bother the whole world for a local problem. Better yet, get a guild and ask them for help. Or go get a snack and come back in 10 minutes when your ganker has left. Or spirit rez and go do something else. Or reroll PvE. Point is, you've got options.

      3) The hunter dead zone is balanced and easy to work with. Mages might blink+FN you, just scattershot them (or intimidation if you're one of those BM dorks, they've already burned blink) after a couple seconds, FD+trap on their feet, drop back and 2-shot them. Warlocks are harder, but warlocks are hard for anybody, it's not a hunter problem.

      4) That holy priest I mentioned is a godly PvP healer. Stack some stamina (that means no PvP healing in raid gear), put some friendly players between yourself and the enemy, and exploit the range of your 40 yard heals, and you'll be fine. Being a PvP healer is one of the most challenging things to do in the game, especially against organized opponents, but it's also one of the most rewarding, and healing is without a doubt the most powerful thing any class can bring to the PvP table. The winning group in 95% of BGs is the one with the better heals.

      This is all kind of OT, I just think you've got kind of a misguided view of the game you're using for your examples.

      --
      Game... blouses.
    2. Re:"Enjoyment" is relative by Anonymous Coward · · Score: 0

      For those who don't play WoW, there is a certain range in which Hunters are too close to use their ranged attack and are too far to use their melee attack.

      And because of that dead zone they have a plethora of ways to either keep people out of it or get people out of it once they get in. In addition to that they have some of the highest burst damage in the game, a lot of hit points, the second-best armor, and a pet. If casters are pwning you in the dead zone then you just need to practice more. (Unless that caster is a Warlock. Then it's gg, see you at the spirit healer.)

    3. Re:"Enjoyment" is relative by Anonymous Coward · · Score: 0
      So in other words, if they DO get into your dead zone, pray your opponent is an idiot and allows you to move away/towards him?

      In addition to that they have some of the highest burst damage in the game,

      Pet and talent dependent.

      a lot of hit points

      VERY gear dependent.

      the second-best armor

      Which Paladins, Shamans and Warriors also get so thats not saying much.

      and a pet

      Which Warlocks get as well (to an extent).

    4. Re:"Enjoyment" is relative by angel'o'sphere · · Score: 1

      Can't answer to MMaestro and lewp that good in one post, but I try.

      MMaestro wrote:Whats the number class for ganking? Rogues.
      True, only counter measure: get enough HP to survive the first 10 - 12 seconds of their attack, if the rogue is well specced and know swhat to do: no chance, he kills you anyway.

      lewp wrote: 1) Rogues are gimpy. If they're even close to my level I can drop them with pretty much any class Very untrue. If you gimp the rogue he is a noob. Period. I don't want to tell typical "good rogue" tactics ina public forum like this, rogus are anoying enough. But there is plenty of stuff a rogue can do where no single class has any chance of surviving, and that includes double kills against a mage + priest combo or a pally + warrior combo.

      MMaestro wrote: Healers are COMPLETELY disregarded due to their uselessness (theres no way to hold hate against another player). That makes no sense to me. In PvP healers are the most important class. I play a warlock, I have a druid as PvP partner. We did ABs (Arathi Barseng Battleground in WoW) against premade top horde groups where none of us died and we both had top killing ranks (and won the AB). Without a healer I would have lots of troubles and the healer would be a (dead) prime target without a back up, ofc. A priest, shadow probably, would be even better than a druid, but a druid has more options to counter melee fighters.

      lewp wrote: 3) The hunter dead zone is balanced and easy to work with. Mages might blink+FN you, just scattershot them (or intimidation if you're one of those BM dorks, they've already burned blink) after a couple seconds, FD+trap on their feet, drop back and 2-shot them. Warlocks are harder, but warlocks are hard for anybody, it's not a hunter problem.
      I big time seconds that. Hunters are so über against low HP casters, its very fair they have that weak spot. In fact they still have their pet. And my hunter pet has very high frost resist, e.g. so if I'm frost nova'd the pet has a high chance not to be trapped. In the first place a hunter attacks in a way that a mage has no chance anyway.

      The big problem with WoW PvP and the classes and the skills/talents is: you have to know not only your own strengthes (and to practice very hard to be able to apply them) you have to know the weakness of any single other class. And: you have to guess or recognize the likely build of your opponents (his class). E.G. a demonic specced warlock is very different than an affliction specced one.

      And he very biggest problem of WoW and PvP is: GEAR When I had only 3500 HP most rogues killed me, I could not do ANYTHING. Now I have around 5k HP, depending on buffs and concrete gear 6k HP and I can survive most rogues until I'm out of stun lock. And as I said above: most rogues are complete noobs, I kill them 85% of the time when I'm out of stun lock. But that does not mean rogues are gimp, it only means they have less pressure to learn playing their class.

      The complete über problem is: classes you don't have in your faction. The first 20 times when my death coil hit a totem instead the shamane I was so confused that I believed I had targeted wrong. When I finally was so focused that I figured: NO! I do right ... the fucking bolt is not hittingg the shamane but his totem, guess what I did? I filed a bug report! Probably not a good idea to meantion that ... but I never had known about the "grounding totem".

      To many classes have so obscure skills that you hardly get a clue how to fight that class as a casual player. So many classes have über skills that they only need 3 buttons (and even use the mouse) to kill you.

      The final bigest problem is: the skillsets for PvP and PvE are often different. A rogue never uses blind in PvE ... a Priest never (or at least not in instances) fear, while a warlock who probably uses fear in an instance when he can do it there, he basicaly can't do it in PvP (howl of terror

      --
      Cost free eBook I read (by iBook/Kobo/Amazon/ObookO/Gutenberg etc.): "The Green Odyssey" by Philip Jose Farmer.
  48. Poor Leeroy by Anonymous Coward · · Score: 0

    Leeroy Jenkins must have missed the memo about this debate.

  49. Simple by patio11 · · Score: 1

    You call him "Tank mage", "template of the month", or "gimped". Because all players in a skill-based system will be one of those three. One just happens to cover more ground than the other two.

  50. Both can work, but I prefer skills. by SocialEngineer · · Score: 1

    I prefer skills because I love to micromanage and create out-of-this-world combinations; Take Asheron's Call, for example. Any players of that game will probably remember the extreme templates, where they would create a character with maxed stats for their primary skills, and have minimum endurance/everything else. Starting out was rough, but when you got to later levels in the game, it worked out fine.

    Of course, I also played ADnD (3rd ed), and Shadowrun (2nd & 3rd). ADnD was my favorite; It's class based system worked because of multiclassing, and supplemental material (Eldrich Warriors were just too cool). Most games based on the ADnD ruleset neglected to include any sort of supplemental material, and just relied on the mage/warrior/rogue/ranger/priest/paladin/sorcerer basics. Feh. Not enough. Not enough "cool" factor. Where are my blood mages? My eldrich warriors? I want to micromanage. I want to plan out a character class that is going to be wildly unique.

    --
    "Better to be vulgar than non-existent" -Bev Henson
  51. Messed up character by Twelvefinger · · Score: 1

    I hate the idea of messing up my character by training the wrong things. Saga of Ryzom has a very forgiving skillbased system, given enough time the player can train up every skill.

  52. The true problem by g_lightyear · · Score: 1

    Ultimately, the problem with variety isn't player confusion - though that surely is a very real problem for players.

    The problem with offering variety is the need to ensure that variety doesn't lead to unbalanced play. Someone else hit it on the nose - huge amounts of variety leads to huge amounts of testing. It doesn't matter whether or not some builds work well and others don't - while ideally you want to avoid that kind of situation, it's not actually going to damage the game itself, just the players' experience.

    The problem is with unbalanced characters created for the purposes of farming the world. Game developers have to work hard to balance and carefully tune the rate at which resources can be plundered from the world, or the whole economy goes up in smoke. For those who have been in a game where the economy has done just that, they can attest how hard it is to play a game where the economy is buggered.

    Ultimately, it's all about the virtual Benjamins. The further a game gets from needing to maintain an economy and control the rate of loot acquisition, the more flexibility it has to experiment with variety.

    --
    -- A mind is a terrible thing.
  53. Completely skill based can work by Anonymous Coward · · Score: 0

    I have played an almost completely skill based MUD, Dartmud, (www.dartmud.com) for many years now. All skills are open to all characters - although some skills interfere with each other. You can learn both magic and combat - but you will slow down your learning rate in both by trying something like that. Many try, but few actually do become proficient in both. There are no experience points. The skills are not completely balanced - but in this game your ability to interact with other players is more important than your individual skills (even though you are pretty worthless without your individual skills.)

    The MUD is free PK with permadeath (actually there are ways around permadeath but you can end up stuck in an amulet doing nothing for RL months on end unless someone rescues you or you give up and commit suicide) and the way the skill system works it is not possible for any character to become powerful enough that it is completely immune to being killed by one or more other characters.

    It sounds like this should end up in free for all player killing - but with permadeath and free pk together people tend to be careful about escalating things to that point. The politics and plotting can become very convoluted though.

    I guess I strayed off topic....but the point is that a completely skill based game can be stable and if done right absolute balance is not necessary.

  54. GURPS as an example by Saint+Fnordius · · Score: 3, Insightful

    Most of my experience has been with GURPS and AD&D, less with online games (the only one I play is Kingdom of Loathing, and I only play that for the clan chat). In the past few years and especially when the 4th edition came out, GURPS has also gone to a sort of hybrid. The thing is, GURPS doesn't call them classes, but templates.

    I think the template method actually holds the most promise from a programming point of view. A possible implementation in a computer RPG would be for the player to choose the template (say, a woodland scout), and the character generator then sets the minimum stats, the beginning skills and the list of recommended options. If the players clicks "advanced", he can access the larger list. This may sound like a lot of work for the programming team in the beginning, but it pays off later.

    You see, once the skills are chosen, the program doesn't have to treat each class differently. The chance to hit or not comes straight from the weapons skills, not from the class list. It's all stored in the character. It seems to me that the skill method means less info to look up, less databases that have to be added to the game. It also makes the game engine more universal, easier to adapt to different genres or even to allow transporting characters between game worlds (one of the things the makers of GURPS like to claim about their system).

    It's also easier for the players to change professions, as class systems are biased to "once a [CLASS], always a [CLASS]" manner of thinking. This prevents the classic backstory of so many tales, like the priest who once was a bloodthirsty warrior until he found remorse and devoted himself to his god, or the thief who was an apprentice wizard. With the earlier versions of AD&D, this was clumsily handled, with (for example) a warrior-turned-wizard being demoted to 1st level again, and unable to use his old to-hits in combat (if he did, then he didn't get any XP).

  55. The game world should adopt by SmallFurryCreature · · Score: 1
    Templating is I think the problem. When thousands of players play your game they are going to try to find the most optimal template for their characters to do their stuff. That is natural. It is just human nature even if the end result of it is a less intresting game.

    But why don't the game makers then not adjust their game to upset the most favoured templates?

    Naff hunting was a grinding path in Star Wars Galaxies. They happened to be a critter on a planet that was just right to level up on.

    SWG had missions you took to then go out on a mission (max of 2 per player) to then go to location X and kill all the critters and their lair. Naff's had all the right stats. The missions could be gotten with a small group, they paid decently, were not too hard to kill, didn't have nasty attacks like disease or poison, their meat and hide were not useless, they were in a relativly safe area that was easy to reach. Most important they were not aggresive and this meant they would not always kill you if knocked out (SWG required NPC's and players to actually kill a player after he lost all his health and most times naff's didn't)

    So you hunted naffs, oh, rancors paid more but were a bitch to group for and getting jumped by the occosinal night sister was a bitch and when you mistook a normal rancor for an enraged one and got yourself poisoned you had to go all the way back to the naff planet anyway to get cured.

    SWG dev team could have easily fixed this however. Just announce that due to overhunting naff's are now a diseased species and aggresive, a logical, sensible result off overhunting and one that would instantly force all players to adapt their strategy.

    SWG already did something like this by changing the loot you got from critters a bit. Meat/hide/bones changed their stats every now and then so wich critter dropped the best would change over time. The poor ducks of naboo really had it hard on my server when they started dropping some of the best meat in the history of the game. In one week I gained all the money I ever need until the game went CU/NGE and I left.

    Same with skills. I am thinking of the "schools" mentioned in the movie "The Princess Bride". Surely if a particular school of combat becomes extremely popular and successfull then a rival school will come into existence designed to counter it? If X% of players choose a particular set off skills simply introduce a new skill combo for the NPC's that counters it.

    The problem with SWG for me wasn't that I could just write a macro to handle fights. The problem was that I needed just one macro for all the enemies in the whole game over the whole time I played it.

    The current MMORPG crop has just a static universe were you can find out the combo early on and then just keep using it time and time again.

    WoW is a nice enough game but I recently player a rogue on a bad drop mission. Tower of Althasomething needing a glowing gem. Had to kill casters (warlocks) for it. These are ranged mages with a pet who are strong on damage but weak on armour. The tactic is just to fucking boring. Stealth approach the caster, sap him (disables them), attack and kill their pet, wait for your energy to fill up and kill the caster making sure to cripple them to stop them running away.

    Easy as pie. The "game" was figuring this combo out but once you done that you can reuse it for every single caster NPC you encounter with a rogue.

    With a hunter? Set pet on caster, kill caster making sure not to attract the pet with your multi-shot (area of effect spell) so the casters pet would attack your pet, then once the pet is down kill the caster's pet. Easy as pie.

    But the game devs should "see" this tactic and then adjust the game to counter it. Group the NPC's closer perhaps. Give the casters a new pet that can dispell the sap effect on their masters. Make the casters set their own pet on the hunter.

    But the problem is offcourse that the class/level system is just a shitload easier to implement. With a skill system

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:The game world should adopt by RobbieGee · · Score: 1

      UO is close to 10 years old, has shitty graphics (technically compared to today's standards, I still think the 2D client is the prettier one) and used to be a lot better of a game before EA got their damn dirty hands on it.

      It seems to me that current MMOGs are currently only exploiting the basic drives of humans rather than making truly fun games. I can't blame them as this rakes in the cash more since people get addicted, but fun is so much more than that. Here's a few keywords of "fun things" I identified in less than 3 minutes:

      * Adventuring, exploring, discovering, learning, solving, reducing complexity, contemplating systems, saving resources
      * Creating, customizing, personalization
      * Fame and glory, socialization
      * Riches, rare items, hoarding

      Of those, the last two bulletpoints contain the aspects that are currently favoured in MMOGs today, while the two others are mostly found in indie games, such as Armadillo's Run and Toribash (two games I recently discovered). Interestingly, UO had almost all those points. Also, more interconnection between these points leads to a more interesting game for a longer time.

      --
      If you get this, we're 10 of a kind.
  56. No kidding by SmallFurryCreature · · Score: 1
    Star Wars Galaxies had a "choice" armour vs non-armour. For one "class" the terra-kassi it was somewhat of an option to not wear armour. Wearing armour reduced damage but also reduced regeneration so it was a trade-off between taking all the damage but healing fast vs less damage but healing more slowly.

    Oh and the choosing to look like every armoured player OR having the choice of some rather nice looking clothing. I also didn't spend ages on creating a pretty face to hide it behind a helmet thank you very much.

    In all but the highest level content I would do fairly well with clothing, especially since it was tricked out clothing but still get reminded constantly that I should wear armour. No matter that I saved a bundle on armour costs (clothes did not take permanent damage from fights, armour did, meanign armour had to replaced every so often), I was a noob for not wearing armour. Oh and wookies sucked because they could not wear the best armour for a long time. Never mind that wookies had better unarmoured stats then everyone else.

    Being unique is a pain. I would love a game wich simply allowed you to choose wich armour for instance to wear. Cloth/Leather/Mail/Plate or whatever, make them all viable options in their own rights.

    You can compensate the armour rating of Plate with the agility of cloth for instance. The cloth player will usually not take hits but has to accept the occasional whopper of a critical while the plate player can just stand there and take it and hope that his clumsy swings eventually, connect.

    If a RPG has a "X is the best" then it is a flawed game in my opinion. Offcourse we still got to remember the UO is near death while WoW is setting records.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

  57. Words of wisdom... by Boscrossos · · Score: 1

    I think a friend of mine summed it up excellently. We were discussing MMORPG's at the time, and we had just gone from World of Warcraft to more esoteric things like ideas for Call of Ctulhu Online (just make a digital Arkham and surroundings, and let players live there and occasionally have something weird happen). We really like that idea, and even thought the Cthulhu system is pretty well suited for the purpose, if you could find a way to force players to play mad (lots of ideas there too, but that would lead us too far...). Anyway, after about an hour of talking, he said: "you know, it sounds great, but we're forgetting the first law of MMO's: It may sound great, but it will go down the drain as soon as it hits players."

    --
    Jesus saves... the rest takes full damage.
  58. EVE Online uses skill system in the best way by pacinpm · · Score: 1, Interesting

    EVE Online uses skill system. Each skill improves your abilities only a little (like %5 more damage to your guns). Skills have only 5 levels and each level take more time to learn. Learning is done in realtime wven if you are offline. Longest skills can take more than month to train from level 4 to level 5. If you never heard of EVE Online go check it. It's massive multiplayer Elite (old game for Sinclair Spectrum) and it uses SINGLE universe with currently upto 25-30 thousands people in it at the same time. It has working economy and player politics. Skill system and very brutal game (pvp is non-consensual and every loss really hurts) is what makes EVE unique.

  59. Well, PvP is the problem by SmallFurryCreature · · Score: 1
    Well actually the issue of balance is the problem but PvP absolutly demands balance.

    Balance is easy in enough in single player game, the superior intellect of the player vs the slightly more mighty forces of the computer who just don't have the AI to actually fully make use of this.

    The realtime strategy genre shows this extremely well. Ever notice how in game like command and conquer the enemy always gets new units before you do? Even if you then switch side? The enemy gets units you would get one mission later if you played that side. But over all the balance in on your side because you are more intelligent and can outwit the computer. There is also usually a designed in flaw in the enemies defences. Anyway their is no real need for balance after all, the player should be capable of winning.

    This already changes when you then add multiplayer. You now go to make sure that both sides have roughly the same capacity. You can hardly give side X more units then side Y like you do in single player mode. Neither can you hope that the vapid intelligence of one player will offset their better forces.

    play a FPS online and you will ALWAYS get a discussion about wich is a noob weapon (any weapon you use to kill another player with). In the half-life mod "firearms" i have been accused of using a noob weapon with every single weapon in the game. Great mod if only they removed the chat from the game.

    In MMORPG land the problem is even worse. At least in FPS or RTS games everyone is the same level. Both players in a RTS start out with the same amount of money. FPS assign the same base weapon to all players (btw anyone else every noticed that all the people who complain about unbalance in FPS games don't like the Unreal instagib option wich is the ultimate balancer?)

    Since grouping seems to be a great evil in MMORPG's and should only be done when their is absolutly no other choice and then in great shame the designers need to make sure that each and every player can handle each and every quest. So healers and warriors, rogues and paladins all need to be able to tackle the same enemies in roughly the same time. Never mind the 'realism', healers can hold their own as well a warrior in a melee fight.

    PvP makes this even worse. You now need to balance each and every class with every other class and you better make sure not to give one class just a tiny bit of an advantage over another. If you played WoW or Guild Wars vs a non-pvp game or a single player game you might have noticed how short stuff like daze and such lasts. That is because if classes that could stun could do it for a usefull period like say 30 seconds they would be far to powerfull in PvP. In a PvP fight a player is going to complain bitterly if they find themselves trapped/stunned the whole time.

    If you want a MMORPG to be "more" then you need to make a game wich is about grouping. Where players compensate each other weaknesses and combine their strengths. But in current MMORPG land grouping has an negative meaning. Only noobs group. Read a site like allakhazam and every quest description will have players bragging about how they soloed quest X at level Y.

    I sometimes comment in game when a "noob" is being ridiculed for asking for help with a quest that player X who is bragging about doing it solo is bragging he masturbated this weekend to a couple.

    Surely MMORPG's are about doing it together? Well not for a lot of people.

    Depending on my mood I tend to think that the problem is not with the game but just with human nature.

    Rough stone is a nearly useless mined resource in WoW for a squirrel engineer. So I sell it for a few silver way way undercutting others and using the money to buy linen.

    I also sell my squirrels for way to low prices. 10 silver, free if you bring me 2x the resources. That is hardly giving it away in my opinion but I got a rather nasty tell from a guy who charged two gold a piece for them.

    This is not a fault of the game design, it can only be blamed on human g

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

  60. Niether!!! by sergeant_x · · Score: 1

    Classes, levels? Republican, Democrat? Coke, Pepsi? Whatever How about niether? The real tedium hardcoded into to CRPGs is the hamster wheel experience/level-ladder nonsense. Dump that and I'll get interested. It's not the only way to run an RPG. "Traveller anyone?"

  61. Nope by dreamchaser · · Score: 1

    Experience doesn't bear that out. You *can* be a Jack of all Trades somewhat in UO for example, but you'll be terribly weak. In practices most people have their character specialize in a couple of areas.

  62. Skill-based systems are Self-Balancing for PvP by skeptictank · · Score: 2, Insightful
    One advantage to skill-based systems is that the game designer does not have to worry about balancing classes against each other for PvP. If one skill or a combination of skills give a clear advantage in PvP every player is free to train those skills. This is also true for most types of PvE play.

    A class-based system allows the designers to easily control how long it takes player to finish the PvE content. Unfortunatly, many recent games only offer large group team-based combat against scripted opponents for PvE content after a certain point. In a class based system like EQ or WoW the designers can control which of these battles the players can win by controlling the quality and rate of equipment drops for single class.

    In a skill based system the players can develop skills that compensate for a lack of equipment or make the quality of their equipment much less important. This makes it likely that hard-core players will find a way to beat the top level content in the game before the designer can get new content ready for them.

  63. Naturally evolving classes by williambbertram · · Score: 1

    In a PvP environment it's possible to go completely skill based and let the classes naturally evolve. As the game matures, favored "builds" will become more and more popular.

    IMHO it's naive for game developers to assume what they have lumped together in a "class" will be the most effective configuration. Let the "meta game" decide what needs lumped together.

  64. What needs to be done... by becklighter · · Score: 1

    What really needs to be done is drop both systems. The player should not have to worry about specifics. Build a good game engine that modifies stats behind the scenes, where the player never sees. players don't need to know there stats. All that matters is that after swinging a heavy sword for weeks he'll notice that he does a lot more damage, or that when he holds a rifle he has become more steady and accurate. Let the story be immersive with out breaking from its reality by worrying about stats. People will be good at what they do not what they want. It will change the entire gamming experience and I believe improve it.

  65. class based skill based by rabbot · · Score: 1

    The problem with the skill based system is it isn't easy to figure out how a person can benefit your party...you have to have a 5 min conversation to figure out what they actually *are* since you can't rely on any type of base class to determine their primary role.

    In class based games if you need a healer, damage dealer, tank, or supporter, it's as easy as finding someone of that class.

  66. Darkfall's skill system by elefthero · · Score: 1
    From an interview on MMORPG.com, an good analysis by Darkfall's ( http://www.darkfallonline.com/ Associate Producer Tasos Flambouras on why they're going with a skill system:

    MMORPG.com: The usual debate over skill vs. class system rages here. Why did you go for skill-based?

    Tasos Flambouras: Why allow players to take the skills they want and need as their character develops and the game evolves?

    In a skill-based system, such as Darkfall's, players can create exactly the character they want to play, without limitations dictated by design choices or by the need to balance a class-based system. It's more challenging for us as developers, but we feel it's better for the players and for the game.

    In a class based system you get a pretty much already developed character with little room to grow, whereas the skill based system allows you the freedom and the pleasure of developing your character yourself. With the number of skills in Darkfall, each character will be unique.

    In Darkfall, you pick and choose exactly the skills you fancy, and if you tire of the combination, you just switch your focus to some new ones - any new ones. In a class-based system the only time you have complete freedom is right before you create your character and then you're boxed in by your initial, often uninformed, choices.

    The skill based system allows the player to adapt, as he learns more about what he needs in the game, to best fit his playing style. New players may not know which class to pick since they don't have experience of the game, essentially forcing them to be stuck with a gimped character, or having to re-roll and forcibly retire a character that was a part of the community and had its own history. The same applies as the game evolves and new skills become important.

    Allowing characters the freedom to grow and adapt allows us to add new content and new challenges without worrying about being unfair to certain groups of player characters. In Darkfall all players will be able to take advantage of the new opportunities that come along with the evolution of the game.

    for reference, the entire interview can be found here: http://www.mmorpg.com/gamelist.cfm/setview/feature s/gameID/4/loadFeature/408/page/2/from/

  67. Classes aren't the problem by grumbel · · Score: 1

    I think the main problem aren't classes, but simply the point in time when you have to choose them. With most RPGs, both online and offline, you have to choose your classes at the very beginning of a game, even before you do your first steps in the game world. That however doesn't make any sense from a players perspective, how am I supposed to make an informed decision if I don't know anything about the game world? I can now of cause use an FAQ and basically cheat my way through the class selection, but forcing users to do that isn't exactly a nice thing to do.

    The solution to that however is relativly simple and demonstrated well in Gothic (offline RPG). Instead of having to pick your character at the beginning of the game, you simply get a default one assigned, there is nothing you can or have to customize at this point. You then are put into the world and can go and solve your quest and have fun, all of this is basically skill driven, only much later in the game, about 1/4 of the total game you have to actually pick a class by joining a guilde, which is reasonably easy to do at that point, since you then already know what the whole game is about and how you have mastered the first quarter of the game.

  68. Skills all the way... by Cruise_WD · · Score: 1

    Classes break a couple of very good tenets of game design:

    1) Games are pretty much defined by interaction, and therefore choices. The more choices (within in reason) the better.
    2) The choices offered should be *meaningful*, ie. have an effect that is obvious to the player. At the start of a game, a player rarely has an idea of what effects a given class will have, and so the choice is less meaningful.

    The things Skills do right:

    1) Offer more player expression through greater breadth of choice.
    2) Provide an easier mechanism for tweaking and adjusting a character as they advance, or to changing circumstances.
    3) Give players the opportunity to use their imagination and experiment across the far greater combinatorial possibility space.

    The downside to Skills, as has been mentioned frequently, is the other half of point three above - the resultant complexity of the many combinations means balancing the skills becomes pretty much impossible past a certain number.

    This isn't a problem unique to RPGs, however. Consider Magic:The Gathering. This could very easily be viewed as an RPG, where each card is a skill/ability. There are thousands of cards to build a "character" (deck) from, and there have some very broken combinations in its history. These tend to be quickly banned from tournament play, but generally, little tweaking is necessary, for one important reason: You can change your deck at any time.

    If someone comes up with a killer combination it usually takes less than a month for someone to design a deck to break it. Since anyone can use any deck at anytime, no "uber-build" can last for long (Yes, I'm aware that there have been exceptions - the principle still stands).

    If RPG's allowed players to change their builds without penalty (City of ...'s frequent respecs are a good step in this direction) then the combinatorial problem of skills would be less of an issue.

    Besides, a much simpler reason is this: Just because something is difficult does not mean it's bad or worthless. Often, quite the opposite.

    --
    [ cruise / casual-tempest.net / xenogamous.com / transference.org / quantam sufficit ]