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Originally Posted by Kika Maslyaka
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Well personally, I am against out of combat interdependence.
Interdependence should be COMBAT ONLY. (you can call this wow-like if you prefer, but I strongly believe that tradeskiling should not be connected to your adventure class.)
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Why? There is strong science evidence that interdependence is a force for natural conflict resolution. Not just when it's involved in coming together to overcome enemies (as in the combat only sense), but in all aspects of life. Check out Keohane and Nye, and most of the democratic peace literature, specifically by Russet and O'Neal.
Quote:
Originally Posted by Kika Maslyaka
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However back to EQ original design, even if we do bring interdependence for all aspects of the game (not just combat), then yes the classes are not equal. they are ridiculously not equal. They gave Enchanting to Enchanters, Alchemy to Shamans, and Tinkering to Gnomes, cause those were SIMPLE lore-based connections, and didn't bother to balance it against the rest of the classes.
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Why? Every class has a purpose. Why should shamans be less unique and interesting? It's not as if Warriors are not being used because they don't have Alchemy. Heck, probably the most "useless" class is a Druid, but even they have (had) a solid track mechanic, and the ability to port people around. Regardless as to their relative value in the amount of equality, each class has a role.
It's not as if because of Rogues, no other DPS role matters. It's not as if being a Gnome invalidates being a Non-Gnome. The closest thing to that is a Necromancer for Iksar, because Regeneration is just that vital. But in Velious and Luclin, they introduce HP regen items that start to curb off that negative effect.
They are lore based connections that make sense. It gives the game character. Look at EQ2 and WoW if you want to see what happens when things are homogenized so that everyone can do everything equally in balance.
I don't care if I am not as high a DPS as a Rogue being a Necromancer. I do other things better than any other class. Every class does something better than every other, in some way, and it validates each class if they live up to playing to that strength.
Quote:
Originally Posted by Kika Maslyaka
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Where are human, barberian and dark elf trade skill related bonuses? There are none.
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Other than racial armor, why should they?
Quote:
Originally Posted by Kika Maslyaka
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Warrior, paladin, SK, bard TS bonuses? Again none.
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Why should they? What trade skill should Warriors be able to do better than a Paladin, and why?
Quote:
Originally Posted by Kika Maslyaka
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Why didn't dwarves got massive blacksmithing bonuses? They should have.
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Why? Not every game's lore needs to be the exact same.
Quote:
Originally Posted by Kika Maslyaka
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100% lore-based system works for a book or a movie, but in a game, some lore have to be sacrificed in order to keep all ends even.
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Why do all ends need to be kept even? Why does every choice need to be neutralized because people feel they made bad choices?
Seriously, you're talking to someone who rolled a Dark Elf Necromancer, got him to level 60, just to realize how fucking stupid I was for making that choice. I am now level 57 on my Iksar Necromancer to make up for that mistake. And you know what? That's fine. Because I fucked up. I was dumb, and I made dumb choices. People should be allowed to fail because of their dumb choices, or learn to live with their dumb choices. If you want to do Alchemy and you roll a Warrior, you made a dumb choice.
Not everyone has to be able to do everything. It invalidates the uniqueness of each class, it takes away from what makes each great. That's how you get WoW, it's how you get EQ2.
You don't have to sacrifice anything just because it's a game. If anything, you can put more stuff in it because now people will interact with the lore in more thoughtful ways.