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#51
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Most of us realize it's for balance reasons and probably also for in game mechanics, but we were still talking about lore. | |||
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#52
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Good games are actually more about what you can't do than what you can. When you start allowing too much, the game thins out and dies.
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The Ancient Ranger
Awake again. | ||
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#53
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I'm not talking about contemporary delusions of class balance wherein every class receives a slightly different flavor of the same ability and extensive class specific equipment so that class choice is effectively meaningless. That doesn't make any more sense than artificial limitations. What does make sense is implementing strong deterrents and profound obstacles to substantiate lore and then allow players to make those decisions. Too many gnomes becoming monks to confirm with lore? Make it more difficult for gnomes to become monks or find suitable equipment (they are tiny after all). Plenty of ways to herd the flock without shoving them single file down a fenced aisle.
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<Millenial Snowfkake Utopia>
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#54
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Luclin allows gnome shadowknights , gnome paladins, halfling paladins, and halfling rangers.
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#55
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I think the class limitations actually help make the lore "real." If you could make Troll necromancers, people would stop thinking of Trolls as stupid/backward/simple-minded, weakening the differentiation between races. Paladins are zealous, pious crusaders - not the mentality of a shire-dwelling, pipe-weed-smoking, foot-combing halfling. If you let people make Halfling paladins, they will, and Halflings will lose their reputation as such and just become short Humans with better stats.
I'm not saying they made all perfect choices, though. I can't justify no Halfling rangers, no Erudite bards (too fun for Erudite society?), Barbarian rangers/druids, etc. And while we're fantasizing about this fantasy, the idea about creating class/race restrictions via other means sounds intriguing. You would still see the differentiation because of practical reasons, but every so often, that Dark Elf ranger that stuck it out just like Drizzt, or a Dwarf that went bad - really bad - and became a shadowknight.
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Potatus / Havona <Castle> / Seaglass <Castle> / Tala / Havona
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#56
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'meaningful' is a tricky term. I do agree though that it can be taken too far.
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The Ancient Ranger
Awake again. | |||
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#57
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The beauty of Everquest is that choices do have an impact. They did not design each race to be nothing but a random skin to choose from. Each races have a different kind of culture and the classes we can be is affected by this, as well as which cities we are welcomed in(before faction work). In other words, saying it is an arbitrary decision is not true at all. However, unlocking race/class combos as the game went on probably was. Then it was all about making sure a very loyal and stubborn audience would stay busy playing and for whom making these weird class/race combos were the most fun. So even that wasn't really arbitrary but a decision made to make people play for longer. With it went class recognition and certain races styles. Sadly this set the precedent for modern MMOs and we now have a market who cannot deal with anything other than zero impact choice and cannot live without instant rewards. When we end up with the ability to choose everything, choice becomes meaningless. | |||
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#58
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Erudites should have been able to be monks. At launch only human can be monk which is weak sauce.
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#59
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It's the tradeoff for those majestic foreheads.
__________________
The Ancient Ranger
Awake again. | ||
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#60
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