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Several rounds of voting later we have seen all but the last Camelot Unchained class unveil. After looking over the list (excluding the final one which judging by the silhouette looks very…crouchy) I’ve come to the conclusion that CSE is offering us a solid mix of concepts that range from something old, something new, and combinations of both.
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Thank you for the clarification. Now can you clarify it more and let me know what "BSC" actually stands for?
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"I should clarify that “BSC” to me is an idea that is almost or entirely unheard of within the MMO or even gaming genres and it has a high probability to make a large portion of the fans (some more some less) uncomfortable due to it being an unknown unknown. "
Thank you for the clarification. Now can you clarify it more and let me know what "BSC" actually stands for?
Bat Sh1t crazy, City State use it as a development term to explain "out there" ideas and concepts that no one or very few have ever thought about yet alone implemented.
21 year MMO veteran
PvP Raid Leader
Lover of The Witcher & CD Projekt Red
Well, BSC is like LVM without the JXKs and the TVTs while restricting the JRCs in the dynamic sense of the meaning.
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Having tons of different classes is a big part of what made Daoc great.
Agree, it gave you so many options.... Can't wait to try them all kinda like Pokemon lol.....
Let the chaos begin..and who knows we may have 60 classes 3 years from now!
Nanulak
Loving every update City State puts out there and I enjoyed having all these weekly class reveals throughout fall. I dislike the simple, linear, and safe attempts at classes, who make very few generalized classes. The more the better and the more diverse the better. From my 16 years of mmo pvp experience, I've seen less balancing issues with mmo's with many classes than the ones with very few. Perhaps it's just the developers of some games are incompetent while others are not.
Ive heard Its actually easier to balance large amount of the classes than fewer classes because there are more variables making it easier to make smaller changes that change less things.
However when i played EQ-EQ2 i did not think much of the classes.I finally decided Shadowknight was ok but in reality,all i was doing was spamming my hotbar keys as fast as i could.
I don't see too many developers making very good classes,likely why we see so many give up and just make what we call NO CLASS games,just toss a pile of hockey sticks in the middle and let the players pick and choose their teams.IMO this new era of design is sloppy and lazy and proves the devs have no clue how to make solid classes.
It is also NOT just about quantity of classes but quality of classes.
Using a quality class idea like WHM ..it had of course heals like any healer mage would have ,but also had Paralyze/Slow/DIA/Teleports/Haste/Silence/Silena and the list goes on and on ,ALL useful spells because the game had depth.
Most people i hear complain about healers such as Arena net and others is because they have never played a quality game with quality class,that's why the stereotype that healers always heal or dps just dps or tank just tanks.
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Loving every update City State puts out there and I enjoyed having all these weekly class reveals throughout fall. I dislike the simple, linear, and safe attempts at classes, who make very few generalized classes. The more the better and the more diverse the better. From my 16 years of mmo pvp experience, I've seen less balancing issues with mmo's with many classes than the ones with very few. Perhaps it's just the developers of some games are incompetent while others are not.
Ive heard Its actually easier to balance large amount of the classes than fewer classes because there are more variables making it easier to make smaller changes that change less things.
Indeed - I remember Marc Hernandez (CSE senior programmer) saying something like that last month on MMORPG reddit!? Not that it guarantees anything, just it's far from obvious that more classes makes it even less possible.
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But i have to give them cred for trying... Apart form the slaughterwolf... That name.. and that fluff... It was about as smooth as faceplanting on sandpaper. =P Cool class, horrid fluff.
This have been a good conversation
edit- Just reread. CU will have BCS. Awesome! I was a little confused.
Overwhelming people with options..
No classes at all..
and none will whine about ballance..
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
DAOC also had some pretty good PVE to make it a complete game ! The PVP was top end bar none.
What was so great about early DAoC PvE?
It can be reviewed with a single word. .... Grind.
Best MMO experiences : EQ(PvE), DAoC(PvP), WoW(total package) LOTRO (worldfeel) GW2 (Artstyle and animations and worlddesign) SWTOR (Story immersion) TSW (story) ESO (character advancement)
I expect the classes, factions, and so forth in CU will be quite unbalanced, but it doesn't worry me in particular. There are a lot more moving parts in a game like this than in something like Shogi or an arena-type computer pvp game; half the fun will be finding something that works.
Also, from what I can see so far the classes seem to be distinct enough that they will be able to bring relative advantages that could alter "balance" depending on the circumstance.
Ive heard Its actually easier to balance large amount of the classes than fewer classes because there are more variables making it easier to make smaller changes that change less things.
Don't tell SOE that! That was one of the reasons they gave for the NGE, balance. But yes, the difference between the classes and the 3 faction RvR was always DAoC's shining star in a smog-filled world. Simply changing factions gave you an entirely new play experience, hence longer playability. The game isn't meant to be played 1v1, but in groups. As long as your group has some combination of tankish, healish and crowd controlly people you're going to have a fighting chance on the battlefield.
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