In the older MMO's, your character was a class, and that class had restrictions on what it could do. For example, the Druid could not wield metal weapons like swords, although wooden clubs are ok. The class basically defined what powers/abilities you had and what weapon proficiencies you had. In many older games, like DAOC, each class had multiple class lines that each played differently.
Newer games, like ESO and New World, rely on weapon swapping to determine what your skills/abilities are. They might have classes, but those are shallow and only provide a small amount of differentiation. If you are a magic user, you will have to wield a staff. And then you are like all other magic wielders with that staff, no matter what your class is. The class skills just add some flavor.
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2024: 47 years on the Net.
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You prefer the first you don't like the 2nd.
In any case, weapon swapping doesn't "have" to be limiting. A developer could literally have someone weapon swap and pick from loads of abilities. You could differentiate from all sorts of abilities and skills.
You could have a class that has literally the exact same abilities as every other class.
In lineage 2, every class looked like every class as far as skills.
So weapon swapping by itself doesn't guarantee limited play nor do classes guarantee expansive choices.
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More generally speaking we need more differentiation between classes be they based on profession, weapon skills or whatever. That gives players a feeling of uniqueness that is not favoured today. What is favoured is a solution for soloers, every class does everything. Quite boring.
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2024: 47 years on the Net.
I feel like I"m playing wackamole with the interface as opposed to actually experiencing what's on the screen.
I love vanguard but the combat for me is dull.
I liked Ryzom's system to a point though was never able to really get the hang of putting together stanzas.
so I guess to answer your question I prefer action combat. I "could" be persuaded toward a skil system but I want it so I am not playing the interface and actually looking at what's going on, on screen.
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Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Also, classes are anything but shallow and are well differentiated - at least they are if you know the game well. And it also isn't just class + weapons.
There are many non-weapon, non-class skill lines that are routinely used once you unlock and train them. So noobs wouldn't use many of those skills because some take a very long time to unlock and level. Fighter's, Mage's, Undaunted and Psijic skill lines as well as vampire, werewolf and soul and the two PvP skill lines which have several skills used also for PvE routinely.
There are many top end builds that use zero weapon skills but I don't know of any that use no class skills.
As to your question, I want a mix of both. Just weapons as in New World feels just wrong and the old traditional, class determines weapon is boring to me.
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2024: 47 years on the Net.
I guess I'm playing a "slaughterer" class or build.
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I think weapon swapping in and of itself isn't bad- even in a skill based development system, a Ranger-type would want to maintain skills with both a ranged weapon and melee weapons, though that means they'll be less skilled with each individual weapon as someone who is more dedicated to a specific weapon type. WoW included weapon swapping with Hunteds, you just didn't have to actively swap and both were equipped at the same time.
That creates fun new additions and possibilities. Chaining all (or almost all) abilities to the kind of weapon of armor you're wearing feels constraining to me, more than anything else.
To grasp DDO, you have 24 Races, each with their own Special Traits, Feats, and Abilities, as well as their own racial Trait line that allows them augment race specific traits, feats, and abilities.
9 of which are Iconic's, which are races that have a class specific abilities, so they need to have at least 1 level in their Iconic class. IE: Morning Lord, is a Sun Elf Cleric, so they need to have at least 1 level of cleric.
On top of that, You have all your traditional D&D classes, like Fighters, Clerics, Thieves, 15 classes in total, each class having 3 trait lines they can follow.
On top of this, a Build can Combine Up to 3 classes.
So, to give an example, you could be High Elf Paladin, Cleric, Monk, if you wanted to be.
Almost all weapons are open to anyone, with very few exceptions. Runearms are Limited to Artificers, and Handwraps are Limited to Monks. Otherwise, you can use anything you want.
Outside a very specific race restrictions, all Armors are open to any race, with the one exception being Warforged&Bladeforged using Docets, but all fleshbags can use normal armors, any kind they want.
To get this, if say you Want to play a Dwarven Wizard/Thief, that wears plate armor and uses a Great Sword, you can build that.
There are feats like Proficiency, which allow you to be better using weapons, but you are can still pick up and use any weapon you want.
There are also some drawbacks, like heavy Armor has Arcane Spell Failure, so if you opted to wear plate as a Warlock, casting spells might be a lot harder on you then if you opted to wear cloth or light armor. Just like if you opted to play a druid, and figured you wanted to use to use a metal great axe, you would discover you can't cast spells, but you could still run around hitting things with that Great axe all the same.
No game even comes close.
Now, if it got a graphic's update, it could be a king shizzle shits of a game. Sadly the Studio that runs it, barely has the talent to maintain it.
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So, to be simplistic, you aren't going to do "sword thrust" with a mace. You aren't going to do "skull bash" with a dagger. Equip the appropriate weapon and now you can use the appropriate skills.
it seems like semantics but that's because it is.
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Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
The scythe just materializes when you use the skill. You can have a staff or bow equipped and it makes no difference. It's magic!
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They managed to do both well. ESO does a good job too, I just never liked being limited to the 6 hotbar abilities + ultimate.
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ESO classes aren't shallow.
In the case of ESO, the only abilities you can't have on a bar are those for other weapons. None of the abilities on your bar have to be from that weapon. Magicka characters are no longer limited to staves. The class skills and passives have always differentiated the classes greatly, just the race passives do the races.
Looks like you need to do some brushing up there.
Weapons don't grant skills in ESO. Each weapon has abilities associated with it, but you need not learn any of them. You can use any active abilities you want with a weapon save those from other weapons.
Accordingly archers can be quite diverse in the game. If you use a bow on both bars it essentially doubles your ranged versatility.
You could instead have a bow on the front bar and a staff on the back, and have a different type kind of ranged adaptability.
The heart of what you are getting at is that old games like DAOC had a million times more complexity and depth than pretty much anything released in the past decade. Which is kind of ironic considering they don’t have near the features that todays games have… kind of an interesting statement right?
Modern MMORPGs seem like they're chock full of content, until you find out that content is largely watered down mimicry of other genres.