It looks like you're new here. If you want to get involved, click one of these buttons!
I often feel there's a divide between gamers that really enjoy class-based games and skill-based games. If you're an MMO gamer, you likely have a preference, so, let's dig into the core of each system before you take to the mean streets of the forums to let us know which you prefer.
Comments
Let me get good at something because I do it. If I chop wood I get better at chopping wood (and maybe some associated skills or attributes). Why should I suddenly get an ability to summon a demon pet because I spent my time casting fireball and "leveled up"? Makes no sense...
Skill atrophy takes care of being able to max everything...
I love it.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
Skill based: first, try these tens of thousands combinations to see which 2 actually work. Next, try thousands class tree combinations to see which 2 actually work. Then, browse through thousand equipment pieces to see which 10 would actually work on your level. Not to mention you may have to set-up your pet or mount skills.
Class based sound just honest: you are Mud-mage, so you use skills of Mud-mage and equipment of Mud-mage and in any shop you look for Mud-Mage option. Period.
http://www.mmoblogg.wordpress.com
So the importance of skills and the differentiation of class has been whittled away. That's why roles like trinity have gone, there is less crowd control and everyone heals. So whichever you prefer you will be getting less of it or it will be less meaningful to your play.
Maybe it is time for another one of those articles which ponders on why MMOs are not so popular now, it is a real mystery.
Back in the day, games such as Ultima Online and as you said, SWG (pre NGE) were amazing as you had the flexibility to do what you wanted and were never truly locked into your decisions.
I want to feel as unique in the world as I do in real-life. For that reason I enjoy skill based much more, as often with class based systems, there's nothing apart from gear to differentiate me.
As MMO games become more 'casual' and more about the destination than the journey, it's getting harder to find a fit that reflects my playstyle!
I think Ryzom did it the best. Your character doesn't have a "level", it doesn't have a class. You level up skills one at a time and the level of the skill being used determines what level you are at while using it.
For example, let's say I am lvl 50 in healing and 100 in melee. If I'm with a group fighting lvl 50 creatures I will get good XP using my healing skill. If I used my lvl 100 melee skill the mobs would effectively be too low and we'd get no XP at all. So you are basically every level that you have a skill at.
edit: Slap said "Skill atrophy takes care of being able to max everything..."
Ryzom max level is 250 and there are dozens of skills. It takes a long time to max even one skill and many years to max them all.
------------
2024: 47 years on the Net.
What I hate most is level-based progression where there are no choices, and only the numbers get bigger. That's utterly meaningless fake progression because your enemies have bigger numbers as well.
I really liked having a class in Lineage 2 because the classes were so recognizable and unique to each other and could work together.
In the elder scrolls games I like having a set of skills that imply a class but that I can change things up as I see fit.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
While every character in ESO can have some ability to self-heal only those built around healing others can support groups in difficult content. You can't tank well for groups in such content without building your character for that role either.
You get what you build for to the degree you build for it.
I feel both are skill based but in different ways. For myself having dozens of abilities to use with some on long cooldowns that are especially important to push at particular times but largely wasted outside of that is challenging. I'm much better able to handle games with fewer abilities that I can use more frequently. The means of targeting isn't the key factor in my case.