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  1. #261

    Why do people hate on 1 character = 1 class? i really don't get it.
    Some people like the idea of having one character - which is also their game avatar - doing all content. In games with so much stress on achievements and long-term goals, it really means something to spend weeks - or months - so that your character can obtain something "unique".
    So instead of having, say, 1 relic per character - which makes you feel like you're the team's coach instead of a single character - some players wish for their main character to collect them all.

    Also, no game will ever be as cool as the first time you play through it.
    From WoW to Guild Wars, adventuring in the same areas and doing the same events/quests IS boring, no matter how nicely you paint it.

  2. #262
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    Whilst I agree with that last statement, if you swapped classes in this and it put you back to level 1 like FFXI, you'd still be doing all the same shit over again. At least this way you can do a new personal story whilst you level too. Only complaint I have is why the fuck does "Soulbound" exist? Make everything account bound so I can use it across characters. If I spend months making a legendary greatsword, I don't want it to bind to my main, I want to use it on my Guardian, Ranger and Mesmer, because why the fuck not?

  3. #263
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    Quote Originally Posted by Arcana View Post
    Why do people hate on 1 character = 1 class? i really don't get it.
    Because, despite the fact that it works this way in just about every other MMO in existence, it didn't work this way for XI, many people on BG's first true MMO love, thus, they have a preference for it.

    You have to remember, BG is still a forum with its roots heavily seeped in XI.

  4. #264

    Quote Originally Posted by Arcana View Post
    Why do people hate on 1 character = 1 class? i really don't get it.
    Because it's annoying to have to know someone by their 18 different character names rather than just one. That shit gets old real fast.

  5. #265
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    Dunno why you'd call them by individual names anyway. No matter how many characters Qalbert makes, Qal is gonna be called Qal. A few people call me Lyn in-game because I play that character more than any of my others, but I fully expect to be called Luc in-game because I've been called Luc (or Gel) outside of the game for the last 12 years.

    Seriously though, how many other MMOs did you play aside from XI? You don't hear those types of comments from someone whose MMO progression went something like EQ, WoW, WH, LOTL, RIFT and so on. You hear that from someone who started at XI and finished at XIV.

  6. #266
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    Quote Originally Posted by Lucavi View Post
    Dunno why you'd call them by individual names anyway.
    That's not what he said...?

    So basically if you've played anything other than XI you'd see the glory of 1 character = 1 class. Hallelujah.

    If anything, it's more like those people are simply used to it...

  7. #267

    I don't give a rat's ass about how it's standard in every other MMO ever, it's still annoying to have to remember all the character names someone has.

  8. #268

    Quote Originally Posted by Lucavi View Post
    Dunno why you'd call them by individual names anyway. No matter how many characters Qalbert makes, Qal is gonna be called Qal. A few people call me Lyn in-game because I play that character more than any of my others, but I fully expect to be called Luc in-game because I've been called Luc (or Gel) outside of the game for the last 12 years.

    Seriously though, how many other MMOs did you play aside from XI? You don't hear those types of comments from someone whose MMO progression went something like EQ, WoW, WH, LOTL, RIFT and so on. You hear that from someone who started at XI and finished at XIV.

    The whole 1 character = can be every class is a better system to me just because of the "karma" associated into it for one thing. If you're on Lucavi and you ninja something on your realm over and over again, people learn who you are and your name ends up being mud. It kind of keeps people in check. When you have a system like WoW, people can just hide behind a new character. It's even worse now that you can server transfer and reset yourself completely, the only limiting factor there being you have to pay for it. But look at TERA and the free server transfers and how they just created a ton of ninjas who would jump around from server to server and namechange over and over again.

    Like someone else said, it's nice that everything you have done in the game is centralized on one character. The new account wide shit in WoW is great for this, because I really dont want to make another main and then have to farm up all my rare mounts, do all the annoying as fuck achievements, like the bomb bot one for XT, and everything else over again. It's what always kept me from really establishing a new main, but now that it is implemented I have no problem changing come the next expansion.

    I think the whole system of restricting your account to 1 = 1 is outdated and personally FFXI was ahead of the curve on this.

    And yeah people will call Qal, Qal..those who know him. But if he's on an alt, people will use that name and not even know he is Qal unless he specifically tells them that. It's nice if you want to hide from people, but you can also just /afk or ignore them if you want want to talk.

  9. #269

    Yeah, I never bothered to level an alt when playing Rift because, especially post Planar Attunement (think merits), it basically meant spitting time between characters, inevitably leaving them both weaker than they'd individually be. And while Trion will soon be making PA account-wide, it doesn't solve the gear grind issue, especially if you're not a hardcore raider and instead relied on dailies for marks (possibly up to months for a single piece of gear) or did a fuckload of ISS farming from events (roughly 1k per current item with amounts ranging from 5-15ish per event, that could last anywhere from 15m to 2h. Do the math with 7 armor slots, not including accessories or weapons).

    If anything, in GW2's case, leveling another class from the same character would be more difficult with all the hearts and such presumably explored already. It'd be a sheer grind in both event and mob farming. Sure, you could swap to another two crafts and utilize those for the last levels, but crafts are also finite. But this wouldn't bother me if it happened. Adding some kind of "memory wipe" NPC that'd let us redo stories from the start could also work. I have no doubt in the future they'll probably have paid race changes from the cash shop, and such would probably follow that. Anyway, yeah, never been a fan of alt-itis.

  10. #270

    Quote Originally Posted by solracht View Post
    I didn't know you could just run through and skip half of the pulls of TA. This is FFXIV-levels of silly.

    Sometimes I really miss Blizzard's dungeon design.
    You miss boring easymode dungeons that anyone with 1 working finger can clear in 15 mins with no challenge at all?

    The only fun 5 mans in WOW were TBC heroics before we got gear, and CAT heroics at the start(which become easy as hell once you got BLUES from the damn heroics, then they nerfed the heroics, then we had fullepics, etc etc,just dumb). This games dungeons are soooooo much better designed it's insane, they just need minor tweaking and a bunch of bug fixes.

  11. #271

    Quote Originally Posted by Meresgi View Post
    The whole 1 character = can be every class is a better system to me just because of the "karma" associated into it for one thing. If you're on Lucavi and you ninja something on your realm over and over again, people learn who you are and your name ends up being mud. It kind of keeps people in check. When you have a system like WoW, people can just hide behind a new character. It's even worse now that you can server transfer and reset yourself completely, the only limiting factor there being you have to pay for it. But look at TERA and the free server transfers and how they just created a ton of ninjas who would jump around from server to server and namechange over and over again.

    Like someone else said, it's nice that everything you have done in the game is centralized on one character. The new account wide shit in WoW is great for this, because I really dont want to make another main and then have to farm up all my rare mounts, do all the annoying as fuck achievements, like the bomb bot one for XT, and everything else over again. It's what always kept me from really establishing a new main, but now that it is implemented I have no problem changing come the next expansion.

    I think the whole system of restricting your account to 1 = 1 is outdated and personally FFXI was ahead of the curve on this.

    And yeah people will call Qal, Qal..those who know him. But if he's on an alt, people will use that name and not even know he is Qal unless he specifically tells them that. It's nice if you want to hide from people, but you can also just /afk or ignore them if you want want to talk.
    Wholeheartedly agree with this, I hope future MMOs adopt a more immersive approach with characters like FFXI and kill off any necessity of making alts(especially the archaic packmuling in MMOs).

  12. #272
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    Well, there's really no reason you need to make an alt in this game, other then to play another class. It's not like WoW where you need to create a bunch of max level characters to get all the crafting skills maxed. You can do it all on one char.

  13. #273

    Quote Originally Posted by Rhyis. View Post
    Well, there's really no reason you need to make an alt in this game, other then to play another class. It's not like WoW where you need to create a bunch of max level characters to get all the crafting skills maxed. You can do it all on one char.
    Yeah but most people make alts to level/try new classes, not for the crafts unless the game had some sort of super crazy awesome craft system that was a huge draw. Most crafts in MMOs are just filler anyways and don't take much to do, so an alt is more to say "Hmm, I wonder if I would like (x) class more then my current class. Lets see"

  14. #274

    From official forums
    Robert Hrouda
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    Hey folks, I’ve been reading this thread for a bit and figured I’d come weigh in on things. I built this dungeon, and fixed the problem, so I’m going to come at you from the designer perspective on things to try and illuminate why I did what I did, and what exactly I did. It wasn’t made clear, and I apologize for that.
    The main thing I am seeing, is that people are upset that I took away their super profitable low risk, fast, token grind. I did not go into this thinking everyone would be happy with my changes – I knew I would be upsetting people because I was taking away a super easy speed-run money printer.
    I took it away for a few reasons – chief among them being what I feel is taking advantage of a couple bugs found in the same chain, and our leashing/aggro system. I played with groups who did this, and watched you-tube clips of what was going on. The problems I identified with the speed run aspect of this are as follows:
    1. You just need 1 person to get to the magmacyte across the magma field. This will cause an invulnerable Magg to run across the entire field through mobs and progress the dungeon. Then this person teleports back.
    2. Instead of fighting the enemies in a timed event at he door buster, you just circle strafe them or leash aggro them to “kill the clock” since it was only a 100 second timer on the event.
    3. Final Boss encounter isn’t threatening.
    So what did I do?
    1. I made it so that Magg has to get to the other side of the Magma field and close to the magmacyte – not just a player. Magg not taking aggro from nearby enemies was a big reason for this issue to be resolved. By giving him aggro, and forcing you to escort him to the ending, I fixed what I considered to be a bug/exploit that I introduced through poor planning.
    2. I extended the time from 100 seconds to 200 seconds at the Door Buster event. I intended for you to fight those guys, not circle strafe them and aggro leash chain them. I also added 1 additional mob to the encounter at the very middle (a bow dude) to account for you now having twice the time to defeat the waves that come in.
    3. I made the fireballs hurt more. Not greatly more – they’ll do about 3-4k damage to a DPS focused player, but you should have anywhere between 15k-25k HP, so there’s a bit of wiggle room for error.
    I made this path hard, because it was easy. It’s an explorable dungeon path, and they should be hard. Wearing the flame legion armor set should be a symbol of what you went through to obtain something. It should mean something. Right now it means you did 40 speedruns in 2 days.
    I hope this helps a bit, but I understand you’re upset. For all it’s worth I’m sorry, and I hope we can move past this.

  15. #275
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    Good. That path was way too easy.

  16. #276
    I'm almost as bad as Mazmaz
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    Quote Originally Posted by Meresgi View Post
    Yeah but most people make alts to level/try new classes, not for the crafts unless the game had some sort of super crazy awesome craft system that was a huge draw. Most crafts in MMOs are just filler anyways and don't take much to do, so an alt is more to say "Hmm, I wonder if I would like (x) class more then my current class. Lets see"
    While I can understand the mentality, it really shouldn't be as prevalent in this game because of the no holy trinity thing. Every class approaches how they do things a bit differently, but they all perform a similar role in every aspect of the game. It's not like when you choose a class you're pigeon-holed into a single type of play style. For the most part, you can do whatever the hell you want.

  17. #277
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    Quote Originally Posted by Shiyo View Post
    You miss boring easymode dungeons that anyone with 1 working finger can clear in 15 mins with no challenge at all?

    The only fun 5 mans in WOW were TBC heroics before we got gear, and CAT heroics at the start(which become easy as hell once you got BLUES from the damn heroics, then they nerfed the heroics, then we had fullepics, etc etc,just dumb). This games dungeons are soooooo much better designed it's insane, they just need minor tweaking and a bunch of bug fixes.
    I miss not being able to skip half of the mobs in a dungeon and not being able to glitch two thirds of the bosses so they become target dummies. No enemy leashes in Warcraft dungeons meant that you had to kill the mobs if they were in your path. Boss rooms getting locked or the boss resetting if you pulled it out meant that you had to do the boss the intended way. Both feel like design decisions to me, which is what I meant, but maybe I used the wrong words?

    Nowhere did I talk about difficulty, but it's funny that you mention only needing one working finger, because barring the very first boss, that's all I needed for my TA runs last night (especially for the last bosses) and we did all three paths. The one hard pull (three knights and boss) which felt borderline impossible was promptly beaten in one try when we separated the mobs at their leashing point.

    Maybe I'll change my mind when I've done all explorable modes, but judging by the few explorable paths and story modes I've done, I'm really disappointed with the number of times I told myself "this is certainly not how they meant for you to do the dungeon".

  18. #278
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    Quote Originally Posted by Kiarax View Post
    Whilst I agree with that last statement, if you swapped classes in this and it put you back to level 1 like FFXI, you'd still be doing all the same shit over again. At least this way you can do a new personal story whilst you level too. Only complaint I have is why the fuck does "Soulbound" exist? Make everything account bound so I can use it across characters. If I spend months making a legendary greatsword, I don't want it to bind to my main, I want to use it on my Guardian, Ranger and Mesmer, because why the fuck not?
    The way you learn skills is based on just killing stuff with the same weapon equipped. Why not have it the same way for classes? You can be level 50, have elementalist skills maxed, then when you want to, swap to warrior and basically relevel the skills and unlock stuff along the way to 51 all the while working your way to a legendary weapon. I never said to go back to level 1, that would suck dick.

    Your skill and experience gain as a profession doesn't matter since your character levels - not your class

  19. #279
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    Look, i love XI's class system and wish every other MMO would go that route, but it's not going to happen.

    As much as we love leveling everything on one character, most other MMO'ers love leveling alts.

  20. #280

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