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Questions regarding Class mechanics: are they Gender locked? Weapon locked?

MMOExposedMMOExposed Member RarePosts: 7,387
How many class or weapon abilities can a player carry into combat at once? IE: in Guild Wars 2, generally classes have 10 abilities at once in combat. They have other abilities they can swap in out of combat. But I want to know what the limit number is in combat.

Also are classes Gender Restricted? Some games do this. Didn't Warhammer have this?

Also are classes restricted to a single weapon type? 

What about armor type? Is that a restriction as well?

Philosophy of MMO Game Design

Comments

  • MyrdynnMyrdynn Member RarePosts: 2,479
    any game that has weapon lock garbage like Wildstar is an absolute no go for me.  I dont know anything about CU though
  • meddyckmeddyck Member UncommonPosts: 1,282
    How many class or weapon abilities can a player carry into combat at once? IE: in Guild Wars 2, generally classes have 10 abilities at once in combat. They have other abilities they can swap in out of combat. But I want to know what the limit number is in combat.

    Also are classes Gender Restricted? Some games do this. Didn't Warhammer have this?

    Also are classes restricted to a single weapon type? 

    What about armor type? Is that a restriction as well?
    There is no limit planned on the # of abilities you can create. If you think you can make effective use of 100 abilities in combat, you are free to do so. You will never have access to every skill part (Fire, Ball, Heal, Block, etc.) that your class can use however. You can unlock more skill parts through progression but even the most progressed character will not be able to unlock everything.

    There are no race or gender restrictions for classes. Each race and gender does have different stats so some choices will be better or worse for specific classes. But you are free to play whatever combo you choose.

    Classes are free to use whatever weapon they meet the stat and skill requirements for. Even a healer, mage, scout, or crafter can use a sword or a bow if he has the minimum stats. But those classes will only get the most basic skills with physical weapons while heavy fighters, archers, stealthers, and shapeshifters will get access to many more advanced skills.

    You can use any armor you meet the stat requirements for. There are a few classes that have required banes that limit armor type. For instance Devout have a required ban that disallows heavy armor. Other classes may be able to use certain armors but may not find it practical. For instance mages may experience bad side effects from using heavier, metal armors. Also heavy armor is... heavy. So wearing a lot of it will slow your combat movement speed down. You will have to decide whether the extra protection is worth the slower speed.

    Disclaimer: all of the above is based on my current understanding and is subject to change as a result of testing and feedback before launch.
    HatefullJamesGoblin

    DAOC Live (inactive): R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R6 Healer

  • MMOExposedMMOExposed Member RarePosts: 7,387
    meddyck said:
    How many class or weapon abilities can a player carry into combat at once? IE: in Guild Wars 2, generally classes have 10 abilities at once in combat. They have other abilities they can swap in out of combat. But I want to know what the limit number is in combat.

    Also are classes Gender Restricted? Some games do this. Didn't Warhammer have this?

    Also are classes restricted to a single weapon type? 

    What about armor type? Is that a restriction as well?
    There is no limit planned on the # of abilities you can create. If you think you can make effective use of 100 abilities in combat, you are free to do so. You will never have access to every skill part (Fire, Ball, Heal, Block, etc.) that your class can use however. You can unlock more skill parts through progression but even the most progressed character will not be able to unlock everything.

    There are no race or gender restrictions for classes. Each race and gender does have different stats so some choices will be better or worse for specific classes. But you are free to play whatever combo you choose.

    Classes are free to use whatever weapon they meet the stat and skill requirements for. Even a healer, mage, scout, or crafter can use a sword or a bow if he has the minimum stats. But those classes will only get the most basic skills with physical weapons while heavy fighters, archers, stealthers, and shapeshifters will get access to many more advanced skills.

    You can use any armor you meet the stat requirements for. There are a few classes that have required banes that limit armor type. For instance Devout have a required ban that disallows heavy armor. Other classes may be able to use certain armors but may not find it practical. For instance mages may experience bad side effects from using heavier, metal armors. Also heavy armor is... heavy. So wearing a lot of it will slow your combat movement speed down. You will have to decide whether the extra protection is worth the slower speed.

    Disclaimer: all of the above is based on my current understanding and is subject to change as a result of testing and feedback before launch.
    So abilities (I will use this term separate from skills) require a certain skill level to use. Sort of like skill trees in Elder Scrolls Online.

    So weapons have their own abilities like in ESO in which it's different from the class abilities, or are weapon abilities unique to the class like in Guild Wars2.

    Looking at some classes on wiki I saw a bane and boon thing that said one class had a bane on using heavy armor. Thats something that you can choose from in a build, or is that something that is mandatory about the class regardless of build?

    You mentioned something about "Creating abilities". What do you mean by this?  You also say you can have as many abilities in combat as you want but you can't have all types your class has access to. That confusing to me. 

    Philosophy of MMO Game Design

  • LokeroLokero Member RarePosts: 1,514

    You mentioned something about "Creating abilities". What do you mean by this?  You also say you can have as many abilities in combat as you want but you can't have all types your class has access to. That confusing to me. 
    It means you can customize your spells/abilities with a mix-and-match system, basically.  They call the parts/options "components".

    Basic info:

    Component Combat System

    • Uses a variant on our component magic system
    • All abilities are created by the player, in the same way that magical spells are created by the player
    • The power of each ability is limited by a “value rating” limit which represents how strong an ability can be after modification by the player
    • With each new component added to an ability, the value rating goes up. It cannot surpass the value rating limit of the ability
    • Many components also has a range of adjustments that can be made, once again raising the VR
      • Players have precise control over the VR and all the adjustments made to it

    Ability Components

    • Four basic types of ability components
      • Primary – The thing that the player wants the ability to use, such as a sword
      • Secondary – The way in which a player wants to use the primary component. For example, if the PC was a sword, an SC could be a slash. Sword + Slash = Sword slash attack
      • Modifiers – Optional add-ons, which a player can use to further tweak their abilities to suit a desired playstyle. These are the largest set of components, and cover things such as adding range to an attack, width to an AOE attack, or directing an attack to a specific body area
      • Modal Components – These change the state of the character in some way, such as an offensive or defensive stance
    • All abilities require at least one Primary and one Secondary component
      • Can have multiples of both, such as when attacking with multiple weapons
    • All components must be learned and practiced to increase their effectiveness
      • A small percentage of gain can come from practice against dummy targets, and possibly against a trainer or other members of your Realm
      • Not all components are compatible with each other
      • No class has access to all components, and many components are class- or Realm-locked to prevent mirrored classes


    The system just recently got a rework, I believe:
    https://massivelyop.com/2019/02/18/check-out-the-brand-new-look-for-camelot-unchaineds-ability-system-ui/
    “It’s created based on the concept of a kind of spellbook where you can create your own abilities,” City State’s Tyler Rockwell explains. “This is vastly different from the original that some of you Backers may have seen, and definitely way cooler-looking! The left side is ability type selection, the first page in creating an ability. The second is the main building page for a given type, where you select components and options for the ability to create.”
    JamesGoblinMMOExposed
  • meddyckmeddyck Member UncommonPosts: 1,282
    meddyck said:
    How many class or weapon abilities can a player carry into combat at once? IE: in Guild Wars 2, generally classes have 10 abilities at once in combat. They have other abilities they can swap in out of combat. But I want to know what the limit number is in combat.

    Also are classes Gender Restricted? Some games do this. Didn't Warhammer have this?

    Also are classes restricted to a single weapon type? 

    What about armor type? Is that a restriction as well?
    There is no limit planned on the # of abilities you can create. If you think you can make effective use of 100 abilities in combat, you are free to do so. You will never have access to every skill part (Fire, Ball, Heal, Block, etc.) that your class can use however. You can unlock more skill parts through progression but even the most progressed character will not be able to unlock everything.

    There are no race or gender restrictions for classes. Each race and gender does have different stats so some choices will be better or worse for specific classes. But you are free to play whatever combo you choose.

    Classes are free to use whatever weapon they meet the stat and skill requirements for. Even a healer, mage, scout, or crafter can use a sword or a bow if he has the minimum stats. But those classes will only get the most basic skills with physical weapons while heavy fighters, archers, stealthers, and shapeshifters will get access to many more advanced skills.

    You can use any armor you meet the stat requirements for. There are a few classes that have required banes that limit armor type. For instance Devout have a required ban that disallows heavy armor. Other classes may be able to use certain armors but may not find it practical. For instance mages may experience bad side effects from using heavier, metal armors. Also heavy armor is... heavy. So wearing a lot of it will slow your combat movement speed down. You will have to decide whether the extra protection is worth the slower speed.

    Disclaimer: all of the above is based on my current understanding and is subject to change as a result of testing and feedback before launch.
    So abilities (I will use this term separate from skills) require a certain skill level to use. Sort of like skill trees in Elder Scrolls Online.

    So weapons have their own abilities like in ESO in which it's different from the class abilities, or are weapon abilities unique to the class like in Guild Wars2.

    Looking at some classes on wiki I saw a bane and boon thing that said one class had a bane on using heavy armor. Thats something that you can choose from in a build, or is that something that is mandatory about the class regardless of build?

    You mentioned something about "Creating abilities". What do you mean by this?  You also say you can have as many abilities in combat as you want but you can't have all types your class has access to. That confusing to me. 
    It's not supposed to be as restrictive as skill trees in many games, but they haven't really revealed enough about that part of progression to say for sure how it will work.

    It's more that classes have their own set of skill parts (components) rather than weapons having skills. A heavy fighter will get many advanced skill parts to use with slashing, crushing, and piercing weapons while a pure healer, crafter, scout, or mage no matter how much they use those weapons will only have the simplest skills for them.

    There are some banes and boons that are mandatory for races and classes and others that you can select at character creation. The Abbot bane not to use heavy armor is an example of a mandatory bane. If you make an Abbot, you will have no choice but to have that bane and won't be able to use heavy armor.

    Your character has many skill parts or components. For instance (not a real example) a mage might have skill parts Fire, Ice, Ball, Dart, Fast Casting, and High Damage. You can use ability builder to combine those parts into the abilities you want to use in combat. One mage might focus on fireballs and make abilities Fire+Ball, Fire+Ball+Fast Casting, and Fire+Ball+High Damage. Another mage might decide to use ice darts and make Ice+Dart and Ice+Dart+High Damage.

    You will get a lot of skill parts even early in your character's career so you will have the potential to make hundreds or even thousands of abilities. You will have to decide which ones are useful to you and put them into ability bars or ability sets that you switch between in combat.

    Your character will start with maybe a few dozen skill parts which you can combine into a much larger number of abilities if you want (the number of starting skills isn't well defined yet). Over the course of months and years of playing you will through progression unlock many additional skill parts which you can combine with each other or older skill parts to create an even larger number of abilities.

    The additional skills you unlock will depend on the skills you use the most and the stats you have increased. You may at times have to select which of several skill parts to unlock when visiting your trainer although that part of the progression system is still pretty vague.
    MMOExposedJamesGoblin

    DAOC Live (inactive): R11 Cleric R11 Druid R11 Minstrel R9 Eldritch R6 Sorc R6 Scout R6 Healer

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