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#1 Jan 29 2006 at 11:52 AM Rating: Decent
I heard that in LU19 they are changing the way the class system works. Like, you don't start as an rchetype and branch out, but instead start as the class you want to be.

Am I the only one that's a bit dissapointed about this?

I mean, yeah it's great we're gonna have cool new class-specific gear at the beginning of the game, instead of that wierd ripped shirt and sweatpants type thing, but in my opinion, the Archetype class system was something that set EQ2 apart from all the other games, and was one of the reasons I want to play EQ2!

Thoughts?
#2 Jan 29 2006 at 12:02 PM Rating: Decent
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Im very pleased with it myself. Mainly for the fact that if I want to make an alt, I dont want to go through 20 levels, just to begin to find out what playing that certain class is going to be like. Plus, you can wear more than just light armor on the isle.
#3 Jan 29 2006 at 12:38 PM Rating: Decent
I totally agree that this is a good thing. The appeal of playing a different class is seeing what cool spells they have and what role they play in groups. I have no desire to play a generic mage/scout/fighter/priest for 20 levels before i see how they really play. Theres been alot of times ive thought about starting a warlock or monk but i dont wanna do the exact same quests for the exact same 20 levels to see how they are. Great change in my opinion.
#4 Jan 29 2006 at 5:14 PM Rating: Decent
Hmm, yeah I see you two's point, and overall I agree, I just thought the Archetype thing was kinda cool ^_^ thanks for you're responses!
#5 Jan 30 2006 at 3:30 AM Rating: Decent
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Im glad they got rid of the required quests at lvl 9 and 19. It was fun and all the first itme through, but for making alts etc its annoying trying to hunt down various npcs to talk to etc.

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#6 Jan 30 2006 at 11:12 AM Rating: Decent
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The class quests were the main reason I stopped leveling my alt and, did not create another one. He turned into my crafter mule. Like Frong said, they became too tedious once you already completed them with your main. I am really looking forward to rolling an alt now. It is going to be such a relief not to do the same stuff over and over again.

I wonder what will happen on Thursday when I log in with him? I am at level 9 with 140% xp. A window is probably going to pop up and ask me what class I want. Easiest two levels in the game. Smiley: lol
#7 Jan 30 2006 at 11:43 AM Rating: Good
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I wonder what will happen on Thursday when I log in with him?

According to plan, you will first choose a final subclass after which he will "wake up" with all generic spells converted to their new names and effects. Any spells or copmbat arts that you had already upgraded will remain upgraded to the same quality along with the new name and effect. I don't know if you will also be "gifted" with all the basic starting items, (like class armor pieces), in your inventory but that is also a possibility. (Don't get too excited about the free armor... it's all level 1 and has no real stat value!)

In your case, I imagine you will wake up half way to level 11!

One interesting bonus is that any spell scrolls you have banked will remain scribable. And when you do scribe them, they will morph into the "proper" spell for that character and level.

Might be worth your while to log onto him before the change and note his stats just so you can be sure that everything was converted correctly afterwards. You might even want to strip his personal inventory and stash everything in the bank or in shared... just a thought...
#8 Jan 30 2006 at 1:49 PM Rating: Decent
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That is probably a very good idea Blue. They better not strip me nekkid. I'll do that on my own, thank you very much.

My biggest questions are about crafting. I read in Tut's post that only levels 1-19 will be going to the "raws only" approach. Am I to assume levels 20+ will not be tampered with in any way? Do they plan on implementing "raws only" in the higher levels? I hope so.

Edited, Mon Jan 30 13:50:12 2006 by Mearyk
#9 Jan 30 2006 at 1:54 PM Rating: Good
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That was the question I posted, and I believe someone provided info that all recipies will become raw-only. But instead of a single raw, you may have several, and require more than one of each.
#10 Jan 30 2006 at 2:42 PM Rating: Decent
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I originally said:

Mearyk wrote:
My biggest questions are about crafting. I read in Tut's post that only levels 1-19 will be going to the "raws only" approach. Am I to assume levels 20+ will not be tampered with in any way? Do they plan on implementing "raws only" in the higher levels? I hope so.


I must be really tired. Tut never even said that in those words. I was thinking of this article from EQTraders.

Niami Denmother wrote:
Not mentioned in the above article, but especially important to tradeskillers, is the fact that recipes for all level 1-19 spells, skills and combat arts are going to be changed to the new system of raws directly into final product, due to the changes to spells/arts of those levels from the player progression changes. Do not let this change catch you by surprise - you have been warned about this more than once now, and I'm unlikely to be the only one resisting (or failing to resist) the 'I told you so' for those unwilling to do a bit of reading now and then in a game that warns you up front that things will change. {grins}
#11 Jan 30 2006 at 3:20 PM Rating: Good
regarding crafting changes;

My understanding is that all recipes will eventually be completed with raws only. The dev's stated intention is to start with levels 1-20 and lvl 60+ as soon as the new expansion goes live. Then they will fill in everything in the middle. Makes sense when you consider that it would be lame for them to create all the 60+ recipes the old way then change them over a short time later!

I also heard that you will plug in all the raws, (and the fuel components), at the same time so your recipe might read (3) roots, (1) tin, (2) sullied pelt, (3) thread, (1) coal, (3) candles... and out pops a backpack!

The next stop for me on test is to try out the crafting stations... to date I have only made some food and drink... but all that will change this week... maybe even tonight!
#12 Jan 30 2006 at 3:28 PM Rating: Excellent
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I must be extra tired, but I could have sworn that I asked that question in some post, and someone else answered: eventually, ALL recipies will run that way.

Edit: In fact, it was Mearyk's post "B to Tut's A" where I got that insider info. :)
#13 Jan 30 2006 at 3:34 PM Rating: Decent
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I didnt realize the crafting changes were live on test. Gonna have to go whip up some spells for my necro and see how it is. One question about the changes to the way classes work. There is some armor that drops now, as well as spells, that is class specific. Like for instance, if a piece now is Predetor only, after LU19 will it become Ranger Assassin only, or will it say Predetor only and assume that everyone knows that Rangers and Assassins are predetors. The big problem I see, is that if something is Medium Armor, they might have to list every single class under the item, rather than just warrior, crusader, scout, cleric, shaman. Or something. 10 classes under the who can use part would make for quite a long item description.
#14 Jan 30 2006 at 4:22 PM Rating: Good
To begin with, all dropped items were listing each & every class that could use them and yes, it made for some large description boxes!

However, as of last night, I was also seeing some simplified listings like "all scouts" or "all mage, all priest, monk, bruser" for some T2 chest drops.

I think SOE's concept is to drop the intermediate class names (preditor, bard, druid, etc.), and just use the four sub-groups, (scout, priest, mage & fighter), along with the 24 final sub-class names. (it is 24, right?)
#15 Jan 30 2006 at 10:05 PM Rating: Good
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tutanbriarpaw wrote:
I must be extra tired, but I could have sworn that I asked that question in some post, and someone else answered: eventually, ALL recipies will run that way.

Edit: In fact, it was Mearyk's post "B to Tut's A" where I got that insider info. :)


Hehe. We are both tired then because I couldn't find where you asked about it for the life of me, though I did remember you asking. In that thread it was stated that all crafting would be from raws. For now, though, it will be how OBD mentioned.

OBD wrote:
I think SOE's concept is to drop the intermediate class names (preditor, bard, druid, etc.), and just use the four sub-groups, (scout, priest, mage & fighter), along with the 24 final sub-class names. (it is 24, right?)


Then it would have to be understood what the final classes originated as. For someone new to RPG's, they might now realize that a Bard or a Dirge is considered a Scout class. They will have to explain that somewhere along the line. And it's 18 classes. (Close enough Blue Smiley: grin). Truth be told, I went to the official site to check.

This does bring me to a new question though. How does the progression work for artisans? Do you pick your class right away or are there still sub-classes? I hope that doesn't change.

Edited, Tue Jan 31 09:16:08 2006 by Mearyk
#16 Jan 31 2006 at 3:29 AM Rating: Good
18 sub-classes it is then... Hey, what can I say... it was Monday afternoon and since a new episode was only hours away, I must have had 24 on the brain... (that's my story and I'm stickin to it!)

Regarding crafting class progression, no mention has been made of any change to how you advance as an artisan. And anyway, it would be very messy to make changes there. I'm thinking of the current system wherein you get 3 new sets of buffs at lvl 10 and one "final" set of buffs at lvl 20. If you had to pick your crafting class at lvl 1, you would never be able to make anything outside your specialty in T2 or T1. I don't think this is what they want... I believe they want us to develop a crafting skill by focusing as we grow...

but then what do I know... I thought there were 24 character sub-classes!
#17 Jan 31 2006 at 12:26 PM Rating: Decent
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Quote:
If you had to pick your crafting class at lvl 1, you would never be able to make anything outside your specialty in T2 or T1. I don't think this is what they want... I believe they want us to develop a crafting skill by focusing as we grow...


It's hard to speculate. On one hand they might want to change it to work like the new adventure class system for consistency.

On the other hand, it would mean taking abilites and recipes away from people, which is a nerf any way you look at it, thus BAD.

Also, there are so few items for tier one and two on the broker (at least on my server) I would hope they wouldn't do anything to exacerbate that situation. Even more so now that there's a whole slew of new spells and gear capabilities (heavy armor, kite snd tower shields, dual wield weapons(?), etc.) in tiers 1 and 2.
#18 Jan 31 2006 at 4:41 PM Rating: Decent
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24 Classes guys.

Guardian, Zerker, SK, Pally, Monk, Bruiser, Fury, Warden, Mystic, Defiler, Templar, Inquisitor, Conjuror, Necromancer, Wizard, Warlock, Illusionist, Coercer, Dirge, Troubador, Brigand, Swashy, Assassin, Ranger.

Im not sure where you came up with 18.
#19 Jan 31 2006 at 10:15 PM Rating: Good
Yep, 4 AT's, with 6 final classes each.


4*6=24


Smiley: banghead
#20 Jan 31 2006 at 10:26 PM Rating: Good
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Yep, 4 AT's, with 6 final classes each.

Ya se... that's how I figured it... till I let Mearyk talk me out of it!

My math ran 4 archtypes times 3 possible classes each times 2 possible sub classes each.

4 X 3 X 2 = 24

Next time I will carry the courage of my convictions... or not...
#21 Feb 01 2006 at 12:05 AM Rating: Good
Just remember, that the next time you listen to mearyk dont be Smiley: chug or Smiley: snore
#22 Feb 01 2006 at 11:03 AM Rating: Decent
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Doh! Ya. I was really dumb that day. I forgot a whole archetype. I was only counting 3. Smiley: blush My bad. O, and thanks for that vote of confidence Dirges. And after I mentioned you in one of my threads. Smiley: motz
#23 Feb 01 2006 at 5:29 PM Rating: Good
Actually you have mentioned me in atleast two posts, so +2 atleast.Smiley: lol
#24 Feb 01 2006 at 9:18 PM Rating: Decent
I like the stacking and quanity buying ability in Test in trade skills. I can actually buy and stack 100 coals or cherry wood all at once.

The response buffs that are needed when tradeskilling are also highlighted. That way you can tell at a glance which are the appropriate responses. I don't like the red suare you get when don't hit the response in time or the green one when you do.

With all the enhancements they have made to the UI I still think it's cludgy. The bags are too large and when you make them smaller the outline doesn't shrink with them. The inventory window as was too big also.

Zoo
#25 Feb 02 2006 at 2:24 PM Rating: Decent
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636 posts
I am glad they took it out now i dont have to get 20 to make an alt that i can think is fun. Plus the class quests are boring >.<
#26 Feb 03 2006 at 1:35 PM Rating: Decent
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801 posts
Zoobecca wrote:
I like the stacking and quanity buying ability in Test in trade skills. I can actually buy and stack 100 coals or cherry wood all at once.


I have sticker shock.

Clicking the Stack button for T6 fuel will set you back over 3.5 PLAT! <cry> (That's for crafters other than provisioners, they pay one tier below everyone else for some reason...)

The standard has been for each tier's fuel to cost about 4 times the previous tier - so when KoS comes out a 100 unit stack of T7 fuel is going to cost 14 Platinum. I for one have never had that much money at one time. How will I be able afford to get to 70?


Edited, Fri Feb 3 13:39:13 2006 by Lydiaele
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