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Thread: With new management comes new possibility

  1. #1

    Lightbulb With new management comes new possibility

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    WARNING!!!!!
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    VERY LONG!!!!!!!!!!!!!!!!!
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    when i originally joined the game in january of 2004 i saw more promise then any other game i have ever played. over the past several years i have tried many different MMOS including the one that EI worked on Savage Eden, but none of them felt as right as Horizons. There was just something about this game that i fell instantly in love with. despite some long time friends saying im mad for still believing in this game, i still do. of course there are some things that i would definately love to see changed. While not everyone will agree with these changes, i believe they would add a new dimension to the game, and add the ability to create a balance.

    Some of you may remember a post i did back in the day on the old boards of tazoon.com when it was alive. this is basically a tweaked version of that. on top of that this system would be one i would like to see only on new servers. the old servers should be left alone as far as this aspect goes, of course some of the content could be added but the rework of many aspects of the game could be left alone.

    As we all know the marketable aspects of this game are the dragons and the intricate crafting system, namely the building and communitity involvement. of course the strongest aspect of this game is the close knitted community and the strong ability to roleplay. However there are some aspects of that game that are, in my opinion, flawed. These aspects tend to lead towards rapid boredom and the inability to balance the game world

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    The first aspect i would like to touch base on is the one i have the strongest feelings for, multiclassing. of course the ability to be anything and everything is nice, it is not really that practical, while not the real world its not very real either, how can any one person be everything. while it is a perk and there are some partial balances in the game, it prevents the game from really being balanced, and limits advancement of the game itself.

    In order to make the computer monsters comparable to the multiclassing ability the strength of the monsters had to be upped, and to counter that the dragon strength required tweaking to make them stronger, and the snowball continues. The only way i can see to rectify this is a complete rework of the way the leveling system works,and in a sense the removal of multiclass, now now, that means looking at dragon strength too. I am not talking about removing the multiclass all together im talking about a rework of it. in this rework, can take limitless number of classes to untold heights as it is now, but the difference is, you can only use 2 classes at any one time. allow me to explain.

    Each character can choose one main class and one sub class. the main class has all the abilities and perks of that class. the sub class has restricted abilities, it is enough to add to their arsenal, but not over powerthem. To make things more interesting, all xp is recorded, as it currently is. there is a trainer in each city that allows you to select your primary and sub classes. you can also drop a subclass and only have a primary class, the choice is limitless.

    All xp , and levels are recorded and saved no matter what your primary and secondary school. so you can easily swap between a 20 warrior 16 mage 5 cleric and say 12 spiritist. as primary you could be 20 warrior and 5 cleric. your mage and spiritist skills will not show up but you will have whatever abilities a sub 5 cleric recieves, and all your warrior. you can go back and take 16 mage and 12 spiritist, in that you lose all cleric and warior abilities but gain those of spiritist and mage.

    I also feel that certain classes should be restricted from being a primary sub combo it paladin and spiritist, this might open up the ability for some new classes. Also with this system the rating system would need to be abolished.

    I have also always been very fond of the skill based system. it increases the game play and gives you some sort of sense of accomplishment other then just ding level up. at level 1 you have all skills in the game available, but they are capped at 1. when you choose a class that increases your skill capped based on the skill levels currently in the game. also it is possible to spend training points as you do now to raise your cap even more. and the skills still carry over as they do now. so you may be a level 1 scout, but because you have 20 in warrior you might have 150 in slash instead of 1. however, like the current system your cap does not increase until you surpass the cap set by the the other classes.

    Also to ease the suffering of the great grind. both primary and secondary schools collect xp with each kill. so say you kill a mob worth 500 xp 10% or whatever value set by the company, but definately not more then 50 would go into your sub class.

    To further prevent exploit and make a rating system not needed. a secondary class cannot exceed a primary in level. so you can not have level 20 warrior sub abilities as a level 1 primary mage. the level of your primary school directly relates to the secondary abilities. if your a level 1 primary mage you can only have level 1 secondary warrior abilities. as your mage levels so do your warrior abilities. Also while the primary is lower then the secondary, no xp is awarded to the secondary only the primary. so once the person hits 20 mage then his 20 warrior will now start recieving xp. this restriction only applies to active classes. even if he has 100 cleric as long as cleric is not active he will still receive xp for both second and primary as if the 100 mage didnt exist. Also once a class hits 100 then the xp to the secondary is increased to say 50-75% of total and the rest is lost.

    While some of these changes may seem a bit drastic or far fetched, with the way they work they could really breath life into the game. of course your going to have people that dont like change. that is why i said these changes would only apply to new servers.

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    That was my idea for the remake of the leveling system. of course the combat itself needs a major overhaul to make it more interesting. button mashing can be quite boring to say the least. animation, atleast on bipeds, is the pits, and elves have got to be the worst ive seen.

    A combat upgrade is badly needed, with the game so craft oriented the combat system is often overlooked, and since a majority of the people are more interested in the combat system then the crafting system something appealing would help draw more to the game.

    On top of that what is the point in having crafters craft armor and such when theres so few people adventuring to use their wares.

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    On the crafting note i believe that some sort of overhaul is needed there too. there is too much of a be EVERYTHINg you can be these days. WoW started this way and you had much of what you have now in HZ. People crafting to create their own stuff limiting the market drastically, all money being spent solely on components. a way to fix this would be to limit the number of professions you can have. this is sorta how wor did it but tweaked. since there was a proposal for skill system, all skills earned never decrease. so while a person may only have 2 trades, any skills they learn from others is recorded. say a person takes tinker up to level 30 then goes tailor to 20, if he drops tailor so he can pick up mining, he loses all levels of tailor. HOWEVER, skills are still there. so even if he picks up tailor again, his skill will still be what it was, so his harvesting will be greatly increased and his efficacy will be high. so he may be able to make those low level items at max efficiency gaining his levels back rapidly.

    also some all time fluff classes should be added. many games out there have fishing for fun wheres ours haha

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    Phew, so now youve lasted this long, but alas all is not yet complete. I warned you it was long, but now comes some interesting things. with the original design there were castles. BRING THOSE BACK, well atleast in a way. it would be a neat addition for a later desire.

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    Now the thing that needs to be done BRING BACK OLD ISTARIA. im sorry but this land we were cursed with after the WA destroyed the old shards SUCKS. its horrible. the tier based monsters the pot marked land is just plain sad. now you cant take 2 steps in istaria without running into a player town. seriously bring back the old world, add the current islands and maybe a few more TOWNS, and thats it.

    I remember when my wings were small i had to run from that dorf village aughendall though some mean were wolves to get to harro. i liked that concept. this current world is so lifeless. there is no point in exploring the land anymore because if your level 20 your here 30 here 40 here ect ect. its dumb. befor atleast things were real. you have these creatures here those there. bring back the old istaria. the one with large territories of NO HOUSES.

    On top of that make the player cities interesting. make them towns. the plots around the towns have a base value. each structure a player adds has a value. as the surrounding area of the town increases in value let the city expand with new things that a player has to build.

    Say the town starts at a value of ummm 10g. all the plots. have that base value. when the plots get bought and built on, that value goes up. so say when all the houses and such raise the towns property value to 15g, the town adds some nice asthetics to the area. like some street signs, and some arch ways, when the town reaches 20, maybe the city should expand to include maybe a connie. or a portal. this would give people a reason to build up plots with lots of different things, after all those silos are an eye sore and arent worth much, but that big pretty fountain the person next door should raise property values significantly. When the town gets large enough maybe it will add city walls and gates to protect its citizens. these additions could be hard coded into each town and not random.

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    Now comes the last aspect ill discuss for now. the castles and a possible PvP aspect of the game. as EI hinted there is a possibility of a race wars kind of thing, this is a way that these wars could be instituted. Castle and town warfares.

    factions could help aid this process. When a player starts the game he is nuetral to all races but his own in which he is friendly. through quests. a person could raise their faction with a given race, they can also do so by killing NPCs of warring factions. If a player kills allied races they can lose their own factions rating as well.

    To make things nice, the PvP should not be FFA. instead it should be on a voluntary basis. this can happen through a couple methods, on is the kill an NPC approach, or there could be a slash command toggle, or button. when in PvP mode you can be attacked by anyone you are not allied with. so say you have friendly status for both dwarf and elf, anyone who has friendly status with either dwarf or elf can not kill you as you are classified as a friend. only be becoming nuetral to factions your both friendly with can you be killed by that person. also, to prevent exploits, you can leave PvP mode, but only after a certain length of time in not participating in PvP acts. be it killing an enemy pc or npc. so say its a button. so long as you kill a PvP type target your timer keeps being reset. to sat 5/10 minutes. if you hide out for that time your timer will complete and you can disengage PvP. Also logging out for that length of time forces you out of PvP.

    The neatest aspect of this could be the castle siege aspect. one reason i always liked DAOC was for sieges, and with this game and castles which did exist sieges could go to a new level. Siege crafters can make their debut, crafting siege weapons, to use on castles towns and towers. the towers can be razed or taken control of by enemy races. the same as castles. enemy towns are different. they can be attack but no buildings can be destroyed. also towns can be rebuilt by players, but do so automatically over time.

    Castles are the most unique. each race has their own model castles. they start off as simple little wooden keeps, but with time they can be upgraded 1 level. once upgraded it can not be further upgraded until the cycle is complete again. the length can vary, but say its upgradable every day or couple days. to a max level. each upgrade is not free though. the upgrade requires resources which must be supplied by the players. the resources are not super high, but they are not super low either. each castles size grants new defensive options. say the higest level castle has multiple walls and gates which must be taken down as one type of possible perks. only those with friendly status may enter the keeps where the lord of the castles are garrisoned. but those who are nuetral may access any stores inside the keeps.

    as the castles upgrade it may open up new stores. such as armor and weapon vendors, consignment merchants, ect. not to mention perks with the garrison. The walls of the keep are detroyable, but take a bit of work, the doors can be torn down as well. the walls and doors can also be repaired. the resources required are not high but not so low that they can repair a max level palace thats been decimated easily. The structures inside the keep can be destroyed as well, and are non-functioning until repaired, this includes connies, of course the timer still counts on the connies, so even if you run out of time you still get your stuff back. for the connies, placing things on castle connies are free or reduced due to risks. if the keep is destroyed all items on the connie are returned to their owners vault just as if time ran out.

    Also to make things fun, a player can become an enemy of his own race. those who have been outcasted can join a band of thieves and bandits. these bad guys have keeps but dont upgrade like race keeps do, to make things fair their keeps are repaired over time for free, and can not be controlled, as those who fight for bandits are basically fighting with computer controlled AI. there can be one stronghold where the bandit leaders exist. this can lead to a series of quests to gain access to the bandit stronghold. Bandit havens also have NPC quests that allow you to boost factions with player races, so that if you become an enemy of your own race you can eventually come back.

    if you are PvP flagged and an enemy of a town the guards will attack on sight. player events still can exist and all can participate, of course this may be breeding grounds at times to prevent advancement. but even enemies are friends so long as your not flagged.

    Eventually these advancements could lead to dark races in the race wars. ones that work with the Withered Aegis in their attempt to dominate the world.

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    Well, you survived this bought thats all im going to talk about for now, have a few other things id like to see but thats enough of my rambling. Thank you for taking the time to read this. i Hope you had as much fun reading it as i did writting and thinking of it.

  2. #2

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    Quote Originally Posted by bright
    The first aspect i would like to touch base on is the one i have the strongest feelings for, multiclassing. of course the ability to be anything and everything is nice, it is not really that practical, while not the real world its not very real either, how can any one person be everything. while it is a perk and there are some partial balances in the game, it prevents the game from really being balanced, and limits advancement of the game itself.
    Multiclassing is a player's choice. Dragons don't multiclass at all (currently).

    There are harder mobs and easier mobs. A single classed adventurer should be able to find mobs to kill. I'm not sure if the T4 and lower mobs have even been "balanced" for multiclassing as those tend to be the mobs killed in the advance to your first level 100. Might be T3 or below, but doesn't seem like they would really be sought after mobs by multiclassed players.

    in this rework, can take limitless number of classes to untold heights as it is now, but the difference is, you can only use 2 classes at any one time. allow me to explain.

    Each character can choose one main class and one sub class..
    I believe there currently is an MMORPG that does supports dual classing.


    Now the thing that needs to be done BRING BACK OLD ISTARIA. im sorry but this land we were cursed with after the WA destroyed the old shards SUCKS. its horrible. the tier based monsters the pot marked land is just plain sad. now you cant take 2 steps in istaria without running into a player town. seriously bring back the old world, add the current islands and maybe a few more TOWNS, and thats it.

    I remember when my wings were small i had to run from that dorf village aughendall though some mean were wolves to get to harro.
    I remember the attuning to Harro and ML and I must say that those were a definite challenge. I recall having an escort and still getting killed enroute. I too miss the werewolves on the road toward what is now Wolf's Paw. I used to call it werewolf alley . Fang was my favorite mob in game. My 2nd favorite was the Avatar of Pain. I remember landing in Morning Light and being surprised by him and his train of followers on the pad. I think one time running out of Morning Light, heading to the obsidian fields I counted over 40 mobs in his "train".

  3. #3

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    as far as the duel classes i THINK that FFXI supports it but dont quote me. i never got into that game i think i played for like a week, the community sucked soooo horrible. when it was costing 50000 geld for a newbie starting type sword i said screw this haha.

    And yea that run was probably one of my most memorable. i know that was the first time i seen the awesome graphics of spells. was going through there and all of a sudden the sky went black and lightning shot down, i was like AWESOME haha, was dead but still it was sooo coool.

    Dark cyclone is still impressive even though the graphics are dated. EQ2 has a far better cyclone with they chain attacks, but they arent that OOOOOH type of impressive. thats the way many of HZs spell effects are. very awe inspiring. with updated graphics theyd be even better.

    And the Good ole AOP for some reason i always ran into him in harro haha, even fought him once there when i was a wee one, of course died a few times <coughs> but it was fun.

  4. #4

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    The return to an Istaria as such portrayed above would intale players losing their hard built plots , a move which would for many mean the end of their relationship with Istaria.

    PvP as also mentioned would also mean many may leave

    Multiclassing , dragons and flight as well as non PvP is what attracted myself and many others to Horizons in the first place.

    Rightly or wrongly I enjoy my current multiclassed Dwarf and I also enjoy Kirsanth the dragon with all of his abilities and not once have I ever attempted to make comparisons between the two as I enjoy playing them both.

  5. #5

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    not really as i said these things would be implemented on the possible new servers that EI had mentioned. so in reality it would effect none. The original world of order and chaos would remain in their present form, of course some aspects could be added, but i agree to alter the worlds of chaos and order would be bad. It would be like SWG all over again, and that was just HORRIBLE

  6. #6

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    So many of these items are shades of other existing games.

    I see no reason why Horizons needs to be a patchwork of bits of the playstyles found in games like FFXII, DAOC, Guild Wars, and others.

    I too, would like to see more creature spawns on the landscape. Just because there are settlements, it doesn't mean that the critters can't be just waiting outside of town. I think the push by Horizons to create islands and have a lion's share of settlements on them was a wise decision. This keeps them off of the main lands and should be continued.

    I see no reason to change the multi-classing. It gives a player many more options in how they want to build their character. It is all optional and if a player wants to single class, they can do that also.

    It is the same with crafting. I believe someone just hit level 100 in all crafting schools. Why should that be restricted?

    As far as castles go, what would be their purpose? The guild system in Horizons is very weak. They have implemented guild plots. I suppose they could add a guild castle to the building options. It would require huge amoounts of resources to build and that would be a positive for the guild environment. Without PVP, there would be no need to defend the castle.

    PVP. It doesn't currently exist. If you must have PVP, go to one of the 10-20 other MMOs that offer it. We do not neet the leet dudes, trash talkers, and such in Horizons.

    Good Hunting out there.

  7. #7

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    nice post, though I disagree with most of it. One thing though, as far as multiclassing goes, perhaps if they felt the need to change it, the furthest they should go to 'restricting' could be a limit to the prestige classes. Prestige to me suggests specialist, or elite in that field. Being 100 in all prestige classes means you're either a genius or they're not that special. That said, I'm looking forward to having levels in every class... ack, this is why i leave stuff like this to devs

    I do like the idea of more monsters. I can't deny that its nice not to have to go from one end of the world to the other just to find the right monster, but it also does take away from it a bit. E.g. i just did my RoP, and to get to Draak, thanks to the Harro invasion I have to get past lvl 120 blight hounds, and many other 100+ WA. Not easy, but sure was far more fun than the similar-length run from Aughendell to get to Harro in the first place. Not only that but its pretty dumb when you end up with only one kind of tree, and therefore only one kind of treant in one place. Ok, so an Oak isn't going to grow near Mahagra. But an Oak and a Maple could probably grow quite happily in a little copse together. Instead they're split up to their respective towns.

    Even if more non-hostiles were put in, just to make it feel more alive. Chickens, cows and pigs around the smaller plots. Horses, dogs, cats around the larger towns. Deer in the forests, rabbits and hares in the meadows. Make it so they can be attacked if you really want.

    The delayed spawning, while a nice idea, also doesn't help with the world feeling empty. You can run past a whole spawn of mithril golems if you don't stop and never even know anything lives there.
    Last edited by pevil2000; July 24th, 2006 at 01:58 PM.

  8. #8
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    A thread with civil discussions, stating thoughts and ideas and explaining why, and most of all respecting the posts of others.

    A moderator's dream. Thank you.

  9. #9
    Member Kulamata's Avatar
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    At the time of the merger, the server hardware was downsized as well, and the new hardware could not support as many mobs simultaneously as the original.

    Hence the reduction of mobs just standing around just waiting to be killed, and the need for "pop on demand".

    I preferred the old arrangements as well, but given the choice between the new and none....
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  10. #10
    Member Seranthor's Avatar
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    Quote Originally Posted by Kulamata
    At the time of the merger, the server hardware was downsized as well, and the new hardware could not support as many mobs simultaneously as the original.

    Hence the reduction of mobs just standing around just waiting to be killed, and the need for "pop on demand".

    I preferred the old arrangements as well, but given the choice between the new and none....
    I too have noticed the change and do long for the days before 'pop on demand'.
    25 months waiting for expert CNF forms. Tired of the intentional deceptions and being kicked in the junk.


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  11. #11

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    Very true, the blight server was cannibalized at this time as well.

    Anyone remember the lack of respawns in both resources and mobs? And then about 45 minutes into nothing moving in game except players, server restart messages?

    Shortly thereafter, it became a situation where you ran into an area, kepting running in circles around and hoping that that the game would realize that there was activity in the area and to spawn a few mobs on you.

    It also seemed, lately, that as mobs got added to a new area, their population got removed from the place they were initially, like the Giant Fire Beetles on Fire Island. Used to be there were easily 10+ and respawning like mad. Now you're lucky to get 5 or 6 and the spawning area is all spread out and staggered (sp?).

  12. #12

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    heh i remember shortly after that pop on demand thing happened it would take 5 minutes for something to spawn, atleast it has gotten better, but it still is annoying. my dragon at one time had to do the kill redback spiders quest, and 2 would spawn 5 minutes 2 more 5 minutes 2 more and i had to run all over just to find those two.

    And yes i know things would take time, would i be willing to wait, most likely, as ive done been waiting/hoping for over 2 years now. At one time i had friends who i bragged about to for this game, that was back when the events were plentiful, ie right after release, we had fun for a bit when they migrated, but left shortly for the lag. i stayed on because well i loved this game and say what it could be. The reason for proposal of those things is to add new and exciting elements to the game. Since i remember reading something saying EII was planning on making "different" servers, personally one like that i think would be fun.

    As far as elitest, no dont want those they are quite annoying, but no matter what change always means your going to get the unwelcomed elements. the nice thing about them is, they last a short time and vanish when they get bored.

    those just happened to be some things i thought would be neat. it would deal with balance issues and give people something to do.

    To be honest though #1 on the list should be getting the game to run how it should. for a game as aged as it is it should not have the issues it still does with stability

  13. #13

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    I've always felt fixing the performance issues and bugs should take precedence over adding new content/upgrades, if only because most of the new things introduced, or change, usually wind up introducing more bugs.

  14. #14

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    Quote Originally Posted by BKBanzai
    I've always felt fixing the performance issues and bugs should take precedence over adding new content/upgrades, if only because most of the new things introduced, or change, usually wind up introducing more bugs.
    I could not agree more.
    'The only people for me are the mad ones, the ones who are mad to live, mad to talk, mad to be saved, ..., the ones who never yawn or say a commonplace thing, but burn, burn, burn, like fabulous yellow roman candles exploding like spiders across the stars' - Kerouac

  15. #15

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    Quote Originally Posted by gopher65
    errrrrm, the people who fix bugs are not the same people who add in new content (unless new tech is required). A programmer does not write lore.
    that is true, but i think his point was that they put so much of the focus into giving people more things to do because the game was boring to people. When events were plentiful things were fine everyone was entertained, but when they vanished, that is when you had people maxing out more classes simply because they were bored and had nothing better to do.

    While content is always a plus, server stability should be their primary concern. After 2 years this game still does not run up to par as many of the new games which are far more graphic and memory intensive. EQ2 which is supposed to be one of the most potent on the market runs far better then this client here. Granted comparing EQ2 and Hz is not fair. its like comparing a hugo to a ferrari. Sony had the bucks to make sure their system was good, but the point is, with as dated as the system is, it is still not running up to par. even on more powerful and newer pcs.

    I know for me i run decent. when i start up im running about 50 fps, then i play a bit, enter a town, sslanis is bad, drop to like 5-10 fps. nearly crawling state. leave town jump back to 20's, port a few times and im down to teens. Unless i relog, those teens are what im stuck with for the remainder of the session.

    When the mass exodus occured in the spring quarter of '04 it was not because of the game, it was because a lot of the time it was unplayable, and that was back when the world was always populated, now the world is empty due to pop on demand, and while it runs....slightly better its still not as good as it should be. In my opinion, if they really want to turn this game around for the better, making the game stable is the first step. TG did a fairly nice job, but now that the new client project may/may not be scrapped, EI needs to look into fixing it. Many people look at Hz and see all the disappointment, but if EI can improve stability and make a difference people might look at Hz and thing "thats not the same game i left back in the day." While right away they may not get a lot of new players, im sure there are a whole slew of old players who dont play any more but still watch this game. They left because they couldnt play any more, but that dont mean they dont still want to.

  16. #16

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    Quote Originally Posted by gopher65
    errrrrm, the people who fix bugs are not the same people who add in new content (unless new tech is required). A programmer does not write lore.
    So the person who writes lore, how is this implemented in game? By coding? I don't know much about how the game works, so any info would be great! To my ignorant self, after events are patched in a whole new set of bugs crop up.
    'The only people for me are the mad ones, the ones who are mad to live, mad to talk, mad to be saved, ..., the ones who never yawn or say a commonplace thing, but burn, burn, burn, like fabulous yellow roman candles exploding like spiders across the stars' - Kerouac

  17. #17

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    Quote Originally Posted by gopher65
    errrrrm, the people who fix bugs are not the same people who add in new content (unless new tech is required). A programmer does not write lore.
    My point regarding the new content is that it frequently arrives in game bugged, which means that now there are even MORE bugs that are on the list to get fixed....

  18. #18

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    FFXI does support "Dual Classing" but its a bit different....

    You had Multiclassing in FFXI, but you had to switch your current Main Class (just like you switch your main school in Horizons) and you set a Sub Class.

    Your Sub Class is always Temporarily set at one half of your main class. Example:

    You levelled Warrior to Lv50 and you levelled, say, Monk to Lv40. If you choose Warrior as your main, and Monk as your sub, your Monk is temporarily set at Lv25. If you choose Monk as your main and Warrior as your sub, your Warrior is temporarily set at Lv20. This prevented people from becoming too "uber", but it also made some classes very unattractive Sub Class combinations, but in the end it worked out nicely. Nobody was this Uber Be-All and Do-All. You could level all 18 classes, but you would not have the combined powers of all of those 18 classes at once. You had your main, and half of what your sub can offer you. But yet you were still allowed to switch freely, only requiring a trip to town, back to your house to change what you are currently.

    A very ingenious system if I do say so myself.

    --Dhalin

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