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  • Create or Kill?

    If this is too off topic, please feel free to move it, but I thought the concept was interesting enough for this general board.

    Would you rather kill or create? According to a post I saw on EQDruids, that is going to be the choice in EQ2. I had not before seen the information that tradeskill classes will NOT have combat skills and combat classes will NOT be able to tradeskill. That seems a very drastic change to me.

    If the game works like EQ, the obvious solution is to have at least one character of each class. Otherwise, how will you farm items for tradeskills? Still, this is one of the first things I've not been comfortable with in the information released about EQ2.

    To bring this back to a more general arena, I always say I tradeskill because I prefer creating to killing and in general that is true. However, I find I definitely don't like the idea of being unable to go out and kill something every now and then when the mood strikes me (or the RNG has been particularly nasty to me).

    What do you guys think? Assuming you could get exp and raise levels without killing anything, would you be happy with that?

    Pennyrose

  • #2
    I've always prefered characters that have a balance of all posible abilities. That's why I settled on Shaman as my favorite class. While shaman will never be considered the most powerful class in EQ they do have the widest possible range of abilities (bards are the only real competition to that title and they just give me carpal tunnel).

    While I am primarily a creator I do like to travel and explore the world some too. Fighting is just incidental to the parts of the game I want to be a part of.

    I would hate to play a game where I am forced into a narrow range of abilities or have to make very limiting choices.

    I haven't logged into EQ in nearly a month because I'm at a point in the game where I have to grind for AAs and cash just to continue doing the parts of the game I do enjoy.

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    • #3
      hmm

      I really dont like the concept of the character being trader only with no choice in the matter.

      In character creation there should be a sliding scale of atrributes and you can choose where the strengths should lie. On going up levels or reaching a key level you may get the chance to modify things somewhat (like Taanan AA"s).

      I dont play enuff to push several characters to the uber stage, making my main just a trader isnt on, if I am forced to choose I will junk trades

      Presumably there will be no droppable, no drop trade items? All trades related gear will have to be makeable or on vendors, if you cant hunt for it.
      Radodverge Bluddoath "The Red Dwarf" 66 Paladin

      Master of all Trades, Grandmaster Smith with TROPHY(!) 249/250

      Officer, Companions of the Dawn, Quellious

      "Between two evils I always choose the one I havent tried" - Mae West

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      • #4
        If I were forced to choose, I'd choose killing. I can imagine it getting tremendously boring if all I could do is tradeskill. Think about being in a production line all day. It gets old fast.

        Shjinn

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        • #5
          Well, unless tradeskills in EQ2 are vastly different than in EQ, creating is certainly going to make you want to kill something occasionally.

          But seriously, I'm not sure what the difference is between a level 1 character who's gm'ed a tradeskill (but can't, for all practical purposes, fight) and a level 65 character who's gm'ed a tradeskill but also can't fight.

          Except, of course, for any level restricted abilities that apply to the tradeskiller (i.e. JCM 3, or the ability to GM multiple skills). That is, I don't see what the point of levels would be for the tradeskiller other than what is artificially imposed by the game mechanics.

          The one thing that might make it worthwhile, would be if the fact that you can't fight also means you can't be attacked. If I could have a high level tradeskill character that could, for example, wander around unmolested in the planes and forage and fish, then it might be worthwhile.

          Otherwise, the whole idea of levels for the tradeskill character seems rather pointless.

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          • #6
            The one thing that might make it worthwhile, would be if the fact that you can't fight also means you can't be attacked. If I could have a high level tradeskill character that could, for example, wander around unmolested in the planes and forage and fish, then it might be worthwhile.
            To exploitable - most likely tradeskillers are either going to be the most heavily rezzed class in the game or Sony will give them some minor combat skills and/or defensive spells to keep them relatively out of trouble - I hope atleast.

            As for tradeskillers being totally non-combat and everyone else being totally non-tradeskill - that bites big time in my book.

            Unless tradeskills are such an integral part of the game that you can't function without them, I can see the average tradeskiller hitting a glass ceiling at some point and being totally and utterly ignored in most guilds like they are now.

            Even if they are vital, how many different GM tradeskillers can the average guild support anyway - how many will be truelly needed - I can see the tradeskill class easily becoming nothing more than an alt class as a result of no general support for them.
            Cigarskunk!
            No more EQ for me till they fix the crash bug.

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            • #7
              Actually, I'm wondering how close the system will be to the profession system Sony is using in Star Wars : Galaxies. I haven't played the game yet, but from looking through the strategy guide the system has a lot of the features that Sony has been advertising for EQ2.

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