Player Diversity and Classes?

  • I would like to see more of a diversity of players with everyone just not having the same weapons and upgrades. I am thinking of certain classes such as a class that fixes holes faster, or a class that is able to carry more water than the any other class, just to name a few for example. And of course have different weapon diversity among these classes. I don't just want different cloths that make each character model different. I am not really sure please tell me if you agree.

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  • Agree, I recently saw a post (https://www.seaofthieves.com/forum/topic/30319/how-about-a-progression-system-that-can-also-diversify-playstyles/6)
    were he came up with some ideas on dieverity and character progrestion. I know rare doe not want new players to be out skilled, however it would add some nice varirty witch i think teh game is laking in

  • I disagree. The beauty of this game is that everyone can do anything equally well. What if you get bored of nailing holes in the side of a ship but tough luck because you're designated plank nailer? Not a fun experience. Now it's more fluid, and roles change depending on the situation as it should.

  • @otawa-noob

    How about a carpenters belt that fixes holes faster?

    How about a bucket that carries more water?

    What if you had a sword that's actually a huge tuna fish and only knocks someone down, or a baseball bat that injures someone's leg?

    I don't see the need for classes. Gear should be changes out regularly to fit the needs of your crew as they arise.

  • @OTAWA-NOOB This game is not aiming at a class system, anybody should do any job equally good/bad. This is what Rare intended from the start on. At least this was my understanding.

    @stem589 There will be no Items that change your effectiveness as well. Rare want an even playing field for veterans and people just started the game. The only advantage of Veterans would be that they have more knowledge of the world and the game mechanics.

  • @psych0-knightro said in Player Diversity and Classes?:

    I disagree. The beauty of this game is that everyone can do anything equally well. What if you get bored of nailing holes in the side of a ship but tough luck because you're designated plank nailer? Not a fun experience. Now it's more fluid, and roles change depending on the situation as it should.

    Agreed. I also love playing this game solo, so these types of roles would put me at an even higher disadvantage when going against ships with more people on board.

  • I'm going to tell you why this idea wouldn't work.

    Nobody wants to be the "class that repairs holes faster"

  • I would not like to see a class system put into this game.

    I have stated in another thread about how me and my buds all naturally took to certain roles within our crew. This made it much more enjoyable as we took on these roles. It was something we naturally did and not something that the game forced us into.

    A class system would place pressure on people in PUGs to fill certain roles as is shown in many class-based party games. Allowing players to freely jump into a group and play how they want without restricting classes is what, I believe, Rare is really pushing for.

    Now, that being said, I can understand that having a class system is more enticing for some people as they like to work on mastering a specific class. Unfortunately, SoTs is not degisned, so far, to be that type of game.

  • No matter how innocent it seems or how slightly you increase a players power through gadgets or skills or power ups etc here is the eventuality of that---'as soon as veteran players have finished the power creep ( and that takes no time with today's gamers ) you have a server full of super killers with nothing left to do but kill and THEY WILL allways pick on the easy kill aka new players.
    So end result is a bunch of op vets slaughtering defensless newbs who have no chance because its all gear related.
    I like the way it is now. Any weapons etc they add should only be visual and be no better than starting sword

  • @avirex-idyll said in Player Diversity and Classes?:

    I would not like to see a class system put into this game.

    I have stated in another thread about how me and my buds all naturally took to certain roles within our crew. This made it much more enjoyable as we took on these roles. It was something we naturally did and not something that the game forced us into.

    Totally agree. What has attracted me to this game, and other levelless classless games, is the immediate ability to fill whatever role is needed within any group. Not saying I will be good at it, just saying I won't be excluded. I don't want to have to be a certain level or have a certain skill tree filled out in order to play the game with friends.

    I don't want to play any more min max character development games. Not saying those games are bad, just that I've had enough of them for a while and want to instead focus upon playing with people rather than preparing my character to play with people.

    I really like that even though there will be leveling of a sorts through vendor rep, the entire group can participate in any quest or mission any member can get. I love that this game is played entirely inside the game world and not inside a character menu.

  • I'm not a fan of classes either, roles in SoT do seem to work out already.
    I do think customizing your ship in ways that suit your play style could be a thing...

    Maybe lighter less armed ships are faster?

  • @univalvewolf976
    There will be items that give advantages but they also give equal disadvantages. You will be able to purchase the sniper rifle, great for range rubbish up close, the blunderbuss great up close pointless at more than 6 ft. There will also be others, these are just the 2 items that were in the beta. Players will not start with either, they started with the sniper in the beta to encourage testing it.

  • @univalvewolf976 said in Player Diversity and Classes?:

    @stem589 There will be no Items that change your effectiveness as well. Rare want an even playing field for veterans and people just started the game. The only advantage of Veterans would be that they have more knowledge of the world and the game mechanics.

    It will be an even playing field as everyone will have access to them (albeit through some basic quest lines perhaps).

    Changing out your gear for specific intent would be a HUGE benefit to the diversity of play.

    If you know you're going out diving, change out your hat for a dive helmet. Buys you more air, but if you don't change it back, it affects your vision.

    You can carry your standard cutlass, or you can change it out for a club so you can smash skeletons faster, but do less damage to player character.

    I see this as diversity in game all managed by the player.

  • @gl33p :"I love that this game is played entirely inside the game world and not inside a character menu." Summed up PERFECTLY ! Other than Pirates, this has been my biggest draw to the game. I never imagined how refreshing it could possibly be to simply jump in and play. No sorting my inventory, running to the bank/vendor, buffing, and so on. Log in, play. Just awesome.

  • I think this kind of goes against their development model and I don't think you'll see it in Sea of Thieves, but I do otherwise like the idea. I would think the classes might follow the existing classes in the game "Guns of Icarus". It's kind of a PVP arena style Sea of Thieves that takes place on airships, if you're not familiar with it. Basically though, someone who is good with the cannons/guns, someone who is great with repairing, and someone who is better at the helm than others.

  • @wturok said in Player Diversity and Classes?:

    I'm going to tell you why this idea wouldn't work.

    Nobody wants to be the "class that repairs holes faster"

    That's right up there with the person who wanted to add a mechanic where you had to keep your ship clean.

  • @lucid-stew

    • Cabin boy class: your role is to clean up the ship
    • Merchant class: your role is to buy the maps for the crew but you cannot take part on any voyage
    • Prisoner class: You start in the brig and you stay there your whole play session
    • Stranded dude class: Spawn in a remote island and wait there for some ship to come by
  • @univalvewolf976 said in Player Diversity and Classes?:

    @OTAWA-NOOB This game is not aiming at a class system, anybody should do any job equally good/bad. This is what Rare intended from the start on. At least this was my understanding.

    @stem589 There will be no Items that change your effectiveness as well. Rare want an even playing field for veterans and people just started the game. The only advantage of Veterans would be that they have more knowledge of the world and the game mechanics.

    coughblunderbusscough cough*

  • @mattydove74
    I heared that don't try to cover it up!
    With Items I meant tools like @stem589
    meantioned , not weapons.

  • I disagree with the idea of classes in SoT, this is not Team Fortress on the ocean.
    Classes would hinder the aspect of do what you want... There is no need for classes at all.
    "classes" are there through the skill of the players, some sail better than others, some are better with the cannons.

  • @otawa-noob No adding classes to a game, always makes it unbalanced. Now everyone is the same, everyone has the same ammount of "power".

  • We won't have classes and this kind of progression in SoT, but we can have different play stiles based on weapons and other stuff that we can do.

    This game is not an RPG of anything close to it

  • @psych0-knightro said in Player Diversity and Classes?:

    I disagree. The beauty of this game is that everyone can do anything equally well. What if you get bored of nailing holes in the side of a ship but tough luck because you're designated plank nailer? Not a fun experience. Now it's more fluid, and roles change depending on the situation as it should.

    Exactly this, its designed this way so no one is pigeonholed into doing one thing only or regretting their decision from very early on in the game when they want to do something different.

  • @otawa-noob So far it seems that the furthest reaches of character diversity will be in the way of visual customisation. I'm a sucker for a good old RPG progression system, but have really like the way SoT is doing things. Looking forward to go-live so that I can see exactly what's available.

    Still holding out hope for my visual progression paths idea :D

  • @otawa-noob Yeah, one of my worst fears concerning Sea of Thieves, is that I will set sail and the first person I come across is wearing the same clothes, sailing the same ship, using the same weapons, utilizing the same upgrades, and is generally the same as myself. The game has suffered from its lack of diversity in the past, but one could argue that those early signs were skewed due to it being a beta test. However, even taking into account the 17/19 different outfits we were shown during the progression video, that's still not nearly enough to truly differentiate your character.

    I always find myself going back to my World of Warcraft days, where I sat in the Auction House and watched as a multitude of different and diverse characters walked through. Each with a different kind of mount, and armor set. Sure you would see some similarities from time to time, but it was very uncommon. And each one of those players has a story about how they did X adventure just so they could equip Y gear.

    Of course I am not suggesting that Sea of Thieves needs to have gear with stats, or anything like that, but a large and diverse weapon/gear pool with a multitude of interchangeable options is extremely important in my mind. And it doesn't just need to be a look, it needs represent your power and influence to achieve such items as well.

  • I disagree with your need for classes. Your thinking goes against core design elements stated by Rare. Just because everyone has the same stats doesn't mean everyone can do the same thing.
    SoT looks like something very different from any other game. Maybe people should drop expectations from other games and think "out of the box" on this one.

  • what ? classes? thanks but no thanks. sails away into a storm

  • @barnabas-seadog said in Player Diversity and Classes?:

    I disagree with your need for classes. Your thinking goes against core design elements stated by Rare. Just because everyone has the same stats doesn't mean everyone can do the same thing.
    SoT looks like something very different from any other game. Maybe people should drop expectations from other games and think "out of the box" on this one.

    Thinking outside the standards in the video game industry is dangerous, not to say that its a bad thing to do, but it is risky. Rare knows that they do have to stick to some normality with Sea of Thieves, the question becomes how much?

    Rare has done more than enough interviews and press events that make it quiet clear what it is they're making. Sure, there are classes in this game, but the classes are based on the type of player you want to be and the kind of equipment you use. Its nothing really set in stone.

    @55:33
    https://www.youtube.com/watch?v=CYXUR7v8AsU

    "Yeah. So far in our Technical Alpha we've showed off Cutlass', Flint Lock Pistols, and Blunderbuss. And the idea is that each of those weapon archetypes conform to different classes. So you've got Cutlass', which is deliberately short ranged melee weapon, Flint Lock Pistols which are your mid-range, then you have your Blunderbuss which are super close-range. The idea there was to always to get that kind of classic pirate scenario of someone boarding someones ship and firing off their Blunderbuss and switching seamlessly to their Cutlass. All I will say is look at Pirate Movies, there's likely some weapons we're not quite serving. And we will definitely be looking at those."

    @56:40

    "The focus on the design team has always been, 'there's a right tool for the job.' So rather than deliberately going into design and making weak powered weapons, it was always the fact that 'there might be the trait of a weapon, that its generally lower firepower. But its got a benefit elsewhere.' And that in a certain situation, there's an incentive to use that weapon."

    It has always seemed to me that Rare is making a sandbox game. Meaning they will provide the player with gear and rewards that will let them, the players, choose how they want to play the game. If you want to be a b****s with melee weapons, there will be equipment for you. If you want to be a long range sniper, there will be equipment for you. If you want to be an up-close and personal attacker, there will be equipment for you. Each set of weapons will be diverse and have different play-styles, as well as pros and cons. Picking a class of weapon to use, is pretty much you picking a class of player you're wanting to pursue.

  • I specially like the idea of no classes or skilling systems. It's what makes SoT and makes it so fun to play.
    Diversity isn't really needed in my opinion, but it will come with a LOT more clothing and equipment that will be available.
    I guess there as well will be items that might be able to 'boost' an option for a time as I've noted some sort of 'potions' shop in the beta that wasn't active yet.
    There's a LOT more content to come and I'm looking forward to explore everything the team will design for us players.

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