WAR was to have 250 classes
Losing four doesn't seem so bad now.
He's off again. Warhammer Online: Age of Reckoning creative director Paul Barnett has confessed to Videogaming247 that the game was to have no fewer than 250 careers, or character classes, at launch.
Barnett was explaining that his job has been to restore focus and rein in over-ambition at the Mythic Entertainment development team.
"We went down a terrible path where we had too many careers," Barnett confessed. "We had 250-odd at one point, and we boiled it right back down to 20."
In fact, they cut it down to 24, and then a further four - the Choppa, Hammerer, Black Guard and Knight of the Blazing Sun - were dropped in the recently-announced feature cuts.
We're sure Mythic were just trying to do justice to the Games Workshop licence, but still, 250 careers is insane. Barnett is clearly not quite as mad as he looks.
WAR was confirmed for a September 18th release yesterday. We'll have more hands on impressions from the beta test for you soon.
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Comments (21) Latest comment 4 years ago
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Not necessarily. It may have started out a little like SWG used to be. They'd say '32 classes' but they weren't all vastly different. You could mix them up though.
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As far as I know it's like WoW, you pick a class which is permanent and at a certain level you gain 'talent' points to spend within three different talent trees, which aren't permanent.
Edit: Oli was a tad faster ;/
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That said the mastery system doesn't change the class' archtype (like in wow) you tank can't spec into a dps class, he still tanks, he just could be better at taking damage, holding aggro or doing a bit more damage then normal but still he's a tank thats his job.
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Wow or WAR? Coke or Pepsi? Which kind of shampoo are you?
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Each profession would lead into 3 or 4 others, some of the later tiers could be reached by different earlier paths, and some could only be reached via specific more difficult routes.
I'd see it working really well in a MMORPG tbh, as you keep the skills from your previous classes, but meaning you could have very different skill sets at various points in the game. Also, you actually had to practice what your career was about, herbalists had to pick plants and make salves, medics had to treat people, and well, rat catchers had to catch rats (They had good disease resistance though!).
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A good explanation of what could've been had Mythic not gone down the route of the game that shall not be named.
The Hammerer is still featured on the Warhammer website Gurrah, perhaps it's not pulled.
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Never the less WAR is a refinement of good ideas already (much like WoW was), isn't that generally a good thing as it shows MMOs are evolving and not peaked?
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I actually rather liked the idea. In the roleplay, its quite something to have your starting Rat Catcher ultimately join the ranks of the Knights Panther and fight for the Empire.
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Yep, I loved that system. The ability to go from Shepherd to Soldier to Mercenary to Mercenary Sergeant to Mercenary Captain was great. A lot of the basic careers were very similar as you'd imagine (like soldier, watchman, mercenary IIRC) but they always had something to recommend them.
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That sounds great in theory, but you know how it is now. There would be an optimum few paths to take and these would be posted online and suddenly 90% of players would copy them because a surprisingly large number of players lack the ability to devise their own builds.
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I'll do what I did with AoC. Wait a few months and see if it has retention power.
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And just to clarify Mythic has been working on WAR for the past 3 1/2 years, Blizzard began work on WOW in 1999.