Roles and how they will affect gameplay

Well what about (instead of a “cap”) a choose i mean…
You choose (And you can change each 10 min or so if you need) from 2 to 4 weapons skills wich will be leved and used at max skill, but the rest at a 50% or 25%cap i mean… I can still use a bow, or a javelin if i need, but i choosed crosbow, axe and shield as primary weapon choices.

This will be the best, and (in some aspects) realistic

Ok you should read my reply to zeanthoros XD

that made absolutely no sense what so ever in my mind.

What if it were not as easy to change classes. I know it was mentioned earlier that you could go to a location in order to change classes. Like you could only have one weapon (or set if duel). I don’t necessarily like the idea of changing your role on the fly even it is out of combat. In my head you should have to prepare for a journey. This could present the idea of a scout role. Someone who travels to a decided location before hand and looks to see what they are up against. This would then allow picking your equipment to counter them. If they had a lot of ranged weapons you could use equipment that ignored a % of ranged attacks.

i really dont care as long as its not set classes and you dont lose progress, what is to logically stop a person who have a hammer in his back to use it? yes he could bring more items, but that would also mean less space for any drops he might find. if you need to level each skill up individually, then you who think only 1 weapon is good is going to be way higher skill than the dude who likes to swap.

I’m mainly thinking of in terms of roles within groups of players rather than in terms of a single player. Oort seems like is going to heavily promote groups considering it will take multiple players to take down a Titan as mentioned on the main page.

yeah and there should be general ideas, but there shouldnt be a set in stone holy trinity like in other games, again a game system i like is TSW. you can have 2 weapons at any type, 7 active skills and 7 passives, each weapon have a dps function adn a secondary function so claws, bloodmagic and assault rifles can heal, chaos magic, swords and hammers give tankability and the rest give forms of cc and more dps.

your class should be determined on your build and the gear you use, wanna be a heavy armor wearing mage? sure thing, wanna be a robe wearing tank. go ahead. those 2 wont fit well together though, but people should have the freedom. also not sure how they plan to do healing yet, but a thing i like in gw2 is that everybody have a form of self heal to keep them alive…

i play eso and tank with sword and board and then a bow, for block tanking and kite tanking.

I’m really curious on how support will be added. It will probably be a branch off of mages or something like that.

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ESO used a healing staff. they are one of the few games that go into ‘‘build your character as you want them’’ if you leveled a weapon you would get more skills in it. so you could make a full healer just from healing staff skills.

I guess. We will just have to wait and see. Perhaps a dev could enlighten us?

i also like the idea of not having healers, i know it sounds horrible but it actually works in some games, instead of healers you would have refillable potions that you could drink.

Well a support doesn’t necessarily have to be a healer either. They could boost stats or increase damage output on a target.

Think that would be good for PVE but could be bad for PVP

pvp the abusers would know exactly who to hit up
and the ones that like to trick the abusers and get back at them would lose fun time

Why not both?

My thought about the ideal kinda combat in oort is that it’s highly skill based with items giving you different types of combat styles. (Also I would like to see it be magic only fighting since I think it looks good and could be handled gracefully. That’s just me though.) However, this means that there is not a ton of guarantee that you will survive any pvp encounters in the world, and in short your items would be in danger constantly. This is why I think how player death is treated will be a deciding factor in what type of combat style we get. If you lose everything when you die, It would make sense that you should be able to load up on armor weapons and skills to make sure you are very unlikely to be killed. However, what I think would work better is if we drop a percentage of certain bulk items from our inventory. Losing weapons would suck, so maybe there could be a couple “locked slots” in your inventory that make those items undroppable (only for weapons and tools). That’s what I think would work best in Oort.

Although that immediately cuts off a potential play style. I’m really hoping for a skill and style kinda combat system.

Actually basically I want a class based shooter like tf2 (but with magic theme) that’s set inside an mmo sandbox. That would be too awesome IMO.

well yeah i tried to explain that to him.

Why not have several characters on one account so if you get bored with one, you can play another.

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they will most likely allow it since there would be no reason for them not to.