Board Thread:Online Discussion/@comment-144.64.116.243-20130211195141/@comment-7153552-20130529233025

A lot of things said throughout the posts and I stopped reading because I'm running low on time before I have to leave, that being said here is my thoughts on the primary post and what I skimmed over:   Ultimately, we have to remember that classes are a staple in MMOs, heck they used to be a staple in all RPGs. Skyrim had classes, kind of, it was just a true adventurer in the player model. You could actively pursue anything you wanted. But to make an MMO you have to have a starting point, and the easiest way to do this that would make all the players (not just TES players) feel at ease is to have a small class system. If you've been following the news and updates for the game then you already know that your class can pursue whatever you want, however you want, whenever you want. If you want to be a two-handed axe toting mage in a steel chest plate with leather boots and a cloth hood, hurling fire at range then hacking off arms and legs in close. . . do it! You'll be working through some things, like the fact that heavy armor isn't really tailored to magic-users, but it's just as possible as it was in Skyrim. Not to mention the fact that classic "class roles" are out the window. I read an alpha-test report by one of Zenimax Online's devs stating that they four-manned a five-man built quest with two healer-types and no tank-type. It's not about the class and the role and the gear (a little about the gear), it's about what you personally bring to the group and how well you work with the rest of it - as opposed to what your character brings to the group and how much they need that one thing.