Re: Fundamental similarities between general classes in mmorpgs?
Quote:
Originally Posted by
Robert
In a fantasy setting, a mage is pretty much exactly the same as a hunter except one uses their mind and the other uses a bow. Though really the mage should be far more powerful (ie why LotR only had like 5 of them) but for balancing purposes have been nerfed into oblivion.
An energy weapon inside that futuristic setting is exactly the same as a hunter, and mage, in a fantasy setting. You need to think of it from within the universe it is set, they are all ranged DPS and so are the same archetype.
Applied mechanics doesn't exist. As I said in my last post if you had read the thing. It is applied physics if anything, and everything within that setting would be applied physics including magic. Quantum mechanics is essentially theoretical physics as the majority of it is theoretical.
No, you can't base your real life decisions on what classes you like in a fantasy setting. It would be like deciding you want to be a mage.
If you want actual advice, I would suggest going with mechanic engineering, and electrical engineering as secondary. Computer is far too limiting imo, a good general engineering degree with open far more doors than simply computer engineering. Don't base your future on a game, base it on what you type of job you want in the future. From what I have been told be engineer recruiters manufacturing engineers are the highest paid, at least in England. Perhaps go talk to a careers advisor? They are happy to help I find, and will give you far better advice than basing it around mmorpg classes.
thanks.
I'm already majoring in engineering physics. I originally wasn't sure whether to do theoretical physics or engineering and I also chose it as my primary major since my university's engineering physics program is the best in the US, that's really the reason I chose this college. Isn't computer engineering more related to engineering physics though? After all, engineering physics is a lot about optics and nanotechnology and that's related to designing hardware and such. And at my university, electrical and computer engineering are the same major anyways.
1) Well since rangers and mages are basically the same thing, and if I like rangers but not mages, what would that indicate? How does applied mechanics not exist? It's actually called theoretical and applied mechanics at my college but it's a phd program.
When I say applied mechanics, I'm just referring to areanet's definition of it.
2) Would saying that I like physical adeptness/physical damage if we use areanet's definition be better than saying I like rogues and warriors and rangers? I mean like you said, rangers are the same thing as mages but I like rangers and not mages. Physical adeptness is the only thing I see different between them.
3) If we use that definition then are there any rogues and warrior class examples that aren't related to applied mechanics at all?
Re: Fundamental similarities between general classes in mmorpgs?
Quote:
Originally Posted by
Ishida52134
thanks.
I'm already majoring in engineering physics. I originally wasn't sure whether to do theoretical physics or engineering and I also chose it as my primary major since my university's engineering physics program is the best in the US, that's really the reason I chose this college. Isn't computer engineering more related to engineering physics though? After all, engineering physics is a lot about optics and nanotechnology and that's related to designing hardware and such. And at my university, electrical and computer engineering are the same major anyways.
1) Well since rangers and mages are basically the same thing, and if I like rangers but not mages, what would that indicate? How does applied mechanics not exist? It's actually called theoretical and applied mechanics at my college but it's a phd program.
When I say applied mechanics, I'm just referring to areanet's definition of it.
2) Would saying that I like physical adeptness/physical damage if we use areanet's definition be better than saying I like rogues and warriors and rangers? I mean like you said, rangers are the same thing as mages but I like rangers and not mages. Physical adeptness is the only thing I see different between them.
3) If we use that definition then are there any rogues and warrior class examples that aren't related to applied mechanics at all?
I have no idea what engineering physics is. It must be some course the US has made up as when I was looking to do a masters in Europe there was no such thing. Wiki seems to suggest it is just generic engineering, which I guess the rest of the world doesn't bother with and just teaches specialised engineering. Computer engineering is simply a specialisation, it isn't more related than any other as far as I can gather. All I know is either Electrical, Electronic or Mechanical engineering will give you far more job possibilities. Pretty much every manufacturing company will have an electrical and mechanic engineer purely for machinery if not for the product itself. Don't let what you are doing at uni limit what job you go for in the end, uni is more about learning to think like an engineer, and learning how to gain new knowledge, as much as it is about actual information. Most of what you learn at uni will be obsolete in only a few years, especially in a high tech field. Hell a lot of what you learn will already be old if your lecturer isn't keeping their syllabus up to date.
I know what you mean about computer and electrical/electronic engineering being similar. I shared many courses with the computer engineering students in the first two years. The third year is where things really differ.
I only played GW1 for HoM points for GW2, and only played that to max level then quit, so my experience of arenanets terminology is limited at best. What they call physical damage is flawed because all damage is physical by definition. If you light someone on fire, it's physically hurting them, right? Hell you should know from a physics point of view cutting something and fire are the same energy.
Like I said before, either you like melee and hunters, or you like non-fictional weapons.
And again, rogues and warriors are classes, not archetypes. Melee support and melee damage is what I presume you mean, in which case there are many class examples of fictional weapon types, as I've listed previously.
Re: Fundamental similarities between general classes in mmorpgs?
Quote:
Originally Posted by
Robert
I have no idea what engineering physics is. It must be some course the US has made up as when I was looking to do a masters in Europe there was no such thing. Wiki seems to suggest it is just generic engineering, which I guess the rest of the world doesn't bother with and just teaches specialised engineering. Computer engineering is simply a specialisation, it isn't more related than any other as far as I can gather. All I know is either Electrical, Electronic or Mechanical engineering will give you far more job possibilities. Pretty much every manufacturing company will have an electrical and mechanic engineer purely for machinery if not for the product itself. Don't let what you are doing at uni limit what job you go for in the end, uni is more about learning to think like an engineer, and learning how to gain new knowledge, as much as it is about actual information. Most of what you learn at uni will be obsolete in only a few years, especially in a high tech field. Hell a lot of what you learn will already be old if your lecturer isn't keeping their syllabus up to date.
I know what you mean about computer and electrical/electronic engineering being similar. I shared many courses with the computer engineering students in the first two years. The third year is where things really differ.
I only played GW1 for HoM points for GW2, and only played that to max level then quit, so my experience of arenanets terminology is limited at best. What they call physical damage is flawed because all damage is physical by definition. If you light someone on fire, it's physically hurting them, right? Hell you should know from a physics point of view cutting something and fire are the same energy.
Like I said before, either you like melee and hunters, or you like non-fictional weapons.
And again, rogues and warriors are classes, not archetypes. Melee support and melee damage is what I presume you mean, in which case there are many class examples of fictional weapon types, as I've listed previously.
thanks for the insight.
Engineering Physics is basically the undergraduate form of applied physics. Doing theoretical physics would probably give me less income in comparison to engineering right? I'm still debating on whether to do pre-med as well or continue engineering lol. I mostly enjoy math and physics, but I find being a doctor to be a meaningful career.
1) Well by physical damage, I mean non-elemental damage. Would that describe it better?
2) I don't think non-fictional weapons really fits, since I don't mind scifi weapons that are fictional at this moment. For example, railguns which they use as snipers in starhawk are in reality ridiculously big and needs a ship to hold it to fire. As for melee and hunters, what about other classes like trappers and hackers and such? Rogues would encompass such classes as well. I can't just say rogues and warriors? Or physical adeptness seems to encompass everything, does it not? I mean, is there any kind of rogue or warrior class that isn't physically adept?
By the way when I mention warrior and rogues, I mean the fighter/rogue archetypes in classic D&D. They tend to include classes such as bards, assassins, paladins, guardians, etc. I typically think of the classic four archetypes of rpgs: rogues, warriors, clerics, and mages. And just out of curiosity, how come such a division of classes seems mostly exclusive to fantasy rpgs. You don't really see such a fundamental class division in other genres.
3) When I say related to applied mechanics, I mean like just plain old slashing, blunt, or piercing damage. Which isn't necessarily limited to melee since ranged damage can do the same kind of thing too. But basically, if I like things like snipers with energy weapons, that's an example of something that isn't related to applied mechanics or physical adeptness? After all, the sniper doesn't really need to be agile, and energy weapons has nothing to do with slashing, blunt, or piercing damage?
Is there any one thing that can generalize my like based on the fact that I like everything about rogues and warriors?
4) So if I like rogues and warriors, I should just play them more and read articles and whatever?
5) Finally, so if we extend this to like other genres like for example, the game Infamous. Would Cole be considered a mage or a rogue/warrior?
6) Since with that energy weapon example, I don't really care about what weapon they use, wouldn't biomechanics then be the suitable one generalization of what I like? After all the main difference between rogues/warriors and mages is that rogues/warriors are physically trained.
Re: Fundamental similarities between general classes in mmorpgs?
Neither degrees exist outside America afaik. Theoretical physics is a very limit career, you'd need to be one of the best of the best to really get anywhere. It's a bit of a pointless degree, like history or philosophy, for most people anyway. Engineers are in very high demand, at least in England. A for meaningful career, it would depends on what direction you go in once you graduate. I'm designing renewable energy systems for an architect, we are aiming to build low cost, high tech buildings in poor countries. If all works out, who's to say I'm not doing as good for the world as a Doctor? As long as you are making a positive impact for society, you have a meaningful career, imo.
All elemental damage is still physical, hence it is a misleading description. Non-elemental also makes very little sense, Iron is an element after all.
A gun is still fundamentally the same, regardless of ammo, by your own logic of a bow and gun being the same. If trappers and hackers are melee, they'd be in the melee grouping. If they are sci-fi equivalent of a hunter, then that also works. If they are simply ranged damage, well then they are probably more mage like, and they goes against what you like, right?
Like I said before, Warriors = melee support (tanks), rogues = melee damage, mages = ranged damage, clerics = ranged support. Other genres don't use it because it doesn't really fit outside fantasy.
How does a ranged class slash? Or do blunt damage? Piercing I can kind of understand, but really it's not the same type of pierce that a rapier would do anyway. I could class all three as melee frankly.
Adding in different genres is just getting you more confused tbh. Most games purposefully try to blur these lines to make something new and fresh. Hence jedi's exist in a universe where they'd get destroyed if they were in our universe. A laser sword vs a laser gun? About as useful as a sword vs a handgun.
The main difference between a rogue/warrior and mage, would be their attack range. A mage can be just as physically trained as either, if not more. Have you not seen Gandalf destroying orcs? Let alone Sauron. LotR is one of the very foundations of fantasy fiction, Mages have just been constantly nerfed since then to make games balanced. But one should be able to train just as much as any melee character. Battle-mages.
Re: Fundamental similarities between general classes in mmorpgs?
Quote:
Originally Posted by
Robert
Neither degrees exist outside America afaik. Theoretical physics is a very limit career, you'd need to be one of the best of the best to really get anywhere. It's a bit of a pointless degree, like history or philosophy, for most people anyway. Engineers are in very high demand, at least in England. A for meaningful career, it would depends on what direction you go in once you graduate. I'm designing renewable energy systems for an architect, we are aiming to build low cost, high tech buildings in poor countries. If all works out, who's to say I'm not doing as good for the world as a Doctor? As long as you are making a positive impact for society, you have a meaningful career, imo.
All elemental damage is still physical, hence it is a misleading description. Non-elemental also makes very little sense, Iron is an element after all.
A gun is still fundamentally the same, regardless of ammo, by your own logic of a bow and gun being the same. If trappers and hackers are melee, they'd be in the melee grouping. If they are sci-fi equivalent of a hunter, then that also works. If they are simply ranged damage, well then they are probably more mage like, and they goes against what you like, right?
Like I said before, Warriors = melee support (tanks), rogues = melee damage, mages = ranged damage, clerics = ranged support. Other genres don't use it because it doesn't really fit outside fantasy.
How does a ranged class slash? Or do blunt damage? Piercing I can kind of understand, but really it's not the same type of pierce that a rapier would do anyway. I could class all three as melee frankly.
Adding in different genres is just getting you more confused tbh. Most games purposefully try to blur these lines to make something new and fresh. Hence jedi's exist in a universe where they'd get destroyed if they were in our universe. A laser sword vs a laser gun? About as useful as a sword vs a handgun.
The main difference between a rogue/warrior and mage, would be their attack range. A mage can be just as physically trained as either, if not more. Have you not seen Gandalf destroying orcs? Let alone Sauron. LotR is one of the very foundations of fantasy fiction, Mages have just been constantly nerfed since then to make games balanced. But one should be able to train just as much as any melee character. Battle-mages.
lol seriously? I'm pretty sure there's physics major everywhere outside of the US. I recall thinking about going to Cambridge to pursue graduate study in physics since it has a better program than MIT. Lol, I guess engineering can be a very meaningful career as well. Do you need doctorate study in engineering? Like, if you were to take up research posts designing new hardware, etc.
1) Well, even though the gun is fundamentally the same, it's not non-fiction anymore. Especially if we push the boundaries to the weapons like in crysis 3 or halo.
2) Lol sorry, I don't really get what you mean in the melee part. I mean I like rogues and warriors as an archetype, the rogue archetype would include other classes like hackers and bards and trappers and even pure thieves which I like as well. They don't really deal melee damage at all, so saying melee wouldn't really encompass it right? However, they're all proficient physically right? Even the pure thief is physically trained to run around and sneak.
3) Tbh, I don't think warriors and rogues are necessarily confined to melee. I see rangers being a subclass of rogues in half the mmorpgs I've played. I just think of warriors as tanks/fighters and rogues as sneaky/fighting unfairly. I mean, like in guild wars 2, the warrior and the thief can both use ranged weapons as their primary weapons.
4) Well I think of all ranged damage as piercing. Unless, rogues throwing knives which could be slashing. So if that were the case, would applied mechanics that be able to generalize my likes?
5) Well just analyzing infamous in general, we could consider him a battlemage as he's both physically proficient yet kind of deals magic damage right
6) Yeah but aren't mages generally characterized by high intelligence but weak physical statures?
Is it possible to generalize what I like as one thing? So far, the only thing that I see hunters, rogues, and warriors all share is the fact that they are physically proficient/physically trained? Are there any rogue/warrior/ranger archetypes that aren't physically proficient?
Re: Fundamental similarities between general classes in mmorpgs?
Re: Fundamental similarities between general classes in mmorpgs?
so are there any non-hybrid rogue archetypes that aren't physically trained?