One, with the ability for one character to play all classes, there really isn't need to have more than character. Two, they give us a free retainer for storage/economy purposes, we don't have any idea how much inventory is available between the main and retainer, so there might not be a need to have more than the two. In the end there may be, but we are very limited in any information at this point in time. For all we know the system could be very limited like it was in FFXI, with limited slots to sell our wares. ****, back in XI I used to keep about 5 characters active, 3 for the AH in Jueno, with 2 in Windhurst and Bastok for regional AH and gardening. This was needed, since one character had only so many AH slots/plant pots available to them, more so since I made the majority of my money from cooking (**** Hocus might remember me if he's the Hocuspocus from Caitsith, Onielvaan=Sylvanna.) I needed the Ah slots to move my product in decent fashion without having to check every few hours or so.
Now let's look into a system like WoW and Aion, both games I'm quite familiar with. Both locked into the one class/one character formula. I had leveled 4 characters to level cap for their active expansions, with a multitude of alts, Aion got 2 characters to 30 and 40 respectively before I got sick of it and uninstalled. You know what sucked about WoW, during my stint I had to raise up reputations for items and perks... on every serious toon I played. Though in the end I was **** self sufficient since I also capped out useful professions. But christ, I hated grinding rep, even as it got easier as the expansions rolled out. Certain items like recipes or weapons were only available at certain weapons. Anyone remember the Druid tanking mace from the Cenarion folk,it was **** near mandatory for any tanking bear. It required Exalted reputation with that faction; ****, getting into heroics required revered reputation before they lowered it down to honored. It was a pain in the ***. Something I would gladly do if every new character didn't require starting over from scratch. Crafting was a joke, but it wasn't too hard aside from collecting certain recipes, quite a few were world drops from random mobs, some from certain mobs, others from instances and raids, aside from the faction based ones.
Then there's Aion, like a hellish offspring of FFXI and WoW. It combined the bad things of both games. The one class per character rule was in effect. I don't remember any reps grinds but there was the pvp grind. Character's inventory was extremely limited both on the actual character and the bank/ah. The crafting system was pure evilness, though the work order system was cool till I had to spend 5 hours grinding one to get the recipe I needed to complete the master quest. Certain crafts required materials which should have been common but were rare as **** or required an obscene amount of materials (I'm looking at you handicraft, 70+ logs to make a bow...), some synths required the HQ of a previous synth to even attempt, so if you didn't get lucky on the ring synth and got a white quality ring you were out of money since the rings were only good to a vendor to recoup some of the costs. Your crafting level had no effect aside from removing the chance of failure and losing some mats, the +10 levels system of FFXI was not present here. Then there was the fact that part of one of the endgame armors sets required an item only obtainable through an item from a capped craft, HQ as well, that was at the mercy of the rng.
Now I went off topic with the Aion rant, but the WoW one stands. We may or may not have something similar to reputation in XIV, but if we do, why would I want to regrind it on another character? Different looks, that just it, its looks, a cosmetic thing. Professions? I', hoping the crafting system is similar to XI's, being a high level crafter was an accomplishment. If you were maxed out in XI you had perks, higher HQ rate depending on the recipe, bringing with it greater quantities and quality, both leading to usually making more money. I hope they keep the point system from XI, so deciding what you want to max out takes a conscious decision. Being able to be self sufficient should be a something that should cost you something since your possibly cutting off ties with the community around you. You need a potion, but aren't high enough in alchemy to make them? Have a friend who can make them do so or go buy some from someone one. SE is attempting to create an artificial living world (oxymoron I know, but true). SE wants you to make connections to the people around you. This is the first step in bring immersion to a game.
Now in the end, SE could be out for making more money, they are a company as well. But for all we know they could want you to focus on one character. We don't even know if extra characters are needed when it comes to selling and storing things, so you might not even need an extra character aside from what they provide us in the beginning. If the crafting system is similar to XI's having an extra character with a maxed profession could be a great boon, an advantage. If you really want the advantage, pay for it. I did in XI and if needed in XIV I will purchase extra character slots.
Edited, Jul 4th 2010 1:14am by OniElvaan
Guns dont kill people. Rangers and Hunters with guns kill people.
I won't be checking anyone in the BC ward that doesn't have star over their head from now on.