Sure. EQ had this.
You couldnt get to Plane of Hate without the help of a Wizard.
You couldnt get into Veeshans Peak without a rogue.
Unique class abilities (lockpick, porting, etc.) add to the diversity and inter-dependency of the player community.
All good things. And provide the designers with unique ways of utilizing those abilities.
Utility and the need for it in these situations helps to keep classes relevant. I'm all for that.
While we're grazing by the topic, I'd also like to go on record stating that I'm a huge supporter of involved zone keying processes. VP and Vex Thall keys from EverQuest were among my most memorable and rewarding quests.
Amsai said:
And Mal might not have been referring to this but I also like gated content. Must do mission X before you can go to Y Town. Things like that. Not all the time mind you
Homercles said:
Unique class abilities (lockpick, porting, etc.) add to the diversity and inter-dependency of the player community.All good things. And provide the designers with unique ways of utilizing those abilities.
Big fan of locked areas that require a quest, another class, some item, whatever. EQ had a bunch of them where you needed a wizard port, rogue lock pick, quested key, level req or just some really absurd objective out of your way, like learning the fight to get past Aaryonar, then a whole bunch of bad news, all so you could see the door to PoM.
Also big, huge, mega fan of zones like Kedge/SG, even with fubar z-axis issues. Better have the enduring breath item or bad news is coming your way eventually.
There should be stuff you can't get to at first, but someday, maybe....