Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Armor and weapon based classes
ArchivedUser
Guest
Ok, so hear me out on this idea i've been working on since the posts about potential classes came out.
People who first enter the game should be able to choose a race and be fully customizable to their desire.
Instead of classes, the player should be able to take a "class" through choice of armor and weapons allowing them to switch if they don't like their decision they made earlier on in the game, but it should not be as easy as just switching from "class" in mid battle to avoid creating a destructive monster who can solo an entire raid/dungeon. No, the player should be able to buy basic armor and weapons from a blacksmith or by making it themselves early on in the game after farming gold or gathering vital resources so they can experiment with the armors and weapons in the first few levels giving them the opportunity what they really want to be. That said, players should be able to discover uncommon, rare and legendary blueprints from various monster located all over the world and through dungeons/raids so that they can create what they just discovered through skilling which can either be made by an already skilled craftsman who has the levels or they can choose to level up their skills so that they can make it without any help of another player. Players should be able to sell the blueprints that they just discovered creating a whole market for them. Some blueprints will be more valuable then others depending on their supply and demand and ofcourse region where they are sold compared to where they were found and the trouble the player had to go through to be able to obtain the blueprint. The armor and weapons created from these blueprints should come with set based abilities that can only be unlocked by having the complete set of armor and weapons coming from the blueprints creating a sort of class like feel when players go discover dungeons so that in this way, each player has his own role in these events when engaging to participate in group.
Please feel free to contribute to this idea or point out any potential game breaking problems.
If their are any questions, just post them in this thread and i will do my best to explain it to you.
(My native language is not english but i try my best, so please excuse me for making any typos)
Have a good one!
People who first enter the game should be able to choose a race and be fully customizable to their desire.
Instead of classes, the player should be able to take a "class" through choice of armor and weapons allowing them to switch if they don't like their decision they made earlier on in the game, but it should not be as easy as just switching from "class" in mid battle to avoid creating a destructive monster who can solo an entire raid/dungeon. No, the player should be able to buy basic armor and weapons from a blacksmith or by making it themselves early on in the game after farming gold or gathering vital resources so they can experiment with the armors and weapons in the first few levels giving them the opportunity what they really want to be. That said, players should be able to discover uncommon, rare and legendary blueprints from various monster located all over the world and through dungeons/raids so that they can create what they just discovered through skilling which can either be made by an already skilled craftsman who has the levels or they can choose to level up their skills so that they can make it without any help of another player. Players should be able to sell the blueprints that they just discovered creating a whole market for them. Some blueprints will be more valuable then others depending on their supply and demand and ofcourse region where they are sold compared to where they were found and the trouble the player had to go through to be able to obtain the blueprint. The armor and weapons created from these blueprints should come with set based abilities that can only be unlocked by having the complete set of armor and weapons coming from the blueprints creating a sort of class like feel when players go discover dungeons so that in this way, each player has his own role in these events when engaging to participate in group.
Please feel free to contribute to this idea or point out any potential game breaking problems.
If their are any questions, just post them in this thread and i will do my best to explain it to you.
(My native language is not english but i try my best, so please excuse me for making any typos)
Have a good one!
0
Comments
[/quote]
You're quiete right about that, do you have any suggestions on how to solve that? I still think it is important that the player can somehow change their class without having to create a whole new character again if they dont feel comfortable with it.
A combat class after all is normally a specialist in a specific style of combat.
And a specific style of combat would use specific (tuned) weapons and armour.
So basically you can make all classes average in some weapons/armour class styles, crap in opposing weapons/armour class styles and good with its own weapons/armour styles.
How good you are with weapons and armour depends on how close you class it to the class they were build for.
That means you can use any weapon and armour....but with varying degrees of success....depending on your class.
Thats with a rigid system:
A loose system woudl let you create any hybrid and create 1000s of alternative weapons/armour that are tuned to suit differnet hybrids.
Some will work well with your build, some will be crap, one will be perfect.
A combat class after all is normally a specialist in a specific style of combat.
And a specific style of combat would use specific (tuned) weapons and armour.
So basically you can make all classes average in some weapons/armour class styles, crap in opposing weapons/armour class styles and good with its own weapons/armour styles.
How good you are with weapons and armour depends on how close you class it to the class they were build for.
That means you can use any weapon and armour….but with varying degrees of success….depending on your class.
Thats with a rigid system:
A loose system woudl let you create any hybrid and create 1000s of alternative weapons/armour that are tuned to suit differnet hybrids.
Some will work well with your build, some will be crap, one will be perfect.
[/quote]
But you still have to choose a specific class and stick with it, or can you later on "rebuild" your character if it doesn't suit you?
I know what you are saying, and why I disagree with rigid classes and favour Archetypes & hybrids
Classes are a preset configuration of attributes with no flexibility.
Archetypes are a preset limiter of attributes, with hybrids free to exist within the boundaries of those combined archetypes.
Thus you would start in the center and be Archetype neutral.
Then as you progress, you would choose to remain archetype neutral or moved outward from the center toward a specific archetype and its nearest neighbours (and thus away from its opposing archetypes and its neighbours).
It would be a self balancing, dualistic, hybrid class generator.
Moving in one direction would increase some aspects of your build, but reduce other aspects you moved away from.
Such a system will not exist in AoC TMK.
You will have 8x base classes, 8x racial modifiers and 8x secondary class modifiers to make 512 unique builds.
You will have a selection of skills choices available to the class modifiers.
The modifiers are horizontal progression.
The base class is vertical progression.
Whether the base class vertical progression is Finite or Infinite is unknown.
And the design balance between vertical and horizontal progress, will decide if I play the game.
You will be free to modify your class modifiers ;) ..but not the base class or race.