Glorious Alpha Two Testers!
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Alpha Two Realms are now unlocked for Phase II testing!
For our initial launch, testing will begin on Friday, December 20, 2024, at 10 AM Pacific and continue uninterrupted until Monday, January 6, 2025, at 10 AM Pacific. After January 6th, we’ll transition to a schedule of five-day-per-week access for the remainder of Phase II.
You can download the game launcher here and we encourage you to join us on our for the most up to date testing news.
Class system the fine line
ArchivedUser
Guest
Each player chooses a main class + a sub class and there are 8 classes.
Tank
Fighter
Rogue
Ranger
Mage
Cleric
Summoner
Bard
This gives a total of 64 class combinations.
The promise of this large amount of classes is that your character will be relatively unique. I am worried that it is way too hard to make 64 great classes with unique playstyles. I would love to have a unique character but there is a price to be paid for all those classes.
As a player you interact with the world through your character/class. Then it follows that a class should belong to the world they inhabit in order to immerse the player into that world. Classes that dont have any indentity based in the gameworld breaks the internal logic of that world. I dont have the imagination to figure out how 64classes wont break that internal logic but maybe that is just me. 8 different types of mages how does a NPC mages guild look then? Or do you have 8 different mage guilds? or none at all?
The classic example of WoW where the game was built around the classes. Each class having unique races, looks, questslines, combat, class trainers and roles within a group. A class had an identity within the game world. There were upsides and downsides to the classes and playing each was a unique experience.
Having 64 classes is not necessary in order to make my character be a unique experience.
I am worried that
A. You make 64 classes that are like superheroes with different colored laserbeams, flying around in a medieval universe, being too fancy for thier own good and breaking the immersion.
B. You make 8 basic classes that allowes you to beat the core game. These become your identity and your role within the game. The 8 must remain boring as to not steal the thunder of the 64 fluff subclasses. With a few exceptions the subclasses will all be irrelevent as it is your main class that allowes you to beat the game.
I know you got this Itrepid but be carefull not to solve this problem as an afterthought. The classes are more vital to your success than any list of features.
Hype over 9000!
Tank
Fighter
Rogue
Ranger
Mage
Cleric
Summoner
Bard
This gives a total of 64 class combinations.
The promise of this large amount of classes is that your character will be relatively unique. I am worried that it is way too hard to make 64 great classes with unique playstyles. I would love to have a unique character but there is a price to be paid for all those classes.
As a player you interact with the world through your character/class. Then it follows that a class should belong to the world they inhabit in order to immerse the player into that world. Classes that dont have any indentity based in the gameworld breaks the internal logic of that world. I dont have the imagination to figure out how 64classes wont break that internal logic but maybe that is just me. 8 different types of mages how does a NPC mages guild look then? Or do you have 8 different mage guilds? or none at all?
The classic example of WoW where the game was built around the classes. Each class having unique races, looks, questslines, combat, class trainers and roles within a group. A class had an identity within the game world. There were upsides and downsides to the classes and playing each was a unique experience.
Having 64 classes is not necessary in order to make my character be a unique experience.
I am worried that
A. You make 64 classes that are like superheroes with different colored laserbeams, flying around in a medieval universe, being too fancy for thier own good and breaking the immersion.
B. You make 8 basic classes that allowes you to beat the core game. These become your identity and your role within the game. The 8 must remain boring as to not steal the thunder of the 64 fluff subclasses. With a few exceptions the subclasses will all be irrelevent as it is your main class that allowes you to beat the game.
I know you got this Itrepid but be carefull not to solve this problem as an afterthought. The classes are more vital to your success than any list of features.
Hype over 9000!
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