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Class mission

It would be interesting to have a mission to pass the definitive class, for example, the paladin will have to go to a fortress and pass tests, the assassin will have to find the base of the hidden assassin's guild and go after clues, for the player to feel like he belongs to an order or something like that and it wasn't easy, like what it would be like if it were a tabletop role-playing game, going through the experience

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    MyosotysMyosotys Member
    edited May 12
    Tinhox wrote: »
    It would be interesting to have a mission to pass the definitive class, for example, the paladin will have to go to a fortress and pass tests, the assassin will have to find the base of the hidden assassin's guild and go after clues, for the player to feel like he belongs to an order or something like that and it wasn't easy, like what it would be like if it were a tabletop role-playing game, going through the experience

    Like in of Ragnarok Online ?
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    ApokApok Member, Braver of Worlds, Kickstarter, Alpha One
    This can go either way for me, Played a lot of RO back in the day and still do on private servers to re live that nostalgia, I do like servers that keep it close to retail but also don't mind the custom job NPCs as someone whose leveled up the same jobs over and over multiple times.

    The reason why it works in RO is because everyone starts off as the same basic novice class and changes as where other games you usually choose from the character creator. AoC would need their own version of the novice and quests for the archetypes and then a quest for each augment once you hit 25. which tbh I would totally be in favor of cause you will see more people dedicated to their job rather then people just mixing and matching once they can afford to change out secondary archetypes.

    for me I would make it so 1st archetypes are solo quests where the second would require group play. This could be used a tool to gate people at 25 bottle-necking player progress and creating an influx of players who are around the same level increasing the odds of people being to group up more.

    to further overthink this mechanic you could make each secondary archetype it's own level, giving players a reason to go back and level again so let's say a certain level gap of players is in desperate need of tanks, a lot of players might have their tank secondary archetype still at 26 and can fill in for that roll out of convenience for them and help out other players in the process

    to further clarify this process it would work like this, I level fighter to 25 and can do second archetypes. I unlock all secondary's but they are all level 1. once I pick fighter/fighter I'm basically 25+1 (level 26) and can continue to level as a weapon master. I get to 50 as a weapon master but if I was to change to fighter/tank I would be 25+1(26) again while my fighter/fighter would still be 25+25(50) if I changed back to him

    So both these mechanics; questing for archetypes, and separate secondary archetype levels can work in tandem with each other to smooth out players leveling progress over time.
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    DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One
    I love Class Quests.
    Especially with Secondary Archetypes, it should be fun to have group Class Quests.
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    CROW3CROW3 Member
    Good idea here.
    AoC+Dwarf+750v3.png
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    willsummonwillsummon Member
    edited May 12
    I would like there to be class mission. Though, 64 different class mission trees is just a little much.

    That being said, a lot of classes have motif overlap. For example, the Paladin, High Priest, Templar, and Acolyte are all going to be of a Holy Church motif. On the other hand the Necromancer, Warlock, Shadow Lord, and Shadowmancer all have a motif of "seeking forbidden knowledge".

    So, let us say instead of a class mission tree for each class, instead class mission tree for a specific set of classes that share the same motif.

    Done right this could pair down the number of class mission trees from six to ten depending out how the classes are paired.

    You have a holy/make the world better path, a soldier/sheriff path, a political/assassination path, a thief/treasure hunted path, a forbidden knowledge/black magic path, a protector of secrets path (the good mages path), a protect nature/learn nature magic path, a bounty hunting path, etc...

    This would also lead itself to have player group up for those with similar class paths.
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    DepravedDepraved Member
    Apok wrote: »
    This can go either way for me, Played a lot of RO back in the day and still do on private servers to re live that nostalgia, I do like servers that keep it close to retail but also don't mind the custom job NPCs as someone whose leveled up the same jobs over and over multiple times.

    The reason why it works in RO is because everyone starts off as the same basic novice class and changes as where other games you usually choose from the character creator. AoC would need their own version of the novice and quests for the archetypes and then a quest for each augment once you hit 25. which tbh I would totally be in favor of cause you will see more people dedicated to their job rather then people just mixing and matching once they can afford to change out secondary archetypes.

    for me I would make it so 1st archetypes are solo quests where the second would require group play. This could be used a tool to gate people at 25 bottle-necking player progress and creating an influx of players who are around the same level increasing the odds of people being to group up more.

    to further overthink this mechanic you could make each secondary archetype it's own level, giving players a reason to go back and level again so let's say a certain level gap of players is in desperate need of tanks, a lot of players might have their tank secondary archetype still at 26 and can fill in for that roll out of convenience for them and help out other players in the process

    to further clarify this process it would work like this, I level fighter to 25 and can do second archetypes. I unlock all secondary's but they are all level 1. once I pick fighter/fighter I'm basically 25+1 (level 26) and can continue to level as a weapon master. I get to 50 as a weapon master but if I was to change to fighter/tank I would be 25+1(26) again while my fighter/fighter would still be 25+25(50) if I changed back to him

    So both these mechanics; questing for archetypes, and separate secondary archetype levels can work in tandem with each other to smooth out players leveling progress over time.

    tell me a good to server ;3
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    MyosotysMyosotys Member
    Apok wrote: »
    This can go either way for me, Played a lot of RO back in the day and still do on private servers to re live that nostalgia, I do like servers that keep it close to retail but also don't mind the custom job NPCs as someone whose leveled up the same jobs over and over multiple times.

    The reason why it works in RO is because everyone starts off as the same basic novice class and changes as where other games you usually choose from the character creator. AoC would need their own version of the novice and quests for the archetypes and then a quest for each augment once you hit 25. which tbh I would totally be in favor of cause you will see more people dedicated to their job rather then people just mixing and matching once they can afford to change out secondary archetypes.

    for me I would make it so 1st archetypes are solo quests where the second would require group play. This could be used a tool to gate people at 25 bottle-necking player progress and creating an influx of players who are around the same level increasing the odds of people being to group up more.

    to further overthink this mechanic you could make each secondary archetype it's own level, giving players a reason to go back and level again so let's say a certain level gap of players is in desperate need of tanks, a lot of players might have their tank secondary archetype still at 26 and can fill in for that roll out of convenience for them and help out other players in the process

    to further clarify this process it would work like this, I level fighter to 25 and can do second archetypes. I unlock all secondary's but they are all level 1. once I pick fighter/fighter I'm basically 25+1 (level 26) and can continue to level as a weapon master. I get to 50 as a weapon master but if I was to change to fighter/tank I would be 25+1(26) again while my fighter/fighter would still be 25+25(50) if I changed back to him

    So both these mechanics; questing for archetypes, and separate secondary archetype levels can work in tandem with each other to smooth out players leveling progress over time.

    Yes RO I meant not RO2, I don't know why I told 2, I even did try it.

    RO is in my top 3 best MMO I played if not THE best. I also loved these quests to get a class.

    It was an excellent idea on the part of the RO devs to be able to start your character without choosing a class. This allows you to chat with other players about the pros and cons of a class before jumping in.

    If we could get into AOC as quickly as possible without having a class, that would suit me perfectly.
    Afterwards, I believe that it is planned that we choose our class with the character creator.
    So it would still be possible as you suggest to choose your secondary class after an interesting quest.
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