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
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.