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1. Being able to wield a shield as warrior for tanking purposes. It would benefit everyone who plays as tank in multiplayer (or singleplayer).
2. Number 1 could possibly turn the warrior into an undying OP damage sponge and thus decreasing the difficulty of the game. The ability to raise the difficulty in general would improve the sense of actual 'roles' in the game as you may know it from raids in MMORPGs and counteract the sponginess of a shielded tank. Right now me and my friend (warrior & mage) are way too overleveled for our enemies without even really grinding (both lvl 16 at World 2-01). Additional to that how about a perma-death mode for all hardcore players? (Not really into that though)
3. Being able to evolve your class into new forms (through a special quest line and min. level):
- Warrior > Paladin (maybe from this point on with a shield) / Dark Knight (both with each 1-2 individual skills?) / Samurai (wields a katana / uchigatana; has increased attack speed but less resistance)
- Mage > Fire Mage (advanced fire spells like meteor) / Thunder Mage (advanced lightning spells like Blink) / Necromant (summons pawns to aid in battle) / Sorcerer Supreme (uses advanced Holy Spells) [Note: I didn't mention a healing class since in combination with a shielded paladin it could break the game balance)
- Archer > Marksman (advanced Bow Skills and increased range) / Assassin (close combat; increased crit chance; Stealth Skill for a short duration)
I think there is no need to explain how class branches would benefit the overall game and player experience...
If that is still too much programming, how about adding 1-2 new basic classes:
1. Monk (close combat, staff as weapon, mainly DD)
2. Bard (ranged combat, guitar/harp/flute/ocarina etc. as weapon, mainly support)
3. Skinwalker (close quarter, instead of weapons his "forms" need to be crafted through recipe. Different Forms have different features e.g. "Turtle" = increased HP, "Bear" is for dealing damage and so on. Forms also scale with level since no weapon available. Starts with bear form to at least be able to deal damage, especially in singleplayer. Balancing this one would be quite difficult but adds a very versatile and fun class into your game if done right.
I could also draw some additional concept art in case it's needed. Thank you for reading. :)
Maybe story quest that must be done before we can travel to next map like helping villagers, kill monsters etc.
Now you can use any equipment with any class. I wish all items have restrictions. For example - you can wear bow only by ranger class. Or any item should have stats restrictions. For example - you can wear bow only with 50+ Agility.
In my party of people I am always the builder and while they are out gathering resources and killing monsters i dig and build and make beautiful houses. sounds fair enough except that the amount of experience that we gain is vastly different.
I feel that you should make profession levels as well meaning that as you do what your profession is you gain xp and can gain proficiency in your profession advancing the efficiency of that profession
Im gonna make a professions list and then explain why i believe they need to be a thing and give some suggestions as to what you could do with it.
Professions:
Architect(builder)
General
Miner
Farmer
Stablehand(something with pets)
Bounty Hunter
Architect:
I would love to see an architect or some related building profession that allows me to receive xp from building things so that I can stay up to level with my friends. Or even just allows me to build more quickly or maybe stack more buildable items like increase the refined wood(and etc.) stack into maybe 300 instead of 200 so that even if i may fall behind i can have an easier xp of building.
General:
This would be a person who when in combat would gain extra xp from being in a group. I feel like if you add more things to the game you will add buffs I picture the general being a person who would also add buffs to his team and this mainly goes with that idea i feel that the general would get extra xp for adding buffs to his team.
Miner:
We have roles in my group that I feel need to be added to the game itself because it just makes sense of everyone to specialize and the miner is a big need if you are going to add professions increase his damage to dirt and rocks or gain more xp from digging
Farmer:
BEFORE YOU ADD THE FARMER make crops do more they do almost nothing with how far I am in the game and I feel like it should do more like food should be a necessity not like a hunger meter, but maybe give farmers a much larger increase to health from plant related consumables or something like that.
Stablehand:
first of all incorporate pets into this game way more pets in games make the game less lonely all a petting zoo like stable you can make or allow the pets to be set in your house on display because they are just so adorable. Also make pets boost morale in some way give certain types of pets boosts to different things.make the owl increase the morale of mages increasing mage stats stuff like that that would make animals a bigger deal in the game. When you do make the pets a bigger deal include this bad boy the stable hand and allow him to wear a pot on his head and wield the most amazing pitchfork of all time giving him a boost to the boost that animals give and maybe even incorporate animal levels and skill trees and give the stable hand an increase in xp for their animals. or if you dont do that allow them to maybe have 2 animals.
Bounty hunter:
I only added this because i feel like it makes sense with the missions on the map that appear randomly give this guy more xp and more damage when completing bounty like missions or maybe even all quests this may sound a little op in that setting but when you missout on some of the other professions it should equal it out.
OKAY done with professions
onto character development
I believe that the 3 class system is fine because you have the base of every class ever you just need to do what other people are saying and add subclasses AND advanced classes i want something to look forward to at level 30 and when i get to level 30 and choose my advanced class i would love to have some more talents to give them I would love to see the length of this game increased and as well the levels in which i can pursue.
BUT IM NOT ONLY TALKING CHARACTER LEVELS
I would like to be able to switch between subclasses but EACH subclass gain its own levels so you cant switch from a tank to a fighter and instantly be an op fight you would have to level yourself up in every skill tree to be able to do that. I feel this would add a connection to the character you make.
I also would like to be able to switch back and forth between classes ONLY when you go back to your house and make this so that you start back at lvl 1 for EACH class and subclass (dont make this available for low levels) once you pick a class you should stick with it until you have given it a chance i would say make the level minimum 20 to switch out of your first class and 10 to switch out of your 2nd that way there is a restriction on which class you choose and make it a big deal on which one you choose.
FINALLY Races
Now races obviously have their own perks and just like DnD they should be able to be used with any class so that you dont have to be basic but you can make cool and funny characters that you can enjoy playing with.(I personally love thinking of a hobbit warrior because they would think im a theif and i could bludgeon them with a war hammer) I would love to see quirky fun(like the animation in this game) combonations to classes and races. Make a halfling thats a warrior lose some speed cuz it struggles to hold the weapon and only allow him to use heavy attacks( also add heavy attacks or variations of attack to the combat) make a mage that is an ogre use spells clumsily but with more damage(slower casting cuz their intelligence is usually low) make this game have fun little things that will stick out SO MUCH MORE to real fantasy game lovers who would love to see those quirky little jokes in their fun little characters
there are a few more things id like to add but because this is already so long and I'm sure others have mentioned most of what i said above and also what i want to say im going to end this here.
all classes need an option for 30% magic damage resist, probably moving them to be on the same line as royal experience, giving you the option to have more XP or an easier time getting it (and not dying)
So here's all of my ideas concerning the Character and Classes.
Here's what shouldn't change and is very good right now.
*Character. (Good)
- The character overall art style.
WHAT COULD BE IMPROVED
- More hairstyle. Or fix the one already there. So many hairstyle are just unappealing. Either the volume is akward or the shape of it. Go simplier. And more style.
- Add nose. Just do it. Add like 4 kind of nose. So many time I find my character creation awkward. I know it sounds silly but I strongly think it would look so much better.
- I know it might sounds funny, but make the sex choice matter. I know it's fun to add a beard to a female but still. My OCD is kicking in you shouldn't be able to do that AH!. But seriously the sex choice is pointless if you can choose a girl and put a male voice and vice versa. Make the creation of the character more specific.
- More female eyes. and earrings.
*Classes(Good)
- I think 3 classes is very well balance I mean. An archer can go thief, A warrior can go swordsman or axe-man. Not much to be change here.
WHAT COULD BE IMPROVED
- I think this part clashes with my post in the RPG part where I talk about more skills that uses mana for the archer and warrior.
Not all weapons (or items in general) should be bound to a certain class. At the moment warriors can't use bows or any other ranged weapon, which means flying enemies can't be killed - at least in the early game.
Instead each class could have bonuses to certain weapon types. This could be in the form of a talent. So warriors could still use bows, but a ranger would be way better at using them. Mages could suck at using swords, but still use them. Warriors even could learn magic but may suck at using it.
This would enable more complex character builds without adding more items or other clutter. I'm thinking of Paladins and Battlemages for example. This would also give more meaning to the attribute points. At the moment you just have to put all your points into the main attribute and you are fine. No sense in increasing intelligence in a warrior. So this would really expand on existing game mechanics.
There could still be items that are bound to classes. Maybe heavy melee weapos such as hammers and could only be used by warriors. Staffs could be for mages only. Maybe crossbows for rangers? Although a crossbow is technically easier to use then a bow ... looking at this historically. Every idiot can use a crossbow ... that's why it was banned by the pope at some point. ;)
Maybe each class could have choosable talents down in the tree that invite hybrid builds. At some level warriors could choose between talents that either add bonuses to magic, ranged weapons or melee weapons.
This could really add to the complexity for people who want to play hybrid classes. Players who just want to play straight foward warriors, mages or ranges wouldn't notice much of a difference.
Cheers! You are making a great game. I really enjoy it.
I like the new stat system but see gear restrictions as an overkill considering that one's stat build will determine weapon effectiveness anyway.
Just my 2c. Thanks for a great game!
Alchemist, Blacksmith, Enchanter, Cook, whatevs, haven't thought about it much
By adding secondary jobs for characters, there would be a better experience in developing your character, and it'll add more things to do than grind by killing monsters. It would also add more variety to characters, cause currently all we have is a Warrior, an Archer, and a Mage. Even there are different play styles within each class (I'm playing a scythe weilding emo mage) adding a utility aspect will further enhance character variety.
For example:
~Alchemists~
will be able to brew, stronger and more potent potions (and/or poisons) with less materials. Some potions require a certain level of alchemy to be brewed
~Blacksmiths~
are able to craft weapons and armors with higher durability and stats. Some unique weapons and armor will require a certain level of smithing skill in order to be crafted.
~Enchanter~
are able to imbue weapons with secondary effects, let's say...lifesteal for example, or...fire damage, or...enhancing it's attack speed, or simply just the plain old durability and damage enhancement. Weapons that can be enhanced depends on the weapon level, and the enchating skill level.
~Cook~ (made a suggestion about a cooking system in the crafting section)
will be able to whip up some nice and yummy stat boosting foods. Basic food recipes will expand as this job levels up.
etc.
I'm also thinking of a seperate skill tree for the sub classes
I know, you'd probably think that it would limit player capability in crafting.
No, I suggest that the sub classes aren't locked. You will be able to either master one sub class, or be a jack-of-all-trades, or master it all (I don't know if there's a level cap, lol)
By having this feature, the game will have more character variety and will add more things to do. Today the game's all about dungeon crawling, adventuring, exploring, and grinding. (Don't get me wrong, I love your game) but sometimes I just want to stay in one place and develop a world, and farm...and farm. Or just craft and craft and craft till all chests are full, lol.
please consider this, maybe not all, but some.
Someone else said they wanted to be able to tailor their abilities for the situation. I REALLY agree to this; if abilities are all just dull and boring what's the point in having classes at all? May as well skip it all and remove classes if it were to be like that. Skills and combat need to feel consequential; managing buffs and auto healing with the odd spell added in is just micromanagement.
Abilities that gave short invincibility frames (somewhat useless due to free dodges atm, a stamina meter would fix this), ones that moved you in the direction of the attack (like perhaps a jumping attack, or a charge), ones with a longer period of AOE or with substantial CC, or ones that left you vulnerable during certain frames, would really mix things up a lot.
To compromise with balancing/make for more interesting gameplay switching up said skills ought to be limited- perhaps requiring some kind of stationary object to change. For example, only changing these skills at portals- or only changing at a specific workstation.
Heres a list for each of the advance classes for each of the base classes:
Mage:
~Wizard~
Bonus to max mana and damage. Longer cooldowns for spells. Lower base crit chance, but higher crit damage.
~Sorcerer~
Shorter cooldowns for spells, High mana regen, high base crit chance, lower crit damage.
~Warlock~
All spells gain a slight AOE add to them for 50% of damage, increase to armor and magic resist. Reduce max health and max mana. Slight increase to mana regen.
Ranger:
~Assassin~
Higher base crit chance, higher dodge chance, can stealth for a limited time.
~Marksman~
High base damage, has a chance to pierce and hit muliple enemies with one attack. Has slower movement speed then ranger.
~Saboteur~
Wide AOE bomb skill attacks. As many hamper skills like stun, slow, blind, poison, and pertify. High mana regan.
Warrior:
~Knight~
High base armor, low movement speed. Has skills that make enemies want to attack it.
~Beserker~
High base damage, low base armor, high max health. Can frigthen enemies to make them stay still or flee for a few seconds.
~Paladin~
High base armor, high max mana. Only uses light or dark type spells. As healing skills.
Okay, these are the advance classes I came up with and I only went into depth on what they could be like. I'll admit that some of them I didn't put much thought into, but I at least wanted all of the current classes to have at least 3 advance classes to chose from.