Abiotic Factor

Abiotic Factor

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What's the benefit to picking a class when everyone can do everything?
I started off as chef in my run with a friend and it didn't really seem like I was cooking anything better than him and we were both leveling so quick in each category when doing stuff that it really didn't seem like it matters what you pick early on since you eventually get everything.

I assumed there was something special that only the class you pick could do (since that's kinda the entire point of having a class system in games) and maybe there is and i'm missing something?
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Showing 1-6 of 6 comments
Monokuma Jul 5, 2024 @ 9:37pm 
One of the recent updates bumped up gains for class-specific actions, but the main issue is that the game needs to be accessible for a solo player as well. Not only that, but there's the problem of going into a game blind and learning that like, item A from class A would have been really good but you only found out about it existing halfway through the game as class B.
[SF] MooMan Jul 5, 2024 @ 10:22pm 
That idea seems neat on paper but it would never work in solo play
Insano-Man Jul 6, 2024 @ 1:08am 
I think it'd be reasonable for classes to have some special defining quirk or craftable in addition to what's already in the game. Something that isn't explicitly necessary, but helps sell the class as what it is. All you'd have to do is tell the player what it is during character creation, and it'd all be square.

Otherwise, we're all just Kleiner - not Magnusson, not Keller, not Barney, not nobody.
Last edited by Insano-Man; Jul 6, 2024 @ 2:17am
Gauron Jul 6, 2024 @ 2:15am 
I think what needs to happen is that classes need to have unique bonuses to them.

Lab asistant: Each level in sneaking increases backstab chance by 2.5%
The suggested role is stealth so this guy should be the most valuable for stealth

Epimedical Bionomicist: Each level in first aid adds additional healing to all healing items.
This fella is the team medic so he should be good at it.

Trans-Kinematic Researcher: Each level of strenght decreases all damage taken by 2%
You are the fallback defense so hold the door!

Archotechnic Consultant: Each level of construction grants 5% increased hp, damage and energy to furniture.
Make things sturdy.

Phytogenetic Botanist: Every 2nd level unlocks a unique growable armor and weapon recipe.
Time to grow some fine melon helmets.

Somatic Gastrologist: Every 3rd level grants 5% chance to earn additional biological materials from targets and get a bit more out of cooking. Unlocks small bites recipe at level 5.
Biological scrap makes some fine fries, chef.

Paratheoretical Physicist: You learn how to throw pens and rubber balls. At level 5 you gain 2 unique throwing weapons by reinforcing those items.
Time to become John Wick.

Defense Analyst: Each level of fortitude increases increases damage done by 2.5%. Each level of strenght increases max HP by 0.5%.
You are here to keep the scientists safe, you are the best of security.

Summer Intern: Gain the class ability of another class when you reach level 6 in all skills they started with.
Time to learn noob, this is how you make ♥♥♥♥ boom!
Sea Base Jul 6, 2024 @ 4:46am 
Originally posted by Simple Tora:
I started off as chef in my run with a friend and it didn't really seem like I was cooking anything better than him and we were both leveling so quick in each category when doing stuff that it really didn't seem like it matters what you pick early on since you eventually get everything.

I assumed there was something special that only the class you pick could do (since that's kinda the entire point of having a class system in games) and maybe there is and i'm missing something?
The thing you are missing is time. The main constraint in this game (especially at the begining) is the day cycle, so splitting up 'responsibilities' lets your party get more done quicker. You'll end up looking for different resources but not over pack your bags with each others resource, making collection more efficient too.

That's not to say playing generalists co-op is bad, play as you like, but there are advantages to delegating.
Averagedog Jul 14, 2024 @ 8:24pm 
Originally posted by Gauron:
I think what needs to happen is that classes need to have unique bonuses to them.

Lab asistant: Each level in sneaking increases backstab chance by 2.5%
The suggested role is stealth so this guy should be the most valuable for stealth

Epimedical Bionomicist: Each level in first aid adds additional healing to all healing items.
This fella is the team medic so he should be good at it.

Trans-Kinematic Researcher: Each level of strenght decreases all damage taken by 2%
You are the fallback defense so hold the door!

Archotechnic Consultant: Each level of construction grants 5% increased hp, damage and energy to furniture.
Make things sturdy.

Phytogenetic Botanist: Every 2nd level unlocks a unique growable armor and weapon recipe.
Time to grow some fine melon helmets.

Somatic Gastrologist: Every 3rd level grants 5% chance to earn additional biological materials from targets and get a bit more out of cooking. Unlocks small bites recipe at level 5.
Biological scrap makes some fine fries, chef.

Paratheoretical Physicist: You learn how to throw pens and rubber balls. At level 5 you gain 2 unique throwing weapons by reinforcing those items.
Time to become John Wick.

Defense Analyst: Each level of fortitude increases increases damage done by 2.5%. Each level of strenght increases max HP by 0.5%.
You are here to keep the scientists safe, you are the best of security.

Summer Intern: Gain the class ability of another class when you reach level 6 in all skills they started with.
Time to learn noob, this is how you make ♥♥♥♥ boom!

I like this list of ideas. Otherwise the Defensse Analyst while thematic gets a bunch of early game advantages but a sizable xp handicap due to the forced trait.
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Date Posted: Jul 5, 2024 @ 8:15pm
Posts: 6