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The Academy Game Design/Play Discussion

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Old 02-20-2008, 10:19 PM   #11 (permalink)
 
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Re: Classes

As long as they enable Dwarves to be Druids I don't care. Blame R.A. for that idea.
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Old 02-21-2008, 12:59 AM   #12 (permalink)
 
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Re: Classes

Ahem .....


Oo Oi!
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Old 02-21-2008, 09:06 AM   #13 (permalink)
 
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Re: Classes

24 might be a bit much but a lot of those ideas are cool.

I don't have a problem with Dwarf druids. Heck, I don't mind the EQ2ish route of each race can be any class. I thought it was a good route to go.
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Old 02-21-2008, 09:52 AM   #14 (permalink)
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Re: Classes

I don't agree with racism either (ie: certain races can't be certain classes). There should just be heavy attribute differences between a Dwarf rogue and a Minotaur rogue.

Now, I know 24 classes looks like a lot, but that's only if you plan on evolving one class from 0-50 or what have you. The way 24 classes at end-game can work is using a web system. I somewhat broke out the 3 webs in my last post. Basically, everything in the top block (Ranger through Assassin) starts out as a level 1 "Tracker". Everyone who wants to be one of those end-game classes will be a "Tracker" until level 10 when you have to do a series of quest and make choices from which you will decide if you want to go to Archer, being more of fighter style of a tracker, or if you want to become a Bandit, being more of a theif style of a tracker. This would take place again for both the Bandit and the Archer later on down the line and then once more from whatever class they develop into. Here's how one would become a Ranger for example. Tracker - Archer - Woodsmen - Ranger.

What this does is allows for tons of end-game differentiation which is lacking in most games while at the same time not watering everything down so much because you have to think of cool spells and abilities for everyone from level 1-50.
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Old 03-28-2008, 02:09 PM   #15 (permalink)
 
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Re: Classes

I love having a variety of classes in a game. One fairly easy way to allow a lot of variation from character to character is to allow multiclassing. With multiclassing, there don't have to be as many base classes to provide the same amount of options as a large number of base classes paired with no multiclassing. A game just really needs incentives to be creative and try different combinations of classes. These incentives could be as simple as some skills that can only be acquired through certain class combinations.

Dungeons and Dragons is a good example of a game with multiclassing, but I don't really think there is all that much incentive to multiclass besides the prestige classes that you can attain at higher levels.

Other than multiclassing, I'd like to be able to make a finesse fighter. My current Neverwinter Nights 2 character is a fighter/rogue, and I love the combination. I've also started leveling as a duelist which is basically a prestige class for finesse fighters.
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Old 04-07-2008, 10:21 PM   #16 (permalink)
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Re: Classes

Hi, im new to the board.. so for my first post idlike to share a class wihch I belive would be fun to play.

Class: Arcane Mender

Role of class:

As the cleric heals life force, the arcane mender heals the mind power.

I have been thinking about this class over time during my whole MMO gaming time. just looking at the fact that healing "mana, force power or whatever they call the casting magic pool" might seem overpowered and make the game seem easier, but to make it balanced out, there should be limitations on how this power will work since looking at the power as a whole, it is pretty powerful.

I have a few things to maybe balance this class out and make it where a group that has one Arcane Mender wont beable to keep pulling and pulling making the gameplay "dull"

Maybe, the Arcane Mender can choose a designated party member to be "linked" with (i.e only the person linked with the mender can recieve the actually mind healing) .. if the Mender wants to change his link, He/She might have to cast a spell or maybe a chant that may take 2 mintues or more since mind linking should be a tedious process to actually form a mind bond, So the party members have to choose wisely who will be linked, People would obviously let the cleric or wizard type class be bonded, but I want to see a class like this also give some benefits to the non-caster classes, so sometimes in certin situations, bonding with the healer or wizard would probably not be a wise choice..

There is alot more stuff I have thought up, but going to end the post here to see if anyone else likes this idea.. if there is a shown of interest, I will post another reply to this one with the rest of my ideas
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Old 04-07-2008, 10:54 PM   #17 (permalink)
 
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Re: Classes

Hi, and welcome!

Interesting thoughts, for a first go. Nice to see that.
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Old 09-23-2008, 04:44 PM   #18 (permalink)
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Re: Classes

I would love to see a ranger/hunter type class with some limited magical abilities (i.e. the Ranger class in EQ1) with a pet system like the Hunter class in WoW. Of course you have to have Elves to make this the best class!
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Old 09-24-2008, 01:11 AM   #19 (permalink)
 
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Re: Classes

Elves win! Dr00ds rock!

I loved the classes in EQ before they started messing with everything!
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Old 10-10-2008, 05:53 PM   #20 (permalink)
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Re: Classes

I don't think you want to overdo the classes. In many resent games, classes have been to specific forcing you to play it one set way. But I think that's wrong. Classes should be broad and allow for many different types of game play. Gypsy, Ninja, Assassin, Thief... these are all specific titles, but all belong under the same class. Rogue. Then depending on how you play / RP that class is how the class develops.

Same goes for the weapon master, warrior, non-spell casting knight, simple. Fighter. Spell casting knight with a bent towards evil, Shadow Knight. Spell casting knight with a bent towards good, Paladin.

Just about everything can fit under some sort of general tag. The trick is keeping everything at one specific level. You don't want to go too specific or too general. You want to provide people with the same basics but allow them to branch off and while they are the same class, be able to keep their identity as a person.

I mean who here hasn't felt like they are just an interchangeable cog in a machine that any other one of your class could do just as well. Giving people the option to branch out allows people to create a character that others cannot easily duplicate. WoW sort of did this with the different skill traits, but they were still too specific and I didn't like the idea of skills being the main difference of who you were. Seemed to fickle.

For me the best class system is one where you choose your class but depending on where and how you gain experience your skills appear differently. With no specific one being the better.

As for the names well This is my list, obvious ones first:

Warrior
Paladin
Blackguard
Monk
Cleric
Druid
Necromancer
Wizard
Sorcerer
Rogue
Ranger
Shaman
Bard
Enchanter

Brawler: a class that fights like no other, sending himself into the fight, he himself is the weapon. Armor Class directly influences this characters attack ability. Think : Thibbledorf Pwent of the Gut Buster Brigade. Could be a variation of the monk or warrior but doesn't really fit in either.

As for class ideas well, I could write pages on the abilities of each. But you get the idea I am sure.
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