Alatyr Posted January 17 Report Share Posted January 17 (edited) The current class system doesn't bring any particular experience to the game. One person can actually do everything, which is generally a normal situation for a solo playthrough, but for multiplayer I would like to have more emphasis on cooperation. It is necessary to rework current classes towards unique recipes or greatly enhanced abilities. For example, the current Tailor class is needed to craft almost any clothing without any alternatives. The new "blacksmith" class would have the ability to forge objects, while casting would be enough for ordinary people. And this is exactly what you need for an immersive game on the server. There are many people, and they must choose what activities they want to engage in, and allow cooperation between players to grow naturally so that communities can progress. Getting food can also be made somewhat more difficult. There may well be enough natural resources to support a few people through gathering, but when it comes to farming... It might be worth having a farmer class that can efficiently harvest and multiply crops, while ordinary people will most likely lose their total seed supply every season (seed self-reproduction coefficient 1 or lower). This way, ordinary people will still be able to tend to their small gardens, but will not be able to maintain huge fields alone. There are a lot of aspects to think about here, so you can help me think through them here. Edited January 17 by Alatyr Link to comment Share on other sites More sharing options...
Dra6o0n Posted January 17 Report Share Posted January 17 Maybe Class synergy? As in if a item is created by a specific class that's good at it, it gains a trait that indicates it's unique and a different class that's good at working with it will amplify the results. So if a Carpenter makes good handles, and a Blacksmith makes use of said Handles to make tools, it gets a bonus durability and other effects. Link to comment Share on other sites More sharing options...
Alatyr Posted January 17 Author Report Share Posted January 17 2 hours ago, Dra6o0n said: Maybe Class synergy? As in if a item is created by a specific class that's good at it, it gains a trait that indicates it's unique and a different class that's good at working with it will amplify the results. So if a Carpenter makes good handles, and a Blacksmith makes use of said Handles to make tools, it gets a bonus durability and other effects. It sounds good. This is what we should strive for in multiplayer. Class synergy. But this will require almost all recipes to be reworked. Link to comment Share on other sites More sharing options...
Dra6o0n Posted January 18 Report Share Posted January 18 (edited) 2 hours ago, Alatyr said: It sounds good. This is what we should strive for in multiplayer. Class synergy. But this will require almost all recipes to be reworked. Not necessarily, when you create items they have stats and data in their description, merely adding additional stats to the parts constructed by an 'Artisan' is already a big bonus, and having the final result combine all the 'artisan' buffs would be massive. It's the same manner as Minecraft's enchantments. It can be in form of prefixes or suffixes or both. Sharp adds 'damage' modifiers. Solid adds 'durability' modifiers. etc. <prefix> <suffix> stone axe Edited January 18 by Dra6o0n Link to comment Share on other sites More sharing options...
Maelstrom Posted January 18 Report Share Posted January 18 Sounds simple on the surface, but pop the hood and the coding would require either reworking the existing item framework or creating unique items to capture the data in a useable way, which means another data field in the code for each unique trait. Link to comment Share on other sites More sharing options...
Dra6o0n Posted January 19 Report Share Posted January 19 Which means items weren't designed to be modifiable in their database in the first place? Link to comment Share on other sites More sharing options...
Maelstrom Posted January 19 Report Share Posted January 19 I do not know. I'm not on the dev team nor look into what code is available to be looked at. Based on my limited experience in coding that is an issue that would have be dealt with. Link to comment Share on other sites More sharing options...
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