Chipsss Posted August 8 Report Share Posted August 8 There are countless mods that add new classes to the game, some very solid orthers quite balanced etc So I was wondering if the devs have any plans to add more classes in the future (personally I think it would be interesting a "survivalist class" that starts with no gear but has bonus against cold/heat and improved foraging, however can´t collect crops or minerals as efficiently. Kinda of a "unable to sattle in one place" having to live with what the world already gives instead of building new things) just an interesting suggestions what yall think Link to comment Share on other sites More sharing options...
LadyWYT Posted August 9 Report Share Posted August 9 It's possible there could be another class or two added to the game, provided that the new addition(s) fit the lore and don't overshadow the classes we have already. After all, what's the point of picking a class if there's a different class that does the same thing, but better? On 8/8/2024 at 11:16 AM, Stejer said: I think it would be interesting a "survivalist class" that starts with no gear but has bonus against cold/heat and improved foraging, however can´t collect crops or minerals as efficiently. Kinda of a "unable to sattle in one place" having to live with what the world already gives instead of building new things) We already have this in the Malefactor and Hunter, although each one handles the concept in a different way. The Malefactor focuses a lot more on foraging and scavenging materials for survival, as well as avoiding combat with an innate boost to stealth. The drawback is that Malefactors have less health overall and are weaker in melee combat, and the positive benefits that the class does have tend to be strong early-game and weaken significantly in the late-game. In contrast, the Hunter is the best at its namesake--hunting animals and reaping the rewards of said hunt. They also do the most ranged damage of any class, and are able to move faster as well, making them better at traversing the world. The drawback to hunters though is that they aren't as effective in melee combat, and they have a slower mining speed while also receiving less ore for their mining efforts. In regards to a class having a bonus against environment temperature...that does sound cool(no pun intended), but in the game's current state only cold temperatures will negatively affect your character. Hot temperatures have no drawbacks--you can wear full fur gear next to a roaring campfire in a tropical jungle and suffer no penalties. As far as starting with no gear, that's essentially how the player starts out currently. The clothes that the player spawns with are in terrible condition, so unless you're in a climate that doesn't get very cold or otherwise find a way to acquire new clothes/repair your old ones, you're likely to have a rough time when winter comes. For my own class suggestion, I posted this idea a while back, since we don't have a dedicated healer/support class at the moment: Link to comment Share on other sites More sharing options...
ifoz Posted August 11 Report Share Posted August 11 (edited) I've been hoping that we may see some new classes with 1.20. Specifically, I would love to see ones related to both mounts and boats. Some kind of reindeer herder type class for bonus mount speed, and some kind of sea captain class for bonus boat speed. I think that could be a really cool way to give mount and boat players some cool advantages. I imagine that the sea captain would get bonus boat speed, but also get mining speed debuffs, due to being at sea for most of their time. I think they could also get a 10% slower hunger rate, however, to make them a more viable class for those who do not play with oceans enabled. The mount rider class could have some bonus mount speed, but then maybe have some hunting debuffs due to being kind to animals, like how Tailor does. Of course, those are just some basic ideas for these hypothetical classes. Edited August 11 by ifoz Link to comment Share on other sites More sharing options...
LadyWYT Posted August 12 Report Share Posted August 12 On 8/11/2024 at 1:50 AM, ifoz said: The mount rider class could have some bonus mount speed, but then maybe have some hunting debuffs due to being kind to animals, like how Tailor does. Or on the flipside--give them a bonus to ranged damage and accuracy while they're mounted. That would also come with the built-in drawback of needing to wear light armor in order to take full advantage of the bonus. Live out your inner steppe warrior! In regards to bonus mount speed...I'd make the potential penalty that they move a little bit slower unmounted. After all, why walk anywhere when you can ride? 2 Link to comment Share on other sites More sharing options...
ifoz Posted August 16 Report Share Posted August 16 On 8/13/2024 at 6:26 AM, LadyWYT said: Or on the flipside--give them a bonus to ranged damage and accuracy while they're mounted. That would also come with the built-in drawback of needing to wear light armor in order to take full advantage of the bonus. Live out your inner steppe warrior! Could this perhaps be a hunter trait, then? Having two bowyer classes seems a little redundant, so perhaps this mount class could be reworked and meshed with the Hunter class? On 8/13/2024 at 6:26 AM, LadyWYT said: After all, why walk anywhere when you can ride? Ah, just as they'd say in Morrowind. Perhaps we need Jonas to invent a mechanical version of silt striders...? Link to comment Share on other sites More sharing options...
Toroic Posted August 16 Report Share Posted August 16 I think before they add new classes they need to rework clockmaker and tailor. Clockmaker's bonuses are weak, niche, and lategame on top of that except for the speed bonus it shares with Hunter. There's enormous potential for them to get fun and useful recipes, and I hope they can reach that potential. Tailor's effectively a challenge class. It's worse than commoner at most tasks (mining, harvesting, foraging, combat (health penalty)) in exchange for the ability to make some minor upgrades to clothing items and slightly better Gambeson. Link to comment Share on other sites More sharing options...
LadyWYT Posted August 18 Report Share Posted August 18 On 8/16/2024 at 2:45 PM, Toroic said: Tailor's effectively a challenge class. It's worse than commoner at most tasks (mining, harvesting, foraging, combat (health penalty)) in exchange for the ability to make some minor upgrades to clothing items and slightly better Gambeson. I disagree--tailor is currently fine. In singleplayer it's mostly a challenge class, unless you play with class-exclusive recipes enabled. In which case, they have a distinct advantage in cold climates since they can craft the warmest clothing, and they have an overall advantage with maintaining their clothing with less effort and having perhaps the best trade options with the traders(a lot of the in-demand clothing items are tailor-exclusive recipes). For multiplayer scenarios(which will likely have class-exclusive recipes enabled), the tailor will likely be the class highest in demand since they excel at repairing clothing and are the only ones able to craft some of the fanciest clothing options in the game. It's also an attractive choice for more passive players in this case, as it will allow those players to have something valuable to barter(clothing) for other needed goods, with the lowest potential risks to themselves. On 8/16/2024 at 2:45 PM, Toroic said: Clockmaker's bonuses are weak, niche, and lategame on top of that except for the speed bonus it shares with Hunter. There's enormous potential for them to get fun and useful recipes, and I hope they can reach that potential. Now this one I'm inclined to agree needs a bit of a rework, although I've not given clockmaker a proper playthrough yet to be sure. I've heard that the locust pet AI isn't particularly good, which is a shame as that seems like the most intriguing part of the class. Clockmakers do have an advantage with the translocators, in that they only need two temporal gears to repair instead of three. Late-game that advantage can fall off a bit, but it's still decently strong. I also think the main reason that clockmakers seem a bit weak now, is due to the lack of enemy variety. They have a damage boost against mechanicals, but the only mechanicals we see regularly are locusts(which die in one or two hits anyway), sawblade locusts(tougher, but rare), and bells(annoyingly tough, but don't actually attack you). Since most of those aren't particularly tough and easily handled by other classes as well, the clockmaker is a bit underwhelming in that regard at this time. However, I think we'll likely see more mechanical enemies added later, that are much tougher than those we have now. In which case, I expect the clockmaker to become a much stronger pick. 1 Link to comment Share on other sites More sharing options...
Thorfinn Posted August 19 Report Share Posted August 19 4 hours ago, LadyWYT said: In which case, [tailors] have a distinct advantage in cold climates since they can craft the warmest clothing, Problem is a firepit is cheap. The most expensive part in a polar start (IMO) is the dry grass. Even if you are in a treeless region, there are things you can collect from ruins to burn. All you need is grass (lost forever) and firewood (needed only to prep the firepit.) And warm clothes aren't that important if you have the skills to cave, as then you don't even need a fire. I get that if you are in a group that likes to roleplay, someone who gets a bonus on clothes might be in demand. But if you are in a group who play the game (instead of the metagame) something like Hunter is not only vastly better, classes like Tailor are useless eaters, IMO. Special cases, maybe, but it requires a special case to make them useful. We agree on Clockmaker, but that's probably largely because I think translocators are more or less useless. Link to comment Share on other sites More sharing options...
Toroic Posted August 19 Report Share Posted August 19 (edited) 4 hours ago, LadyWYT said: I disagree--tailor is currently fine. In singleplayer it's mostly a challenge class, unless you play with class-exclusive recipes enabled. In which case, they have a distinct advantage in cold climates since they can craft the warmest clothing, and they have an overall advantage with maintaining their clothing with less effort and having perhaps the best trade options with the traders(a lot of the in-demand clothing items are tailor-exclusive recipes). My balance assumptions are made based on default settings (meaning class-exclusive recipes enabled) and an initial temperate spawn point (and no reason to seek out colder biomes. If you're willing to travel, you want to aim for equatorial or establish a winter base in that region). You make some great points with the trading, having profitable trade goods positions tailor better and is an argument for the repeatable usefulness of the class abilities. 4 hours ago, LadyWYT said: For multiplayer scenarios(which will likely have class-exclusive recipes enabled), the tailor will likely be the class highest in demand since they excel at repairing clothing and are the only ones able to craft some of the fanciest clothing options in the game. It's also an attractive choice for more passive players in this case, as it will allow those players to have something valuable to barter(clothing) for other needed goods, with the lowest potential risks to themselves. You've fully convinced me that tailor is better than I had initially thought. That said, I'd still prefer it is reworked because while there are many strategies to make gears from traders, tailor is still a class that is bad early, peaks in mid-game, and falls off lategame as well. Cold weather gear is something you don't benefit from outside of a biome that experiences winter (and in temperate, only part of the year), and you only need it crafted once and then can repair it indefinitely. Tailored gambesons are excellent armor, and retain value as a "walk around base armor" but again aren't something that you need crafted repeatedly. For multiplayer, a tailor could join in the midgame, craft all the cold weather and aesthetic gear that players would want, and then switch classes and most of their contribution would be made. I believe that a class has flawed design if the benefits are largely external to the class itself, in a way specific to VS almost all tailor's benefits are recipe driven and gained from class-exclusive recipes being off, while their inherent downsides are significant and permanent. The class relies entirely on class-exclusive recipes to not be a strict downgrade from commoner. Contrast with hunter or blackguard which have class-exclusive recipes but do not depend on them for their niche. Honestly, I see tailor even in multiplayer as a flex class for an experienced player where they know it's weak in comparison but want to visually communicate via tailor only clothing that they are surviving with a weak class. Edited August 19 by Toroic Link to comment Share on other sites More sharing options...
LadyWYT Posted August 19 Report Share Posted August 19 17 hours ago, Thorfinn said: I get that if you are in a group that likes to roleplay, someone who gets a bonus on clothes might be in demand. But if you are in a group who play the game (instead of the metagame) something like Hunter is not only vastly better, classes like Tailor are useless eaters, IMO. Fair, although I would expect that a group hardcore focused on the pure survival aspect is probably going to be composed of exclusively Hunters/Blackguards, as the other classes can't perform on the same level when pushed to the absolute limit. Kinda like how stealth archer is the best build in Skyrim, if you're basing everything on sheer numbers. 17 hours ago, Toroic said: Honestly, I see tailor even in multiplayer as a flex class for an experienced player where they know it's weak in comparison but want to visually communicate via tailor only clothing that they are surviving with a weak class. It is a bit of a flex class, and the challenge of surviving with a character that has the deck inherently stacked against them was quite fun when I played it. However, that quality also makes it a more niche class, as I'm guessing that's not a favored playstyle of most players. I'm also not sure that it's possible for the class to believably do anything other than fill the niche of "challenge class". The other classes have some inherent part of their background that makes their survival plausible--hunters need to brave wilderness to hunt animals, malefactors are stealthy scavengers, and blackguards are tough fighters. Commoners are probably used to some kind of farm work or other hard manual labor, and even clockmakers could reasonably have an advantage given that a lot of the supernatural enemies are machines. Tailors, on the other hand, are probably more used to city life and their main primary skill is making fancy clothes for patrons that can afford to buy them. I'm not sure that there is any sort of real wilderness survival skill that you could give them without it feeling a bit forced. If I was going to give Tailor a bit of a buff though, I'd probably choose one of these options, if not both: 1. Tailors receive more flax fibers from flax plants, and have a better chance to salvage flax fibers from drifters(although the drop rate will still be pretty low). This bonus would also apply to other things that can be made into fabrics, as those things are added to the game(like cotton, wool, etc). I've seen many players griping about never having enough flax, so I think a bonus like this would make tailors a more attractive choice for general gameplay. 2. Tailors are able to barter more effectively thanks to their manners, and thus receive discounts when purchasing items from traders(anything from a couple of gears on most items, to a handful of gears for expensive items like armors). A bonus like this could help shake up the gameplay options a bit, as tailors could potentially acquire certain things(like dairy products) earlier and with less effort than other classes, provided they have access to the appropriate traders. Should a player's class and dialogue choices impact how NPCs respond to them, tailors could also hold an advantage there as well and have an easier time befriending NPCs and convincing them to go along with player wishes. 2 Link to comment Share on other sites More sharing options...
Toroic Posted August 19 Report Share Posted August 19 1 hour ago, LadyWYT said: Fair, although I would expect that a group hardcore focused on the pure survival aspect is probably going to be composed of exclusively Hunters/Blackguards, as the other classes can't perform on the same level when pushed to the absolute limit. Kinda like how stealth archer is the best build in Skyrim, if you're basing everything on sheer numbers. It is a bit of a flex class, and the challenge of surviving with a character that has the deck inherently stacked against them was quite fun when I played it. However, that quality also makes it a more niche class, as I'm guessing that's not a favored playstyle of most players. I'm also not sure that it's possible for the class to believably do anything other than fill the niche of "challenge class". The other classes have some inherent part of their background that makes their survival plausible--hunters need to brave wilderness to hunt animals, malefactors are stealthy scavengers, and blackguards are tough fighters. Commoners are probably used to some kind of farm work or other hard manual labor, and even clockmakers could reasonably have an advantage given that a lot of the supernatural enemies are machines. Tailors, on the other hand, are probably more used to city life and their main primary skill is making fancy clothes for patrons that can afford to buy them. I'm not sure that there is any sort of real wilderness survival skill that you could give them without it feeling a bit forced. If I was going to give Tailor a bit of a buff though, I'd probably choose one of these options, if not both: 1. Tailors receive more flax fibers from flax plants, and have a better chance to salvage flax fibers from drifters(although the drop rate will still be pretty low). This bonus would also apply to other things that can be made into fabrics, as those things are added to the game(like cotton, wool, etc). I've seen many players griping about never having enough flax, so I think a bonus like this would make tailors a more attractive choice for general gameplay. 2. Tailors are able to barter more effectively thanks to their manners, and thus receive discounts when purchasing items from traders(anything from a couple of gears on most items, to a handful of gears for expensive items like armors). A bonus like this could help shake up the gameplay options a bit, as tailors could potentially acquire certain things(like dairy products) earlier and with less effort than other classes, provided they have access to the appropriate traders. Should a player's class and dialogue choices impact how NPCs respond to them, tailors could also hold an advantage there as well and have an easier time befriending NPCs and convincing them to go along with player wishes. With what you’ve taught me so far, I think Tailor would be an excellent candidate for a trader based perk. Following the line of reasoning that they would have the least talent for wilderness survival, it would stand to reason that they would have the most talent for negotiating and persuasion. That would probably fix any and all concerns I’d have about tailor. 2 Link to comment Share on other sites More sharing options...
LadyWYT Posted August 20 Report Share Posted August 20 2 hours ago, Toroic said: Following the line of reasoning that they would have the least talent for wilderness survival, it would stand to reason that they would have the most talent for negotiating and persuasion. You could also take the social angle a step further and apply bonuses/penalties to the other classes and survivor settlements, assuming that Vintage Story heads in an RPG-ish direction with its storytelling. Tailor? The human survivors won't think twice about letting you in to the settlement and look around. They may even have some good jobs for you to do as well. Commoner? There's nothing impressive about you, but you don't strike anyone as dangerous either. You're free to enter the settlement, but you'll probably have to do a few jobs for the citizens to consider you a good friend. Clockmaker? Similar to tailor--you don't look like trouble, and as it so happens some of the contraptions around the settlement are in desperate need of repair. Malefactor? You don't look like you'd be the type to start a fight, so you're allowed entry to the settlement. However, the citizens will definitely be keeping an eye on you and you'll likely need to prove yourself a useful asset before they'll consider you a friend. Hunter? Perhaps you're just a simple hunter, but a lot of outlaw types favor the bow. Help feed the settlement though, or take care of some dangerous beasts nearby, and you'll earn their trust. Blackguard? Social manners aren't your strong point, and you definitely look like the sort that takes advantage of sheer strength to get what they want. You'll likely need to complete a couple of tasks first in order to gain entry to the settlement, and otherwise work fairly hard to prove yourself a friend to the citizens. 2 Link to comment Share on other sites More sharing options...
ifoz Posted August 20 Report Share Posted August 20 8 hours ago, LadyWYT said: 2. Tailors are able to barter more effectively thanks to their manners, and thus receive discounts when purchasing items from traders(anything from a couple of gears on most items, to a handful of gears for expensive items like armors). A bonus like this could help shake up the gameplay options a bit, as tailors could potentially acquire certain things(like dairy products) earlier and with less effort than other classes, provided they have access to the appropriate traders. Should a player's class and dialogue choices impact how NPCs respond to them, tailors could also hold an advantage there as well and have an easier time befriending NPCs and convincing them to go along with player wishes. I really love this idea. The Tailor filling the niche of the "socialite" class - fancy clothes and smooth words to win over any current and future NPC's. I'd love if the Tailor could even get some extra dialogue out of traders - or perhaps have a more verbose way of saying "damn it's good to see a friendly face!" 4 Link to comment Share on other sites More sharing options...
LadyWYT Posted August 21 Report Share Posted August 21 21 hours ago, ifoz said: or perhaps have a more verbose way of saying "damn it's good to see a friendly face!" "Heavens, how long it's been since I last beheld an agreeable visage!" 2 Link to comment Share on other sites More sharing options...
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