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Posted

I would like if there was some way to change classes using temporal gears for those of us playing single player.

My initial idea: Find blueprint build a machine to change classes.
Now I think having some broken machine at spawn that you are able to repair and charge with temporal gears would make more sense or have a chance ruins could spawn with a barely functioning version that needs to be charged and break after a single use.
This way you can start with one class early on then mid to late game change to another class.

If players chose to play with this feature implemented they also remove the commoner from the class pool. 

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Posted

I crafted an iron shortsword head and was very disappointed to find out its restricted to a trait, which didn't feel fitting at all seeing as every other tool I could make, and I couldn't just create a base sword as opposed to a unique blackguard variant

Posted

Except that player class actually matters in regards to parts of the main story--changing it on a whim would make things more confusing, in regards to continuity. Likewise, your choice of class should be an important choice in regards to how the game plays, and not something that you can just change whenever you feel like it.

1 hour ago, darraghd5 said:

I crafted an iron shortsword head and was very disappointed to find out its restricted to a trait, which didn't feel fitting at all seeing as every other tool I could make, and I couldn't just create a base sword as opposed to a unique blackguard variant

Setting the class exclusive recipes rule to "false" will allow any class to craft and use any recipe--you can set this configuration either at the world's creation, or by running a command and reloading the world after creating it. I will note though that while the locust-taming ability requires a tuning spear, the ability itself is tied to the Clockmaker class, so that is the one exception to the class-exclusive rule.

 

9 hours ago, Kirb-B said:

If players chose to play with this feature implemented they also remove the commoner from the class pool. 

As noted above, there's already a way to craft anything on any class, so this kind of change isn't needed. As for the Commoner class...yes, it's lackluster, but the main purpose is to be the "vanilla" class for new players, or players that just don't really want to be dealing with extra things in their gameplay. It has no benefits, but it also has no drawbacks, so it's good for just a straightforward game, or learning the gameplay basics and figuring out what kind of playstyle you'd prefer.

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Posted
Just now, LadyWYT said:

Except that player class actually matters in regards to parts of the main story--changing it on a whim would make things more confusing, in regards to continuity. Likewise, your choice of class should be an important choice in regards to how the game plays, and not something that you can just change whenever you feel like it.

Setting the class exclusive recipes rule to "false" will allow any class to craft and use any recipe--you can set this configuration either at the world's creation, or by running a command and reloading the world after creating it. I will note though that while the locust-taming ability requires a tuning spear, the ability itself is tied to the Clockmaker class, so that is the one exception to the class-exclusive rule.

 

As noted above, there's already a way to craft anything on any class, so this kind of change isn't needed. As for the Commoner class...yes, it's lackluster, but the main purpose is to be the "vanilla" class for new players, or players that just don't really want to be dealing with extra things in their gameplay. It has no benefits, but it also has no drawbacks, so it's good for just a straightforward game, or learning the gameplay basics and figuring out what kind of playstyle you'd prefer.

whaaat that is huge thank you, will for sure be setting that to false, where can i find the console command?

Posted

I think class choice would feel more important and could benefit a lot from unique recipe expansion, which is their highlight for me.

Especially if your class choice would extend their variety in gameplay mechanic all the way to endgame.

What i mean is, i was a little dissapointed when i realized recurve bow was hardly worth the effort if you found a couple or ornate spears, and bow in general doesnt feel as rewarding as a spear. Enemies are too fast to reliably kite them with bows in tight dungeons, and recurve bow with copper arrows cannot even one-shot a rabbit, which highlights a problem about enemies and animals not making any sounds most of the time to track both easier.

I digressed a little, my point is that unique recipes could cement your choice all the way and shape the way you approach survival and play the entire game. Currently classes feel a bit like in dark souls. Change the first 30 minutes of gameplay and then it doesnt matter.

Traits are in a nice spot and they are not game changing. I can still throw spears as a blackguard quite reliably and i can still fight well in melee as a hunter. The recipes are were the unique part of the classes should be, since a buff to ranged dmg did not change my gameplay, just supported my preference, just like walking and immersion over sprinting efficiently.

Posted (edited)

I feel there should be more uses for the temporal gears and if the classes were just a bit more specialized and limiting I feel like it could be worth looking into, I am a new player and know nothing about the current story so I didn't know it was class dependent. Just a though I wanted to share with the community but now I understand it was just generally a bad idea.

Edit: I though it would be cool if you needed to start with early game specialized characters and later after you find and connect a translocator or 2 you need to connect them to some synchronization device allowing you to unlock and pick new endgame specialized classes.
Like make the hunter incapable of using a pickaxe but can pan at twice the speed with a higher chances of find ore, no farming skill so any crops planted take 3x time to grow and is more skilled with a hunting knife and can get more meat off any kill.
Or blackguard that can mine faster but the pickaxe breaks faster by 1.5 per block and has a chance of finding 2 ore when breaking an ore block, is incapable of aiming any ranged weapons, due to heavy hands gathers half meat from kills and works the fields harder giving any crops planted a slight growth speed boost.

I just wanted to put this idea out so I can stop thinking about it.

Edited by Kirb-B
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