Greetings community,
first of all, my english isn't very good so please excuse me for not describing this suggestion flawlessly and feel free to ask questions.
I am playing this game for years and actually gave a go to play on the multiplayer server a year or longer ago. I love the idea to have classes, as they give this game a greater depth. However, playing on an online server for this long, I am really struggling to see the "vision" that was involved with the implementation of some classes.
Shortly said: class traits are imbalanced and lack vision in the endgame specifically in a multiplayer enviroment. Therefore I'd like to maybe give some ideas into which direction classes should be implemented to give every class some kind of basis of existence and interaction options to other classes. And also would like to show you the imbalance of the traits with the comparison of the classes Malefactor and Blackguard.
Every class needs traits that enable them to:
take actively part in the global economics, as they have a craftmanship specialization (Explanation: current implementation of serverwide trading is great but saldy barely used as there is a severe codependence to missing craftmanship specializations here as there is currently only one class that can fill into this role: Tailor)
allow them to fill into a certain role in combat (Explanation: Some classes currently have only combat maluses for the exchange of "discovery traits", best example to name here would be Malefactor, while other classes have very powerful combat bonuses for the exchange of having bad "discovery traits" read point 3 please as this is higly relevant)
have a certain role in the discovery of the map (Explanation: In the lategame some traits do not really matter, the best example would the be Malefactors Pilferer trait which is badly utilizeable in areas of high discovery vs Blackguards Heavyhanded trait - at the same time Malefactor suffers a heavy combat malus while Blackguard is one of the best classes overall.
gather specific ressources better/be able to interact with animals (selfexplaning)
In addition to the above some ideas:
Classes should be overhauled entirely so picking a class enables you to spec into trait trees rather than static traits. So for example a blackguard should not have flat +25% speed (which is lets be very honest here a huge bonus in the lategame in comparison to the Malefactor bonuses) but be able to specialize into a tree which gives +5 %, +10%, +15% etc. speed for the cost of not beeing able to specialize into other bonuses.
There is a severe need for discovery traits that are actually utilizeable in the "lategame" of a multiplayer server. Having a bit more loot from foraging or wild crops - these traits really do matter only in the very early game. The current situation on a multiplayer server is: if an area gets overpopulated, or a new patch is released people move into another area to ensure to have new ressources in undiscovered chunks and the cycle goes on. An idea would here be giving certain classes traits to enable them to track certain occurences that are vital for a multiplayer server - best example here are Translocators. And idea here would be a craftable compass (involving precious materials) that for example reacts if a translocator is near...
Please let me know what you think of these ideas, post overall. Thank you, Aluviya.