Just wanted to have a little debate about class development for players, I figure this will also give others something to think about when making classes for their server. This thread of for the more hardcore game designers, although anybody is welcome to reply with their opinions.
So, before I move onto the individual classes themselves, lets set a default calculation for them for the template we're using on topic. Note that it isn't perfect, that's one of the reasons I'm posting it here to debate. I'll use C++ as a syntax which is pretty easy to read, and it's the same
as the calculation that I'm using in my code. Anyone reading is welcome to take the "idea" or use the calculations themselves, after all it's only math. Here's the defaults:
Stats Per Level = 10
this->maxhp += 25 + (calccon*25) + (maxhp / 100) * cmaxhp;
this->maxtp += 15 + (calcintl*10) + (calcwis*10) + (maxtp / 100) * cmaxtp;
this->mindam += 10 + (calcstr*10) + (mindam / 100) * cmindam;
this->maxdam += 15 + (calcstr*15) + (maxdam / 100) * cmaxdam;
this->accuracy += 10 + (calcagi*10) + (accuracy / 100) * caccuracy;
this->evade += 10 + (calcagi*10) + (evade / 100) * cevade;
this->armor += 10 + (calccon*10) + (armor / 100) * carmor;
this->maxsp += std::min(20 + this->level * 3, 100);
I'm dividing the default into 100 so we can use a ranking from 1-100 when we make individual classes(cmaxhp is one of the variables we set in the config to give the % from 1-100). Here's a "peasant" with really low potential for example:
Example *Peasant
cmaxhp = 10
cmaxtp = 10
cmindam = 10
cmaxdam = 10
caccuracy = 10
cevade = 10
carmor = 10
This class will receive 10% of the full potential of any stat calculation from the default example I posted above. Doing the math, at level 20 there will be 200 stat points available to spend. If these points were spent equally (ignoring cha), the peasants stats would look something like
this:
Example *Peasant @ Level 20 with equally spent attributes (200 / 5 = 40)
maxhp = 1025
maxtp = 815
mindam = 410
maxdam = 615
accuracy = 410
evade = 410
armor = 410
If you're confused now, don't worry there's some extra stuff you might be able to help with or use a little further down. There's more coming. If you understand this so far, cool! I hope I'm not the only one who understands planned character development, because to me this is an important factor
of our games.
Above I have demonstrated a basic character class development scheme, a little further down I'm going to discuss what classes might be available and how much potential they should be able to gain using this peasant as a starting point.
So how many classes should there be? EO only had a few to choose from, which barely made a difference to character development, besides planning how you would get your warrior to have healing spells, etc.
Well I'm saying EO lacked in the development of classes, anybody here should know that. I'm taking a different approach that regular and experienced RPG players here will surely recognize. In my approach, there will be 6 basic classes, using the equipment style as a guideline. Sword, Spear, Axe,
Mace, Bow, Mage.
Those are popular classes used very frequently in most rpg's. Now I want to discuss advancement of those into further details. Class development in my example will allow players to gain a basic class like above, and then after working to powerup their character a bit, gain additional class
upgrades. Here's a basic template so you can get the jist of what I'm saying:
Basic classes and upgrades
Level 1 +
Peasant
Level 10 +
Peasant -> Swordsman
Peasant -> Bowmen
Peasant -> Wildmen
Peasant -> Guard
Peasant -> Villager
Peasant -> Mage Apprentice
Level 20 +
Swordsmen -> Knight (str)
Swordsmen -> Mercenary (agi)
Swordsmen -> Spell Sword (int + wis)
Bowmen -> Marksman (agi)
Bowmen -> Hunter (str)
Bowmen -> Woodmen (int + wis)
Wildmen -> Berserker (str)
Wildmen -> Brute (agi + con)
Wildmen -> Chieftain (int + wis)
Guard -> Cleric (con)
Guard -> Paladin (con + int + wis)
Guard -> Defender (con + str)
Villager -> Workmen (str)
Villager -> Veteran (con + agi)
Villager -> Settler (int + wis)
Mage Apprentice -> Light Mage ()
Mage Apprentice -> Dark Mage ()
Mage Apprentice -> Blue Mage ()
Mage Apprentice -> Red Mage ()
This basic progression of class upgrades is worked out by having multiple different requirements to reach each goal, so chances are, a Swordsman should probably only have just enough stats to advance to ONE upgrade (ignoring the calculation, just being skeptical). I also displayed basic
requirements, based on class individualities, such as a spell sword should have high int and wis.
This helps with keeping players working toward earning something, which is the biggest addiction in gaming amongst rpg players in particular, is the sense of achievement you get from pro-longed character development. This can add to the grinding as something else to work for.
I don't have time to keep writing because I have to leave, but here's something to discuss for the time being.
What kind of classes are there that can be done? What requirements should classes need to advance to the next level? What kind of benefits/abilities should classes get?
Of late I've become increasingly unpopular around here, so I can imagine a few smirky sweaty kids reading this thinking (eh faggots trying to redeem himself) but I can assure you I'm not, I need to discuss these things too, and I'm sure it would be in some peoples interest to learn and plan
classes a little. Let me know what you think peeps.
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