ID:265477
![]() Aug 27 2005, 10:02 am
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What do you guys prefer, being able to pick classes e.g Warrior Mage etc and have set stats to level up. Or being able to put points in the stats that you want to and build the character. Like being able to build a high defense mage who wouldnt be able to do damage, or a low defense who could nuke away most enemies.
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![]() Aug 27 2005, 10:03 am
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im currently making a rpg, and i have no classes. it seems practical because you choose your class later on from what you focus on, get it?.... other words, you arent born a coder,you have to become one =P
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For a multiplayer game I'd go for classes (although perhaps with a bit of room to tweak your character one way or the other, within limits). Having pre-defined specialist roles helps encourage cooperation and teamwork quite a bit.
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I currently have no classes. I might add it in so that your class is based on how you act. E.G.:
Go after bounties, become a bounty hunter Use telepathy a lot, become a telepath -Fizzy |
This, I will say: A classless RPG is far harder to balance than an RPG with classes.
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You could also use view() and have a secret sub-class as well. E.G.(how does that mean example?):
If you are a hitman, and are seen, you can't let it get out that you are a hitman. If the person who saw you comes into view of other people, they learn that you are a hitman. So you must keep it from getting out you are a hitman. Call me Fizzy!! |
I like classes in an RPG especially if there is customization. I'll give you some examples with generalized classes, but hybrid classes are fun too.
Example: Two people with the 'warrior' class. One buys heavier scale mail armor and uses a sword and shield. The other buys lighter reinforced leather armor (for mobility) and uses a bow for range, and a spear for close. Another example: Two people with the 'mage' class. One uses a robe that increases defense. He prefers lightining spells because they are fast and powerful. The other uses a robe that increases spell casting speed. He prefers fire spells because they have an area of effect. |
Actually, I like it so that you build your character from the bottom up, but when your character hits a certain level, their skills determine their class, and they get a skill bonus for being that class. This is a system similar to (but not exactly like) the class-system in Heoes of Might and Magic IV. Check it out. That's what I plan to implement in my game. please, if you plan to do something similar, please alter it a little. I don't know how, but please do it.
--Vito |
Bull. You can hardly ask others not to use ideas that you ripped from a popular PC game in the first place.
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I've seen many people tell people to use The Elder Scrolls: Morrowind's ideas, and some didn't even know how to spell it right.
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Morrowind wasn't a very well-designed game, but it did have a lot of good ideas. Using bits and pieces of popular games in your own is fine, but asking others not to do the same is asinine.
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It totally depends on your game. I've played games that do it one way, and games that do it the other. I liked them both. I've also played game where I didn't like the system of rules they had set up (like Morrowind). As long as you do a good job on the one you choose, it probably doesn't matter.
However, it sounds to me like you are making a Japanese style RPG. In that case, I typically have enjoyed the games that had classes, but those classes shared some development feature in common, such as Espers in Final Fantasy VI. As you said, the classes were mainly used to determine attribute advancement. If you aren't designing a Japanese style RPG, I will repost later with different input. =$= Big J Money =$= |