ID:48358
 
I am back, with questions about a online RPG.

Firstly, what sort of classes do yo prefer to play as?
Something nice and generic, but you know what it is and it has a clearly defined role. A warrior is a tank, a wizard is a damage dealer, and a cleric is a healer.
Or something less generic, more flexible and with a less defined role (they could fill in a specific role, but depending on how they are made they could also fill in another role).

An example.
Cleric is a healer, it gets healing spells, buffs and a few offensive spells, these offensive spells are only really effective against evil things.
A Prophet is a mage who specializes in time, fate and destiny magic. They can use this for healing (rewinding time to before the injuries occured), to revive people (change their fate), buffing (letting someone see into the future so they are more likely to hit or evade). But at the same time they could use these powers offensively (rewinding time to before healing of injuries occured, or changing someones fate in a negative way to make them more likely to die). This class could be a potent healer/support class on one hand, but on the other they can also be just as potent a damage dealer/debuffer.

Second question. How much character customization do you prefer in a online RPG?
At the moment I have the following set up. Firstly you pick a main class, this determines primary stat growth, what abilities you have access to and what equipment can be used.
Then you pick a secondary class, this adds minorly to stat growth, and you gain access to some of that classes abilities.
(Each class also has a specialty, a tank might generate more aggro than normal, a mage might have reduced Mp usage on abilities, if you pick a class as a secondary then you also gain this ability, but in a weaker form, such as generating +20% aggro instead of +50%, or using 10% less mp on spells instead of 25% less).
Stat growth is relatively simple. Each main class has 3 stats that grow every other level, each sub class only has 2, if a main class gives +2 str and +1 con, and a secondary class gives +1 str and +1 dex then every 2 levels you will gain +3 str, +1 con and +1 dex. On top of this each level you gain a single status point to spend how you want (might not seem like a lot, but it can make a massive difference).
Abilities are learned in a skill tree manner. Each skill has a tier between 1 to 6 (changing this to 8), you need to be level 5 to learn tier 2 skills, 10 to learn tier 3 and so on. Each skill also has a maximum level (between 1 to 5), one ability point is spent per level of the skill. Also, each skill can have requirements for learning, such as another skill at a certain level. You gain 1 ability point per level up (+1 at level 1), for a total of 100 by maximum level, but 300 would be required to learn and master every skill a class has (plus around 100-150 for the secondary class).

Do you think this is enough character customization, do you want more or less, if so then what do you want?

Third question(s) is about PVP.
Firstly, do you like PVP?
Secondly, do you think players should be rewarded for taking part in PVP? Maybe they gain exp for defeating players, or items some how (players could drop items (not their own though), or maybe you gain points for killing players, which can be used to buy special items).
Thirdly, if you do like PVP, do you think their should be content specifically aimed at PVP? Such as quests with involve killing players or something like that, or maybe arenas which have specific goals (capture the flag and so on).
Finally, if you do like PVP, do you like it to be ruthless, or at least somewhat fair? Ruthless PVP might mean you could end up fighting a level 100 player when you are level 5, or end up in a 1v10 fight. It is not monitored or controlled basically, you fight whoever you run into. Fair PVP would involve players of a similar level/number accessing an area (level 1-5, 6-10, 11-15 and so on), meaning there is no chance of being killed by a high level player, and little chance of running into large groups of players and being killed by them.

That is all for now, answer. GOGOGOG.
1) I prefer to play as "casters" in RPGs aka "ranged magic damage dealers". I do, however, enjoy damage dealers regardless of if they're casters or not that use Holy magic, such as Monks or Paladins(the "holy warrior" version of paladins).

I like classes that give you the option to slightly preform the roles of other classes well, so that you don't have to make another character to experience it's playstyle.



2)Character custimization doesn't really make or break a game for me, but it's definitely good for getting people hooked. I like to have some control over appearance, but aside from that it would be nice if each class had multiple types of sub-classes. It adds some diversity to the game.


3)I enjoy PvP, especially when it requires you to be good at it and not just mindless running around and killing people.


-Maybe certain "quests" or "objectives" for killing players. Also, maybe there could be bounties for killing players that frequently target weaker players.

-Yes. That's a great idea.

-In between the two. I like PvP where killing the weaker is allowed, but those that kill people weaker get punished for it, or get a smaller reward. People that you kill that are stronger will give better rewards. I dislike the whole "drop your inventory when you die" idea. Maybe dropping the least valuable of your stuff and some gold, but that's it.



I don't think I answered your questions too accurately, but I tried.
healer healer healer. anything that specializes in healing. or maybe a damage dealer with some healing abilities. healers are underrated in most games and typically played less, as I've noticed, because they're so much more difficult!
(not to mention they're either overpowered or underpowered, most games fail to correctly make healers!)