Do away with "classes"?

Started by Peetronus

Peetronus

Consider doing away with classes instead of being the same as pretty much every other MMORPG in history. Have minimum and maximum attribute values for each race, but other than that, no "classes". There needs to be growth with every single level. If it were me, I'd do it through attribute points per level. Yeah that's already in some games, it's just the logical way to do it. It could also be done just like the SDM per level bonus, although that's sloppier. All attributes should be enchantable. Instead of enchantments adding flat amounts, each enchant could add a percentage of the base attribute. Weapons and spells can of course be balanced so this won't hurt anything. Everything would just make more sense. If you start with the right foundation, everything else falls into place easily. A character with super high strength can wear thicker armor that absorbs more damage. Pretty much anything that requires agility would have a penalty based on your encumbrance. So a giant in thick armor won't dodge much but his armor will absorb more, the other way around would be true for a light armored, high dexterity character. There should also be a natural chance to miss, besides a chance to dodge or block, even for some spells. This way the dexterity of a character can play a better role. A big, strong, dumb, clumsy giant can take more hits and hit harder if he does hit, the dexterous character will land and avoid more attacks etc. Weapons should only have minor differences in their base damage, the main difference should be in their durability, and their damage should get lower as they get more damaged. A soft copper sword can be almost as sharp as a steel one, it would just dull and need to be repaired faster etc. There would be no real need for level requirements on equipment, if you try to use a super heavy weapon for the higher damage on a weak character, they obviously won't be able to use it well. There also needs to be a maximum for each attribute per race. There should be more damage of time effects besides poison, such as bleeding and burning. Pretty much any attack that hits bare skin should cause bleeding. Blunt weapons would of course cause less than an axe. It also doesn't really make sense that a blunt weapon should do more damage than a sharp one of the same mass. There needs to be another stat/meter that has to do with stamina. Each action would have a cost of stamina based on encumbrance, and raising the stamina attribute would give you a higher regeneration. So basically, a character could get tired in a battle and need to rest if they fight too hard. A similar thing could replace mana crystals. Maybe call it "energy" or "spirit". Basically, mimic reality where you can and you'll end up with a pretty balanced foundation.

Phate

Good idea though that would, in essence, completely change the game. It just wouldn't be Realm anymore.

Peetronus

You know the game once used a mana bar, right? It would still be turn based and have the same races and monsters etc. It's still the realm, just cleaned up.

Zewpi

Ideas like this sound great on paper but in practice actually often end up reducing the flexibility of the game. My case and point: awakening/ascension wow private server. I was part of the test of this server, it's a highly customised version of wow with classes removed using attritubtes and talents almost exactly like the system you've suggested, all players have rage/energy/mana to pool from. Sounds cool and as if you can really create some unique stuff.. you can.. however when given that level of customisation it's only natural for there to be cookie cutter specs, "the best melee/tank/caster/healer", those 4 roles become posted on the forum, their specs become widespread and become the baseline for anyone wanting groups - ie if you aren't a cookie cutter you'll struggle to get in anywhere. In this servers case, despite the crazy level of customisation they introduced, the playerbase ended up using less specs than the original wow classes offered.

I actually believe almost the exact opposite has to happen for the realm - classes need to become more specialised; and in time this will allow for more classes to be introduced, perhaps splitting the wizard up into various spell schools so you can role necromancer, elementalist, priest etc. As opposed to a master of all. Though that's looking extremely far into the future.

Carrigon

I actually believe almost the exact opposite has to happen for the realm - classes need to become more specialised; and in time this will allow for more classes to be introduced, perhaps splitting the wizard up into various spell schools so you can role necromancer, elementalist, priest etc. As opposed to a master of all. Though that's looking extremely far into the future.

I don't want less classes, I like them the way they are. But I would like to see a few more added and have the Thief class become something, and maybe have the Adventurers get to specialize in something. I think there is more that can be done. I don't want some cookiecutter thing. There are a million games out there for that. Part of Realm's appeal is how it is now. Thieves have been so neglected, I'd really like to see that fixed, make it worth it to play one.

Peetronus

Sounds like the hosts of that private server didn't know how to balance a game. Also, Newsflash: The Realm has been full of cookie cutter builds for 15 years. AIEW ASGW AEGA etc. You can play pretty much every other game if you want all those classes you just listed. Your own arguments contradict themselves.

Zewpi

Sounds like the hosts of that private server didn't know how to balance a game. Also, Newsflash: The Realm has been full of cookie cutter builds for 15 years. AIEW ASGW AEGA etc. You can play pretty much every other game if you want all those classes you just listed. Your own arguments contradict themselves.

To a degree they were amateurish at best with their system, but it was a non-restrictive idea which is what you suggest, and players will always always find cookie cutters - even if some really interesting and fun ideas are available, they'll often be sub-optimal and very often left unused. Of course everything will always have cookie cutters, but at the moment at least there's 4 clear-cut classes, in a game like the realm i think removing the class stat outlines may actually make even less than 4. Personally if other classes weren't there i wouldn't even bother looking at making a str/dex char when int chars do basically everything they do but better, especially if the class system gave me more free attributes to put into end as a high int wiz, removing their only weakness which is low hp.

When comparing str and dex to int on a classless system (considering you can get high endurance on any due to gaining stats per level which improves wizards even more) :


Dex :

  • Improves chance to hit/crit
  • Improves chance to dodge/block (I think??)
  • Improves damage with dex based weapons

Cons:

  • Use 1 button
  • Forced to hybridise and split some points in to str to carry around semi-heavy gear if you wish to play any melee builds (leather at least) without losing attacks

Str :

  • Improves damage on str based weapons
  • Increases carry capacity

Cons:

  • Use 1 button
  • Forced to hybridise and split some points in to dex to actually land hits and crits.

Int :

  • Unlocks over 100 abilities
  • Improves damage on int abilities
  • Those abilities gain free crit chance and cannot miss
  • Improves your chance to land myst
  • No hybridising required as gear is extremely light, and outside of very specific content you don't even need to cast first

Cons:

  • Uhmmmm?

Tell me who would honestly go into a classless realm and not create an int character. For a classless system to work the whole game would need reworking, rebalancing and perhaps add more stats or change what each of them do so hybridising is more attractive. Also, I know that str/dex help shrugging some myst, as does int but for the sake of simplifying the argument i left out the more in-depth affects of each stat.