I’ve heard this idea of being a Cerim clashing with classes a few times now and it always surprises me a bit. To me a Cerim is recognized not by the fighting style but by being silent, and being able to revive at whispers (I think there’s another way to recognize their face since everyone does immediately but I can’t tell). And that they worship the Sayer instead of the other stuff. But being Cerim doesn’t have any other meaning that would clash with being a magic based or weapon based, etc, fighter.
To be clear, it’s mainly the names that clash to me, in the examples. Not the concept of fighting styles. Hence my hope those are just placeholder
absolutly agree with you here
What about the names is a problem? Orders have different occupations.
Look at the Inquisition. Some are Speakers, some are madrigals, and some are keepers. Different classes within one order.
The Cerim are an order about fighting the Pestilence. There is nothing else saying how they should fight the Pestilence or where they might hail from.
After all, the echo knights in Sacra were a different class and faction of Cerim from mainland ones.
Hello, I wanna start by saying that Wicked is an incredible game even in it’s current state.
I really like the idea of a class system especially coming from some of my most beloved games FFT and the Ogre Series. If we take an example from FFT, you have the basic jobs (classes) at the beginning and after gaining some level with them (Job Level) you unlock new jobs. This option could be interesting and make for a good character progression in my opinion. In this case, Squire, which is a basic class, once it reaches Job Level 2 you unlock Knight and Archer. It does not necessary means that the previous job is worst but it opens new options by playing multiple one and keep a degree of advancement. There is even some that requires multiple different jobs to unlock them. In the end, it only gives more option that we can work with and mix match some of them together to create our own.
Each jobs have their own equipment restriction but by playing another one, you can unlock the ability to use their weapon. There is a lot of creativity to take from that, time will tell.
Keep up the good work and I am looking forward for the new class system you have in mind. Maybe we have the same idea who knows.
I see how it is cool and all to get a title, but I think the freeform you got now is much more interesting.
Adding more new weapons will be cool.
But restricting to them? A bit puzzling.
I feels like a step back to be honest.
But if this is what you want, then go for it.
Still do not solve the inflated attribute points, as you still got them for 2 things:
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to improve dmg (maybe mana/focus now?)
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Gatekeeping classes, and weapons?
And on top of that you now maybe got classes as gatekeeping for weapon and armour usage?
So you backdown and 100% made it more annoying to trying out new wack builds, and creste your own classes.
But it is a preview, so I might have got it all wrong.
Ohh what a relieve for I hate restrictions, it alway felt strange, unless your were a sworn cleric, who must not use sharp weapons, a paladin dedicted to the sword, or a druid which ban all steel.
The charm of the game is that I just can mix and match weapontypes, some runes and armor.
What you basically pointed out is how hard it is to respect/change your attribute distribution because of the current system and indirectly making you “lock” behind something. If you could use gold, and this is just an example, 1 copper per attribute redistributed, no one will complain about how restrictive the current system is. It’s not the
" the CURRENT ATTRIBUTE SYSTEMS lock you way more into one class. ", it’s the system on how you respect/access to redistribute your attribute.
I’m not against the proposed change nor I have any say in it, I just want to point out that what you said is a bit flawed about the current attribute system.
Just signed up to be able to add my two cents.
The game is already freaky awesome.
Now about the class system…I can see that many players want to keep or enhance flexibility. In my case I would love meaningful choices to reinforce the build diversity and the uniqueness of each character:
- The choice to go more or less deeper in specialization with factions. As a player, either I want to remain quite flexible with a simple weapon choice. Or I could dive deeper into subclasses with unique traits » that would provide both a bonus and a malus. Example: « automatically parry 20% of incoming attack,s, but can only wear cloth ». Or « take 20% less damage, gain 25% more stamina, but can’t dodge ». More,unique traits could see the light of course! Each subclass could have a unique feel that way. And it could help to provide different gameplays for different player types. Some of these traits could be accessible outside of the subclass system.
- About stats: I’d like to see them have an impact on the character playstyle. Ex: intelligence on DOT duration and more « skill points » every few levels etc. For strength the push distance plus a few other consequences. Stamina, the capability to endure etc…
- And since I’m all about personalization, I’d like to be able to choose non combat skills that could change my daily experience: cooking, fishing, trading, socializing with npcs, could be more developed to help me adjust how I play strategically. Example: I could choose to focus on cook for « stealth » fruit salads so that I can enhance my sneak capabilities to build around backstab for example.
I truly believe that NRFTW is a fantastic platform to develop subsystems that - combined together - can be a real roleplaying game in a lively world. Balance should not be a top priority. PvP should not prevent personalization for balance purpose. Later, server settings could help players decide how far they want to go in terms of constraints. But for now, I’d love to see this game continue to evolve into a labour of love at each subsystem level. In a few years, a player could even decide to spend his whole day fishing - thanks to an intricate fishing system - to farm specific items thanks to his area knowledge and specific traits to be able to provide valuable materials to trade with other players or npcs for crafting or as consumables.
Forgive me for the poor formatting and the rushed feedback but I just wanted to provide this different type of feedback « in time ». I can’t wait to see how this masterpiece of a game can evolve!
Just want to update, I’ve come around on my initial trepidation… I’m open to the class sytem now. I can’t remember exactly what tipped me over, maybe it was hearing him say he’s been inspired partly by Secret of Mana and that hit me in the feels, we’ll never know!
Seing this after you commented on the Final Fantasy Tactics jobs system in some recent interviews, i can’t wait to try that, and if i really get it, any mix of class would be possible, like for example an archer with cleric healing spells, or a barbarian casting necromancer spells… if i get the idea right, say no more, i’m all in!
I didn’t see the word “Shield” once in your list, so i just point it out, as my fantasy classes mostly include a shield. I would like to play as a tank with healing abilities, like the paladin (palaheal) from WOW, wearing a huge shield with battering ram attacks (like some actual enemies do), and a hammer (like in your list) to finish the job.
I also like the idea of the spartans, one shield to tank, and one long spear to punish. I take in consideration that you talked about the shields recently in the said interviews so i’m sure all is already figured out.
Nope, we’re not gonna do anything automatically for you. As I said, the idea is to do it like in Final Fantasy Tactics where instead of putting a few points into this or that, you pick from ‘abilities’ instead and then set up the traits you want on your character that can come from a variety of classes.
Yeah, I think the moment people hear ‘classes’, they immediately think of a hard-class system and assume we go with what Diablo does, but nope, we won’t!
You realize that the attributes doing more than the one thing usually makes people make even shittier builds, right? Suddenly you get mages with lots of points put into dex and even str and it’s even more rope to hang yourself with.
The Dark Souls solution was to make the attributes not contribute that much to the final result - but that doesn’t seem ideal either. What’s ideal to me is the Yasumi Matsuno solution and we’ll go into detail on what that means, but for now people should just look at how FFT does this in order to get a first idea
Yup, ultimately the system we have in mind just allows for MORE freedom and player expression while simultaneously tackling some of the issues that just naturally come with attribute systems that nobody has solved yet.
In comparison with FFT, we’ll not force you to make a hard jobs / class switch, which then changes your equipment - instead, we’ll just allow you to equip whatever you want (as we do right now already) and as you use your equipment, you will automatically advance that class and will then be able to get skills and traits associated with that class.
So the actual gameplay for most people won’t change at all, which is why I said it’s really more of a ‘guideline’ before - the only change here is that once you level up, instead of going to the stats screen to put a bunch of points into this or that, you’ll instead go to the skills screen to pick from a bunch of FEATURES instead.
Again, you think Diablo because the word ‘class’ was used. We’re not taking any of the freeform stuff away from you at all and we’re NOT going to restrict you to a single class AT ALL!
Just hang tight, we’ve got this. We’ll come up with a simple system that everyone understands that’ll work much better than the system we’re employing right now
After reading Arekkuysu_Berunie’s reply and yours, I have to say, I’m in!
The current stat system mostly just increases the damage curve, and at times it feels kind of pointless. Like you mentioned, it also completely limits you to just a few weapons or gear options.
I really love the idea of having a few meaningful skills and traits that genuinely impact gameplay, rather than relying on a ton of generic stats.
In this game, numbers are just numbers, what truly matters is how it plays. Being able to customize your playstyle sounds fantastic.
Are there any concerns about the new class system that you’d like feedback on?
I know that, in the end, your team will find the best solution
at first this sounds a lot like BG3 multiclassing, where u start as a rogue, but can multiclass into bard, or start as a “normal” warrior and multiclass into faith to become a paladin and use miracles. but in some way you are locked to a pre defined path of options to choose.
the huge fear i see here and in discord, is the being locked to your class build.
and while you confirm, that you can mix and match it still feels like being stuck with STR when u start with warrior. yes u can slot some miracles or whatever to multiclass, but your main attributes would be STR based. imo that would only make the “people bricked themselves” thing even worse.
class systems done right need a starter class that can be locked into a regular class system, furthering the starting classes skills, but can also completely be thrown away. what if i start as warrior, but i find way more wands and staffs i like? am i locked into specializing my warrior along a certain tree, or can i just say “well i started with 15 STR, but now i pump everything into INT because i am Gabba Gandalf”?
classes should at max. be a guidance, something u can start with and follow, but if u decide otherwise along the road, there should not be any restrictions. you should be able to switch from a 20STR warrior that bunked and bobbed themselves through the starting areas to a nimble and swift mage rogue.
even more so for armor. when i start as warrior, am i locked into the heavy weight of plate, or can i actually also go cloth or naked? (that would require to level a lot of equip load if locked to plate, and therefor limit my build)
i think those details are what makes people panic right now. because the total consensus seems to be “do not lock me in”.
a char who leveled the wrong stats is locked if not using respec, yes, but it also allows at any time to use any armor piece or rune or whatever. as long as u specc another 3 points into focus etc.
Dude, can’t wait to see what the dragoon jump or ninja ninjutsu is gonna look with the banger art direction of this game. It’s gonna be SO COOL.
Please, find a way to put in druid and shaman in there too!
I want my druid casting entangling roots and exploding poison mushrooms and moonlight/sunlight themed spells.
You don’t even need to give druid summons if summons complicate the game too much from a design perspective. If shapeshifting is hard or costly animations wise, how about summoning a spirit bear to do a big maul or swipe to then dissipate, so you then channel animal spirits to do attacks before they leave the screen as rune attacks.
Or if shapeshifting is possible, not necessarily a permanent shapeshift, which would be a problem, but rather you shapeshift to an animal to do a powerful rune attack and then shift back to your humanoid form.
I want to be able to buy up a cute little house in Marin Village or a big fungal/mushroom themed house in Marin Woods and fill it up with all the cool celtic stuff. A house straight from DnD’s Underdark myconic villages. Just really cool botanical and animal spell assets.
What you’re describing is intriguing. When do you think you could share more (or even better, show more) so we can have a better idea of how the class system will work out?
Also, regarding your point on “you can equip anything and advance the class” (paraphrasing), does that also apply to armor?
Thanks!