• Talent tree replacement idea
    3 replies, posted
I think if the game could have Job Classes, then it would give a more unique feel to both the game and charater creation. What are Job Classes you ask? (this is not the official meaning of the word, because i changed some little things but roughly this is the meaning) They are like titles that you can acquire doing a specific "thing", like if you want to cast more advenced ice magic, you have to defeat a certain amount of yetis or ice drakes. Or if you want to craft advenced metal tools, you have to craft a lot of basic ones to level up your Weaponsmith Job class. Ofcourse ideally there would be a limit to how much job classes one can get, and a lvl limit to each one. And there would be rare Job classes which is more powerful than a normal one, that you can get by finding an EXTREMELY RARE item, or defeating a strong creature. You can't level these up or just to a very limited amount, and maybe gets transfered upon dying to the player that killed you. What do you guys think?
Im not a fan of having to grind crafting and waisting a lot of amterials to quickly level up crafting witch is what most people would do and not craft naturaly and eventually get the better version. But im also not a fan of the blueprint system in Rust so im not sure what is best. But I think that grinding it up are bit better since you remove the random element of it and you know how mutch effort you need to put in to get what you want. I think soloplayers should have the option to make everything themselves but only having one or two crafting jobs leveld would force people to trade and crate markets. Highly skilled crafters could also "Roleplay" as a fulltime crafter making money buy selling stuff to other players. If Ruin will have several main servers and community servers then the serverowner can just shouse if the crafting skillpoints will be limited or not so a solo player that wants to do everything themselves can join a non skilllimit server. I like the idea of a rare crafting item. Maybe the "magic crystal of smithing" that you have to have equiped to be able to craft the better gear so if you get raided then you lose that power. Maybe have a devine anvil on top of a mountain so that you have to take your special materials there and so create a pvp hotspot.
I dont think ruin will be focused on solo players too much, because it will be easier to get into a clan/guild from what i heard. The crafting hotspot sounds good but a clan would camp it 24/7 and it would take another clan to chase them out, and a solo player wouldnt even get close to the mountain. It would be better if it was at the end of a hard dungeon, you would have to bring the materials and risk losing them, that would increase the pirce of the items that you can craft and you would gain more *pride and accomplishment* from crafting it (will there be dungeons in the game?). So back to the talents, my idea was that you can acquire the specific class by consuming the item, and not by just having it (that would be far too overpowered), and the whole thing wouldnt just be for crafting but for combat based classes/jobs aswell.
True but that would make people do alt acounts that have consumed the item and have them sit in base while theye go outside with their other acount so it would work the same but with more hassle I think:/
Sorry, you need to Log In to post a reply to this thread.