As has been mentioned before, we are going to move towards a multi-classing model and I wanted to open a discussion on it to get a sense of players' thoughts on the subject in general.
First though, here's what multiclassing
won't be:- It will not involve simultaneously having the use of abilities from different classes. You won't be able to elephant morph, throw a few sidekicks, and cast firelash, and then phase. While that could be cool, the balance implications of making different classes work together like that are too horrible to contemplate.
- It won't involve instant switching between classes. Now, switching might be very fast, but instant is out because while not as big a problem as simultaneously holding multiple classes, it'd still cause large problems.
- When switching between classes, you will not keep defenses or entities/falcons/angels/vibes/etc.
There's not much point in asking me, "Will multi-classing do X?" or "How will we deal with Y in multi-classing" because while we know multi-classing will exist within certain boundaries (including the ones above), we've not yet settled on a design for it.
That said, I just want to hear people's thoughts on what excites them about multi-classing: Why do you want to multi-class instead of, for instance, having 2 characters of different classes?
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That aside, it would provide a huge opportunity to experience other facets of gameplay without sacrificing the character I have. I always disliked the notion of quitting classes, because it feels strange to just completely abandon a set of skills and knowledge in such a permanent way. Setting them aside for another class might be far more interesting, depending how it's implemented and roleplayed out. I really look forward to seeing what you have in store for this.
The most obvious reason: So I can keep the huge credit investment in non-class skills and artefacts. Moving around without wings, celerity, dash, and warp once you're used to having them available is absolutely horrendous. I'm vaguely aware that before I had any of those things I somehow managed to survive, but I still often wonder how people live like that when world events remove those options.
Then there's the other benefit of being able to more easily find people of particular classes to test things out with as well as being able to switch to fit different roles in group combat when necessary. Essentially having more options, since that's never a bad thing.
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Why not two characters? I think everyone can agree that two characters means two separate personas, whereas with the same character, it's simply an extended expression of your main character, in a sense. Moreover, it'll likely be cheaper overall - don't have to do survival, avoidance, riding, etc twice.
I suppose my main question/concern is what this may do to class identity. Quite a few people embrace the concept of their class as apart of their character, many even basing the entire concept of their character on it. So how will classes retain their identity - not getting watered down, or picking two classes together to only min/max with - with this new concept?
Do you plan on introducing this as an actual event of sorts, to make it have conceptual in-character sense?
What about House restrictions with classes? This is seriously going to mess with me until this is figured out.
I really think this idea has so much potential - I just also think there's a lot of room for things to go -very- wrong. I have faith in you guys, but I do wonder how you'll balance it all to make it all flow together seamlessly.
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And be known in its aching Though quaking
Shown in this shaking Though crazy
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Also, some of us have alts for the other class we like to play. Will there be an option to kill the alt and give your main all its stuff?
I ask the second question because Multi-classing will kill alting for me personally ;-;
And finally classes where abilities can be taken, such as Apostate and Priest, and classes which are city reliant, Alchemist, I assume all of this will remain the same?
Jester-serpents, alchemist-bards, occultist-sentinels, infernal-shamans.
I'm one of those poor souls that think a character's personality and class should not conflict. Multi-classing is going to be a train wreck for that.
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Or the introduction of Magi Melodie.
Or finally embracing her inner knight and try Runewarden...
:-?
That love soon might end You are unbreaking
And be known in its aching Though quaking
Shown in this shaking Though crazy
Lately of my wasteland, baby That's just wasteland, baby
Than there are those who have some of the same abilities Druid/Sylvan/Sentinel, Sylvan/Magi, Jester/Shaman, Infernal/Apostate, Runewarden/Shaman. These classes are already sort of "dabbling" in the other class so there is little reason why their personalities would conflict. I mean RP wise a sylvan only needs to learn metamorphosis and than they are the same class already, there is little difference between them.
I already have two characters, seems to be working for me honestly. Although I have time to invest in it, for those who don't it would probably suck badly. Also being more than one class could help to develop characters into not being basic steriotypes of what X class should be, within reason of course.
Alright, can't say I didn't succeed in getting more info :P
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First, I think multiclass is a great idea and will increase the player base of Achaea.
Most of my ideas come from Aetolia's model for multiclass. This is a bit complicated as Aetolia still uses the guild model rather than autoclass.
Houses - This is something i'm pretty passionate about since I feel like houses are pretty broken in their current state.
I think Korben had a great comparison on the forums when he mentioned the Game of Thrones priests (I hope you two watch GOT). While they are both "priests" their lifestyles and experiences are very different. I feel Achaea should be this way. An in-game example might be the magi class. The Ashura house is always thought of as a physical class with swords and fists, but the ideal of the Ashura goes beyond that. I would love to be able to be a magic user in the Ashura because my character represents their ideals of combat and respect, etc. While another mage might prefer to be in the Shadowsnakes to be secret and behind the shadows kind of RP. This is currently impossible as the class belongs to the Warlocks. I feel like tying a class to their ancestral guild home is a big mistake and all of the cities and houses suffer from it.
My idea for houses is to completely wash away any kind of class ties to them and instead let them make their own RP. I thought this is the direction Matt wanted Houses to go in the first place, but at this point houses are kind of just gimped guilds. Let a house decide what kind of classes you can or can't have. I think this is -very- important with the upcoming introduction of multiclass.
To try to enforce some sense of identity in the house you can have the perks that would be best suited for certain classes, like icon tuning, milking rooms, hatchery, master crystal etc.
I know a lot of people love the house they are in but feel like the classes might be stale so they end up stuck in the game with no fun, go dormant or alt.
TLDR for houses
Like Melodie said, I'm afraid it'll hurt class identity more than Iocun's class-hoppers already do.
Obviously it's on the players to not be ridiculous with their character development, but still something to consider.
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I normally would never bring up Hitler/nazis because of Godwin's law, but it's a good example in this case.