Would you pay for new classes/races?

Discussion in 'Off-Topic' started by DarkDain, Oct 22, 2012.

  1. DarkDain

    DarkDain Goblin Champion

    Since this game seems to feature weapons and items that any class can wear, it seems adding new classes with different mixes of slots could be an easy thing, wouldnt need to make a ton of new cards. We all know rogues coming, but after that theirs a few exotics that are always fan favorites, but would everyone be okay if they were a premium ? I wouldnt mind paying for new classes, even if they can be earned in other ways.

    For example, we know a warrior gets 3 weapon slots and a shield slot. To make a paladin, maybe remove a weapon slot and replace it with a holy symbol slot, like that of a cleric? Throw in his unique talents and bam, new class ! Does that sound too bland for anyone ? It could mean LOTS of different classes, but makes it easier to balance since they are only a few degrees away from each other.

    Some classes may require lots of new cards, and unique item equip slots, like summoners/necromancers/elementalists or what have you.

    Or maybe you can trade out one slot for another and your character becomes that class, so if your warrior trades his shield for an extra weapon, maybe hes a barbarian, if he trades a weapon for a shield maybe hes a guardian, trade a weapon for a staff and hes a battle mage, trade your legs for an extra arm your a freaking gimp.

    TL;DR, swapping out one or two equipment slots can change a characters class.

    Just a thought :3 (wants a paladin)
     
  2. Majeta

    Majeta Kobold

    I am ok with classes being a paid item. As long as you can also earn them as well. I love the free to play model unless the pay part gets you game play exclusives. Exclusive visual components are just fine. Its when you get something that alters the gameplay and can only be obtained from real money that bothers me.
     
    Kaerius and Evolved like this.
  3. Sir Knight

    Sir Knight Sir-ulean Dragon

    Bland? Goodness, no. It doesn't matter if one particular example is or is not exciting: the fully-realized idea of "choose your own slots" contains so many possibilities that someone would surely pay top dollar for it.

    However, the idea runs headfirst into the issues discussed, e.g., here. We're talking about a basic feature of the game: the number of pieces that a player must understand. Three classes, three races, three party members? An excellent pattern of combinations, and all players can understand it. The very idea of adding a fourth class was enough that we've spent, well, the entire past year mentioning "the rogue fourth class" off and on.

    Your proposed idea turns this ninety degrees. If choosing slots were in any way useful for gameplay, then new players SHOULDN'T learn the game in terms of "classes," and should instead think about "slots." Yes, in the current system, classes lead directly to slots. Once slots can be bought, though, classes add nothing to a player's understanding of the game, and slots are literally the only thing that matters. So the three classes, three races, three party members dynamic is abandoned, and we have a different game.

    Be advised: I'm not saying that this different game would be bad. I'd play it! I'm just trying to be perfectly clear on the implications.
     
  4. DarkDain

    DarkDain Goblin Champion

    As long as the classes get their own unique talents and at least one unique equip slot. A paladin thats just a fighter with a cleric symbol would be a little meh ! Maybe he'd get a Crusader shield or a unique relic... I only suggested swapping weapon for the clerics symbol because it would mean not having to create a new line of cards just for a paladin, but depending on the cleric cards that already exist that might not be necessary, could already be cleric items that totally fit a paladin. Maybe even future races would have different equipment slots, like Half-lings dont wear boots, but can wear a cloak or something.

    Great now that raises a question for me thats probably already been discussed, the Fighter clearly has a slot of helmet/armor and such but how does this distinguish plate from cloth? I assume wizards/rogues cant wear plate, is their a simple cloth/leather/chain/plate system in place ?
     
  5. Michael

    Michael Mushroom Warrior

    Honestly? I don't think it's ever come up and I've certainly never seen it answered. I think cards are more likely to be restricted by class/race then the traditional material limitations, though.

    On the topic at hand, though, if there are things you can earn in game that can also be paid for with cash/pizza, I'm unlikely to go for the cash option.
    Unless BlueManchu run a double Pizza slices promotion or something It'd be really difficult for me to see the advantage gained by buying in. (It's a question of free time, as in "I have too much".)

    As for a response about additional classes...here's one I prepared earlier:

    I've never gotten to quote myself before...that was pretty cool.
     
  6. Oberon

    Oberon Hydra

    I think adding classes is going to be more complicated than small changes to their equipment slots. In many ways the equipment is defining the classes, a wizard gets their spells because they can equip staffs for example. Meaning the developers have to also release a lot of new cards when they want to add a class. Some potential hybrid classes (fighter/mages, paladins) could maybe be added with mostly existing equipment, but many classes (thieves, specialty mages, monks, etc..) will require substantial amounts of new cards to define them.

    While I would be willing to purchase new races and classes, I don't know that it fits the collectible model they're creating. Characters and races really seem to be used to define the equipment you can use, and thus the cards you will have in your deck. One of the reasons that purchasing League of Legends guys, or tanks in World of Tanks, works so well is that they are self-contained. Buy this new thing that you can immediately use in the game. Here you need to collect the equipment first, and it sounds like multiplayer is going to need a lot of equipment.

    Currently, you play the game to obtain items. Those items are random, and usable by the 3 current classes (fighter, mage, cleric). Now imagine you add a 4th class, say a thief and a bunch of new thief items. Do the thief items get added to the overall item pool? Must you purchase the thief to use them? It just seems an odd fit.
     
  7. Sir Knight

    Sir Knight Sir-ulean Dragon

    It has, but not definitively. We get phrases like this:
    So, for sure, weapon slots can be named "weapon" or "a limited subset of weapons." This implies that we can have "armor" or "a limited subset or armor, such as wizard's robes."
     
  8. LightPhoenix

    LightPhoenix Orc Soldier

    Many, if not most, concepts can be added on to the four base classes through cards. The base classes are archetypes - a Paladin can be considered a subset of Warrior (or Priest), a Monk could be considered a subset of Warrior (or Rogue), Mage-Knights could be considered a subset of Warrior (or Wizard). Specialty wizards are certainly a subset of Wizard. Really, the only reasons a new base class should be added is to add a needed archetype, or to group a new play-style concept under one banner. Otherwise, you're working against the major strength of the game - the flexibility of choosing items/cards (synonymous) to define what a character can do.

    To continue the Paladin example, there's no reason there couldn't be a set of cards that cater to the Paladin concept, but get equipped by the Warrior. In fact, to truly do the concept service as well as scale appropriately through the game, you'd need multiple sets of items. Presumably new cards would be attached to these new items, but that wouldn't necessarily have to be the case for hybrid classes. If it needs to be monetized, perhaps payment is for the single-player adventures and Paladin-items drop as loot (plus maybe Paladin avatars).

    Now, adding in Paladin as a base class requires a much larger base of cards to service the class (since items are AFAIK mostly class-specific). They also need to program in a whole new class - not difficult I imagine, but open to additional bugs. Why re-invent the wheel? Additionally, you end up muddying the waters of the initial experience - now instead of four classes, you have five, ten, whatever. Not a big deal for experienced players, but presumably BM wants the game to grow a following, and that by definition requires the influx of new players. Overwhelming them straight off the bat isn't a good idea.

    I don't mean to pick on the Paladin; the tank/healer is one of my favorite concepts to play. You could take "Paladin" and replace it with many classes and not alter the line of reasoning. For any base class to really be worth adding in, benefit to user experience need to justify all the added costs; otherwise, it's probably better as a an add on to an existing base class.
     
  9. Wozarg

    Wozarg Thaumaturge

    To actually answer the question instead of adding to the already TLDR like discussion ill simply say. Yes as long as the price is reasonable for most people and there is some way to gain it for free be it absurd achievements or simply gold it should be possible is all i require.
     
  10. DarkDain

    DarkDain Goblin Champion

    I'd like to know how many extra classes/races would be released before i'd be happy with a price. Maybe 3$ each or a one time premium upgrade fee for all future ones. The price of a morning coffee is usually a fair one :p
     
  11. Wozarg

    Wozarg Thaumaturge

    As long as they don't start spewing out classes to make money(which i obviously don't think they would ever do.) i would be perfectly fine with anything under 10.01 cent and would probably place it at 5$ if it was up to me and already decided that new classes would be sold not free.
     
  12. DarkDain

    DarkDain Goblin Champion

    There could be interesting ways to unlock future classes... Special weapons that bare the classes name, you have to equip the weapon and complete a certain amount objectives with it to unlock the class (which would be great if that just involves swapping some equipment slots around) So you find a Mace of the Paladin, equip it on someone who can use it like warrior or priest, complete all the objectives it gives you and then the hero that has it can become a paladin (and switch back to his old class) The item wouldnt have normal attacks except for maybe one special attack required for an objective, like kill 5 creatures with X attack. The weapon would vanish after completion. They would be rare weapons so you could trade them with other players if its a class you dont want. That way each of the 4-5 base classes could find these rare weapons and unlock the other classes on your current heroes instead of getting the class and starting over.

    Anyone got thoughts/suggestions on how they'd like to see new classes handled ? Whether current characters can swap into appropriate prestige classes or if they should be unlocked entirely new character slots, etc
     
  13. Wozarg

    Wozarg Thaumaturge

    I honestly have to say i like the FFT way of handling classes i would love to see that even if just for prestige classes. For those that don't know what that means basically characters have a race that is locked and then the class is swappable outside of combat with each class leveling separately.

    Personally i would love having classes achivement locked so say to get a thief/rogue you need a max lvl elf warrior and 200 damage dealt from behind with him. For a paladin you need a max level cleric and a max level warrior and so on with the option of buying the class in the shop for people that can't wait. This i think would be good both for the f2p people and the big spenders. Since not everyone of the f2p people will have one but all it takes is some dedicated work to get it if you have the time.
     

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