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Originally Posted by GryffonDurime
I'm not so sure about the rather extensive class system. I like that it's separate from the techniques and the like, but it doesn't seem to have any cohesiveness. Why are Gypsies turning into Prophets and Archmages? Have you considered how a Steampunk world functions that even has explicit magic-users strong enough to bear the literary brunt of a title like Archmage?
Not to sound overly critical; that's not my intention. This project seems like an interesting one. I'd just like to see some more unity in the thematics of these classes so that they can support a potential world, and as is they seem too much like the things I'd find in a single player RPG. A big thing to remember is that in a multiplayer game like Graal, if every player wandering around is a "God Summoner" then those Gods are going to be awfully busy, and it had better have a huge impact on the world.
Nonetheless, I look forward to seeing your progress. Drop me a line sometime if there's anything I can do to help.
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A majority of the classes listed are the first draff of any sort of class list that's been done by my designing test monkey (Aeko). But, be sure they are to go under extensive scrutiny and probably rewritten another 2 times or so.
Also, I will make sure to do that thanks.