Starbound

Starbound

RPG Growth
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Shade 12 Jun, 2018 @ 2:25pm
Class Suggestions
Just some ideas ive been thinking up. Take them with a grain of salt.
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Shade 12 Jun, 2018 @ 3:40pm 
-Removed.
Last edited by Shade; 14 Jun, 2018 @ 10:36pm
Chaika? Yes. Chaika.  [developer] 14 Jun, 2018 @ 4:07pm 
I appreciate suggestions, but I would like to point out some things:

First, techs are what you can consider skills. You aren't required to use them at all, so lowering the amount of techs per class would not be smart at all. Rather, I'm sure I'd make many people upset if I did something like that. Not only that, but removing some of the Techs would make progression feel dull. As you level, you should be unlocking new things, whether they be Specs, Affinities, Weapons, Skills, or anything else. Either way, I am planning on adding a 'Perk Tree' to let players have more choices that are less like skills and more like passives.

Second, I will not be adding, renaming, or removing Classes. I picked every Class Name based off of the Starbound Steam Cards, and they all have their own niches, enough so that I wouldn't have to merge Ninja and Rogue for example (Ninja being evasive, squishy, melee DPS, and Rogue being Ranged+Melee Hybrid CC). Not to mention, each name has connotation behind it. Rogue and Ninja, for example, are actually not even remotely close in meaning. I do at least understand changing 'Wizard' to a more gender neutral 'Mage', but as I said, I don't want to change the six Class titles.

Third, I'd like to move away from things relating to hunger. Reason being is that some players play in Casual and some not, and making things based off of hunger has caused some issues with certain abilities (Rogue's Toxic Sphere and MRE for example). Also, Full Belly already provides Health Regen. It's neat enough as is.

Fourth, you seem to forget that innate scaling exists for each individual Class. As much as you want Knights to gain +20% with Spears and other one-handed weapons, it would lead to less variation in Specializations, and completely ignores the point of stats and stat scaling. Knights already deal way more damage with Spears than any other class because they have 1.15 Strength Scaling, the only Class that even has Strength Scaling. In much the same manner, Ninjas have Dexterity scaling at 1.2, while Rogues only have 1.15 and Soldiers 1.1. This makes Ninja's deal more damage at higher Dexterities, which makes sense considering Rogues and Soldiers have access to ranged weapons in Classic Mode. As I stated in a different post, Weapon Bonuses are supposed to be small and relatively unique, not important and all-encompassing.

Fifth, you have debuffs in one of your passives, namely Wizard's. I avoid debuffs in everything other than Classic Mode because you shouldn't be penalized for picking a Class unless you want to be. In addition, passive Health Regen is an incredibly strong passive bonus that doesn't belong at base level, and some of the passive and well-fed bonuses are relatively tame compared, and are even further made useless by the fact that raising stats already increase many of them. The reason why Soldiers stun, Rogues poison, Wizards apply elemental statuses, and Explorers glow is because these are all things separate from stats. Not to mention you are forgetting about stat scaling again. Wizards already have a better Energy Regen, Pool, and lower Delay for example, because they have the highest Intelligence and Vigor scaling. But it requires you to raise those stats. It's a bit more involved.

Sixth, one or two of the perks you want added are harder than you think. For example, I cannot tell which weapons are 'energy weapons'. That would either require me to make a full list of item names, which would take a long time and would surely leave out some, or I could do it based off of tags... Except I haven't seen anyone use an 'energyweapon' tag. I especially don't want to give bonuses that are entirely reliant on other mods. I also cannot add Charisma. As far as I know, there is no modding capability to add discounts or extra sell value without completely overhauling the entire shop mechanic.

Seventh, many of the new bonuses you've added to each existing or new class are or will be implemented in the 36 Specs I am adding. No reason to completely overhaul the six classes just to then overhaul all of the Specializations and existing/new techs because of that. It would take me incredibly long to do so, and would mean Spec updates would be pushed back (would need to think of new techs, abilities, spec names, etc); new Class Weapons would have to be made (Weapons are the hardest to make by far), specifically for Techie, Hunter, and Warrior; Profession would be pushed back because of all that; the Perktree would move even further back; planned lore, mission, and hubworld additions would be moved back; and I would have to look at balancing every Class all over again.

Lastly, it's really just a matter of principle isn't it? I am open to small suggestions, like one or two passive changes, whether or not techs feel good, etc. In fact, Knights used to only have a bonus from Broadswords and Shortswords, but were changed in good faith to include Hammers, Maces, and Axes. Ninjas used to only get bonuses from thrown weapons, but have been changed to include Daggers and Chakrams. Soldier used to have a completely different perk, but it was changed to be +damage at high energy at behest of some users. I even included a toggle for the Explorer's light, and in the newest update, Rogues will be able to wield Two-Handed Melee weapons, and Wizards will be able to wield One-Handed Melee Weapons in Classic Mode, all because I heard feedback. Heck, I even included someone else's tech because they reached out to me, letting me know that they had made one because of specific reasons (namely, how important Spike Sphere was).

However, when someone suggests that pretty much everything get changed, even if they don't intend it, don't you think that's a little rude? There are two sides to this, I know. On one hand, it means they are engrossed and interested, and want to see the mod succeed. On the other hand, it means they feel that the work I put in is bad or unworthy. So that's why it's nice to hear small suggestions, but feels bad when the suggestions are more like entire overhauls. Especially when they are put in an -- whether purposeful or not -- assuming and arrogant tone.

I understand that I don't necessarily follow all the things I've touted 100%, and I know that these were just innocent suggestions, so I don't want to blow up on you or sound angry or annoyed, but like I said, it's a matter of principle and at the end of the day: it's my mod that I work on for fun.
Shade 14 Jun, 2018 @ 10:36pm 
It was literally just suggestions, but yeah, your coming off as blowing up/rude, so, fine. Whatever.
Chaika? Yes. Chaika.  [developer] 15 Jun, 2018 @ 12:12am 
Originally posted by totallyoriginaluniquename:
It was literally just suggestions, but yeah, your coming off as blowing up/rude, so, fine. Whatever.

Yup :)
Rhagius 15 Jun, 2018 @ 5:30am 
he gave clear and concise reasons for why he isn't implementing the changes you proposed and how he feels about suggesting changes on a scale like those proposed by you.
hardly blowing up or rude
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