Now, I'm sure many of you at one point or another thought
of Minecraft having classes, or certain playstyles that have
advantages and disadvantages.
This post is for posting class-related ideas and feedback.
Here's how the class system would work:
The player clicks the "Create World" button.
After the world is generated, the player is prompted with
a selection screen, displaying classes and their descriptions.
After they select the class that seems most like them,
they are given a new default skin which looks
like Steve wearing different outfits.
New weapons and gameplay mechanics are added,
and each class will have it's limits as to what it can use.
For instance, if you chose a Caster type class
you would be prompted with the hud message
"cannot be wielded" if you select a sword
in your inventory. Additionally, the sword
would have Red Text to hint
that you cannot useit. Here's an example:
Wooden Sword Damage Your class can't wield this item!
Some classes would berestricted to leather armour,
while others can go all the way up to diamond.
It all depends on your style.
Here are some examples of new classes (make your own in the reply section!)
Hunter
As a hunter, you can easily traverse the land, and your survival skills are unmatched. You chop trees very fast, and the animals are always your friends, so even the wildest of beasts will never try to harm you and can be tamed with ease. You are especially skilled with the Bow, drawing back almost instnatly, but if you need you may wield up to a low damage Stone quality sword. You must be quick as a Hunter, so you can only wear Leather or Gold armour.
Warden
As a warden, you may wield very strong armour and use swords with fairly weak damage, but your armour and health will hold you through those longer fights. You are able to wield a Shield, allowing you to toggle a block, rather than hold down for a parry. Your shield is such a weight, you cannot parry with your sword and you run fairly slow. You cannot wield a Bow, as your armour and shield are heavy enough.
Alchemist
The alchemist is capable of using Staves, long poles that manipulate the world around you. You can shake the earth, and smack your foes down with hurricanes, but given these abilities, you have almost no defense in melee. You're responsible for avoiding close contact, but if you get the oppurtunity, blast away. You cannot use Armour or Swords, but you can use the Bow with fair damage, and Shields are available, but they will disable your staff. Potions are especially effective for this class. You may parry with your Staff.
Worker
A worker is very physically fit. They mine for metal and stone, and build with ease, and have exceptional damage in upclose combat. They can wield up to Diamond quality swords, and up to Iron armour. You are made to destroy and rebuild, though you sacrifice some of your abilities of self defence. You may Parry with your sword, but you cannot carry a shield and the Bow does only moderate damage. This is the most basic class in Minecraft, and is recommended for beginners.
These ideas are not final, and should be added onto by you, the viewers.
Everything related to the post is welcome here, but please, try and follow the general
rules. golden pants for all
Nice idea! I've been thinking of the same myself for a while.
I have an idea for a class that would be specifically useful for PvP Factionwar servers; it's called the Scout.
The Scout can run at 1.5 times as fast as the current default Steve, and has exceptionally quiet footsteps and bow firing.
I believe that there should be certain items only craftbale as a certain calss, such as the Warning Bell as the Scout. The Warning Bell is an item crafted only by the Scout, which would be crafted like so;
( = Gold Ingots = Lazy Typer, = Nothing = Lazy Typer*2)
The Warning Bell would be a held item that, when right-clicked with, would continue to ring until it's durability runs out. While ringing, the Scout weilding it can run 1.5 times faster, and the sound of bells rings far out, meaning the Scout can stealthily find out enemy armies and the run back ringing the Warning Bell. When the bell is rung, however, it shows up as;
~So-and-So Rung a Warning Bell~
So that even far-out soldiers can tell that something has been found out. Scouts can wear Leather Armour or Diamond Armour, but can only wield a Stone Sword and an Iron Sword, meaning their fighting power is limited.
Now, you haven't actually gone into details fully about how these Classes would work. I believe that at the beginning the player should only be able to choose between four classes (which I do very well think should be all four of yours), and then would be able to delve further into classes through a utility called the Guild Library, which would be crafted like so;
The Guild Library would be a utility that lets you gain access to new Classes via gettting rare drops from specific mobs and placing them within the Guild Library, then powering the library with Redstone. The rare drop will 'cook' for a few seconds then a Class item will pop out depending on what item you cooked in the library. To 'put on' a Class, you must place it in one of your armour slots. A pop-up message will come up asking;
Do you want to use this Class?
If you say Yes, then you will become that Class - but I think you would have to be a specific Class to get another certain Class, and to change you original class, you would put Gunpowder in the Guild Library and you would lose five levels, and the base class popup would come up again.
Some examples of rare class drops might be;
Something from a Creeper = Assassin
Something from a Skeleton = Archer
Like them..?
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Excuse me, but that was my comment you just read there, bub.
I normally don't post on suggestions that I dislike, but in this case I think I will
I really, really don't want RPG style classes in vanilla MC. It would actively harm my fun in the game. I don't want my options limited by some arbitrary class system.
I'm ok with some RPG elements sort of like Rune Factory which mixes character development with farming (I know, seems crazy but it's actually pretty fun). That can work in MC I think, but even that seems like a mod rather than a vanilla MC addition.
To be fair I think that the idea would be fine, just not using the method suggested. The class system should revolve around tools, not combat. As a result you would have 4 classes related to each tool (pick axe, shovel, axe and hoe). The 4 classes could be the Prospector (Miner), Excavator (Digger), Woodsman (Lumberjack), and Harvester (Farmer). Each would have unique bonuses in their respective areas including increased durability of their respective tools. An example of a bonus ability could be having the Lumberjack being able to climb trees like a ladder.
This would allow for more diversity among the players while keeping the combat balanced. If other aspects are added to make the combat system more complex then additional bonuses could be added into these classes. Always remember that taking away or restricting choices is usually not a good thing.
I think this would work better as a serpate game mode for people who wanted to play it. Because many people would like to play the game as it is, without classes.
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Wooden Sword
Your class can't wield this item!
Hunter
As a hunter, you can easily traverse the land, and your survival skills are unmatched. You chop trees very fast, and the animals are always your friends, so even the wildest of beasts will never try to harm you and can be tamed with ease. You are especially skilled with the Bow, drawing back almost instnatly, but if you need you may wield up to a low damage Stone quality sword. You must be quick as a Hunter, so you can only wear Leather or Gold armour.
Warden
As a warden, you may wield very strong armour and use swords with fairly weak damage, but your armour and health will hold you through those longer fights. You are able to wield a Shield, allowing you to toggle a block, rather than hold down for a parry. Your shield is such a weight, you cannot parry with your sword and you run fairly slow. You cannot wield a Bow, as your armour and shield are heavy enough.
Alchemist
The alchemist is capable of using Staves, long poles that manipulate the world around you. You can shake the earth, and smack your foes down with hurricanes, but given these abilities, you have almost no defense in melee. You're responsible for avoiding close contact, but if you get the oppurtunity, blast away. You cannot use Armour or Swords, but you can use the Bow with fair damage, and Shields are available, but they will disable your staff. Potions are especially effective for this class. You may parry with your Staff.
Worker
A worker is very physically fit. They mine for metal and stone, and build with ease, and have exceptional damage in upclose combat. They can wield up to Diamond quality swords, and up to Iron armour. You are made to destroy and rebuild, though you sacrifice some of your abilities of self defence. You may Parry with your sword, but you cannot carry a shield and the Bow does only moderate damage. This is the most basic class in Minecraft, and is recommended for beginners.
These ideas are not final, and should be added onto by you, the viewers.
Everything related to the post is welcome here, but please, try and follow the general
rules.
I have an idea for a class that would be specifically useful for PvP Factionwar servers; it's called the Scout.
The Scout can run at 1.5 times as fast as the current default Steve, and has exceptionally quiet footsteps and bow firing.
I believe that there should be certain items only craftbale as a certain calss, such as the Warning Bell as the Scout. The Warning Bell is an item crafted only by the Scout, which would be crafted like so;
(
The Warning Bell would be a held item that, when right-clicked with, would continue to ring until it's durability runs out. While ringing, the Scout weilding it can run 1.5 times faster, and the sound of bells rings far out, meaning the Scout can stealthily find out enemy armies and the run back ringing the Warning Bell. When the bell is rung, however, it shows up as;
~So-and-So Rung a Warning Bell~
So that even far-out soldiers can tell that something has been found out.
Scouts can wear Leather Armour or Diamond Armour, but can only wield a Stone Sword and an Iron Sword, meaning their fighting power is limited.
Now, you haven't actually gone into details fully about how these Classes would work. I believe that at the beginning the player should only be able to choose between four classes (which I do very well think should be all four of yours), and then would be able to delve further into classes through a utility called the Guild Library, which would be crafted like so;
The Guild Library would be a utility that lets you gain access to new Classes via gettting rare drops from specific mobs and placing them within the Guild Library, then powering the library with Redstone. The rare drop will 'cook' for a few seconds then a Class item will pop out depending on what item you cooked in the library. To 'put on' a Class, you must place it in one of your armour slots. A pop-up message will come up asking;
Do you want to use this Class?
If you say Yes, then you will become that Class - but I think you would have to be a specific Class to get another certain Class, and to change you original class, you would put Gunpowder in the Guild Library and you would lose five levels, and the base class popup would come up again.
Some examples of rare class drops might be;
Something from a Creeper = Assassin
Something from a Skeleton = Archer
Like them..?
I really, really don't want RPG style classes in vanilla MC. It would actively harm my fun in the game. I don't want my options limited by some arbitrary class system.
I'm ok with some RPG elements sort of like Rune Factory which mixes character development with farming (I know, seems crazy but it's actually pretty fun). That can work in MC I think, but even that seems like a mod rather than a vanilla MC addition.
This would allow for more diversity among the players while keeping the combat balanced. If other aspects are added to make the combat system more complex then additional bonuses could be added into these classes. Always remember that taking away or restricting choices is usually not a good thing.