It's not so much that it made me feel uncomfortable, I just think that when you have a reply chain with 10+ posts that spans multiple pages, with messages as long as yours, that's about, what boils down to, "differing views", that it's probably best to either end it, or take it to PM! n.nU BUUUUT I think everyone pretty much moved on to the next News thread, so, meh! :]
Hey - thanks for the defense, but don't worry about it. My bad. It is in fact in the rules that one should speak English here or provide a translation - I didn't know that, but I ought to have checked the rules EDIT: @TrueEdge that sounds cool! Good idea, too: it keeps the amount of armor tiers at the same level as before the change, yet still introduces a loose "gear-based class" system. If it doesn't get implemented this way, maybe a proficient modder could take a look at that. I'm not sure I like the idea of certain mineral types being rendered less useful except if you're in a certain class - though of course, armor is not the only thing you can craft with those minerals. EDIT2: Before anyone raps him over the knuckles for this: "That would be really cool! I mean, one has been waiting a good 3 months for an update around here after all. -.- At some point the contention was that those would appear often. I'm excited. And thanks for the answer. Smiley Face." Kein Problem! No problem! Geen probleem nie! Mondai arimasen!
To be honest, if blunt, I really hate the implementation. Good idea with classes. Bad idea with limiting it to metals. Here's the thing, following this chain, whichever path you chose cuts out 4 tiers of armor progression. This effectively lowers the level cap and drops the goals you strive for. Furthermore foes would need to be nerfed as well which is, to me, somewhat disappointing. This also nerfs the metals themselves, and I'm sorry, something with a name based on "impervious" should just not be "glass canon" material. Seriously what logic is that following even? I would feel a little better if it was moved into the Separator class slot. How would this system even work with the way worlds are leveled right now? You would be FORCED into using Separator gear until you could get into higher level planets, and if that's not your play style then oh well too bad. I think part of the point is that this is changing as well, but still. I don't mind the idea of classes. But do it right CF crew. Make 3 variations for each class armor starting at Aegisalt. Much more work artistically, but oh so much more logical. If you want to do it better than Terraria, start at Bronze and go ALL the way up. Personally I prefer guns. The restrictions on guns are too strict, until you get to late game. And then guns you find are next to useless 98% of the time anyway, unless you go to a low level world. If you implemented a system in which you could equip an armor with a higher energy recharge rate and a higher cap, I would be using it. This would also allow for better gun balance. Set it up so that way from beginning to end, and I would use it from beginning to end. Its up to devs in the long run, but I just kind of feel like setting it up as in the news post is kind of taking the lazy way out. You guys have done things the right way for a long time. I would be very sad to see that start to change now.
I think the Class system seems pretty cool, my only concern is that the Psi-mage class gets the hardest metal in the game (Rubium and Impervium). Those two metals sound very strong for what their worth and I would believe it would better suit them to be used by the Seperator. Or are all the metals going to be buffed/nerfed so that impervium is no longer the "most defense"?
@OmniGeoff Please don't rake this up again, please. It's been handled and I believe the warning was appropriate.
I hope that there are armor pieces (not sets) that have side benefits that make them attractive even to characters of a different "class". For instance, maybe I'm playing on the separator path and wear primarily separator armor, but the accelerator headpiece creates a damaging electrical field that zaps nearby foes. For an accelerator the effect is mostly defensive because they stay away from foes, but for the separator the effect is offensive because they rush in close, and it may be more attractive if you want to maximize damage output rather than wearing the defense-oriented separator helmet for that tier. Another example might be separator leg gear that increases jump height or running speed because they have less energy for techs, but if an accelerator wants to use tech less often to save energy for rocket launchers then they may consider the separator leg piece. Maybe a manipulator chest piece grants a weak passive healing effect but has very low defense, which could be attractive to either of the other "classes". My point is that mixing and matching armor pieces shouldn't only be about tweaking numbers-- specifically not just about defense and energy values. There should be a lot of really cool scripted effects on armor that make them appealing regardless of "class", to encourage mixing and matching even more.
My hope is that equipment isn't too rigidly divided into these sets. While some general vague schema is useful, I think that forced symmetry 24-7 is bad for the game -- to me, the most interesting pieces of armor (and other equipment) are the "weird" unusual things that don't fit easily into an existing category. If it's just three sets of armor, with each path having the same stats in its class upgrading by a little bit each time, that will get boring fast; it's much more interesting to have all the armor be genuinely distinct.