for the story you could make guild quest harder for the main story what i mean is the quest itself could be very hard apart of it depending on which one maybe not at the start but it could become very hard later and will there be passive skills depending on the class you chosen and could you put a class difficulty thing to know how hard it is to use that certain class
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The main story is probably gonna be mostly separate from guild quests, but I'll take it into consideration. Each class already has passive attributes like rogues having high crit. chance & Sorcerers having a chance to reflect magic. As far as unlockable passives, I would add something like that but I'm not really sure I can implement it. I can't implement it in the same way as unlocking skills unfortunately. There is a way I can add passive stats & effects to items that you have, but it would apply to everyone and not just one character. I'd like to add a better skill unlocking in the future that adds a visible skill tree that has skills, passives, & stat increases that can be unlocked, but I'm pretty sure it's not possible with what I've got (At least not easily possible).
ok well could you put healing points in dungeons and also make it so you can only save at those points in the dungeons
and could you eventually add like a secret quest where you could get very good stuff but you need a password that you find through out the game in different locations it could be cool to do that eventually
Yes I can, I don't know if I'll make it so you can only save at those locations when in dungeons right now. Once the combat and balance is more locked down and in a better place I'll restrict saving in dungeons, but maybe I'll add it just to see how it is. Adding it in isn't a problem though, it's easy to do. For the secret quest you mentioned, I do plan on doing something like that at some point. I'm not sure how exactly it'll be implemented yet, but I've had ideas about secret ways to get OP items/weapons. Maybe it'll be tied to a password, maybe just being at the right place at the right time, maybe both, maybe something else, we'll see.
yeah this will probably take a few years to complete right will there be group skills and i thought of another race it would be cool if some races could advance like demon to demon lord but i don't know if that is possible and i thought of a good class people think it is weak class but it can be very reliable later is there a healing and support class i mean one that pretty much on like a medic or something along those lines where you get powerful heal spells
Well at the rate I'm going, it's going to take way longer than a few years to complete. I'll probably be mostly done with Aquanis (the map that's playable) in another years time. As for the rest of the game, even if I completed one area per year, it would take another 15 years after that. Right now I only work on the game for maybe 10-20 hours a week so it's hard to say how long, realistically, the game is gonna take to finish. I seriously hope it doesn't take that long, but if I stay a one man team the whole time, just working on it whenever, it very well may take that long.
I don't plan on adding any group skills and I'm not sure they would even be possible with the current battle system. There would have to be a separate category entirely specifically for group skills for it to work. It would be cool to have but I don't think it would be possible right now.
Having an advancement of a race would be easy to add in...kinda. There wouldn't be any appearance change and all it would do would boost the stats. I think trying to do anything more than that either wouldn't be possible, would be a ton of work, or would just need a plugin to make it work. Not sure it's something I would add in anyway.
Enchanter is pretty much what you described for the other class. Enchanters' primary role is to heal & buff other characters.