Good evening, Chris. As promised here is the feedback of the current state of the game. I will continously edit this post to add observations, facts and opinions.
1.-Would you prefer the game go to a classless system allowing you full access to all skills for each character you create?
In a perfect world, free of restrictions, everyone would build and create their characters to assume a role and choose their skills impartially based on curiosity and recreation. Nevertheless, this is not a perfect world, this is the real one. And real people always devise what is best for theirs goals. With a classless system, the 5 clasess + merchant will soon become just one Jack of all trades class who will incorporate healer, damage dealer and tank all in one.
The definition of RPG in MMORPG is Role playing game, it may sound unnecesarily conspicuos, but the role and multiplayer parts of such games are what makes them more attractive and different of your facebook or campaign console game.
Different classes makes characters less ordinary, and more dependant on others to achieve what a single unit cannot (be it questing, hunting or taking part in the economy) which creates teamwork. When the "perfect build" gets schemed, all people will run solo with such build, and we can say goodbye to community team effort.
Regarding the second part of the question refer to the proposal of answer number 2.
2.- Under the current class system, would you like to see a maximum skill point cap removed?
If, in order to make all classes specifically adept in one area such as a powerful damage dealer or an adept healer only, the maximum skill point cap should be revamped or removed, then the answer is yes. A system where different proffesion have a different set of skills and abilities, creates balance and the aforementioned team effort.
Touching the point of skill points, I would like to reiterate an argument already found in the forums. Currently, you gain 15 skill points per level, and you can use the points in any skill your alliegance permits. Without any real relation between how you earn the skill points and how the actual skill is raised. In a brief example, a person could kill Ratmen with a sword and achieve level 10, and then spend 150 skill points in druidiry and be a master wizard without even ever having touch magic!
The proposal
My proposal is to update the skill system. The new system would allow players to advance in a skill which is really being utilized. The idea comes from observing how the new achievements automatically track every action of a character. The new skill system would grant the player advancement based on how much the skill is used and would add a respective level to each skill. For example, in sword fighting certain % will be granted for every succesful hit with the sword.
To advance to level 2, You will need a certain number of successful hits. A rational number maybe " Hit enemies 300 times with a sword to advance to Level 2."
Of curse every vocation will advance faster for the skills they are more adept on, and the contrary will hold true for the skills the vocation is not supposed to be good at. The idea is simple to incorporate in the game and can add a whole array of depth and clearness to the skill system. For the player is as simple as to use a skill to steadily grow and level it!
3.- Would you like to see combat become more interactive, such requiring you to click enemies to swing your weapon? Explain what you would like to see if needed.
Currently, the combat uses auto-targetting when engaging the closest agressive creature. Auto-targetting enables people to continuosly earn experience by simply letting their characters idle in a spawn zone their character can handle. To regulate this loophole, I would (indeed) like to see the combat become more interactive. One simple way for the current combat to become more interactive would be to simply change the combat to require to Click/Tab Target any creature you would like to attack.
4.- Would you like to see a fully coessential pvp system. (IE Preventing PvP with unless you opt into it). Would you like to see this system implemented on a different server? Would this raise your interest in the game?
Free for all PvP is the nature of a sanbox games. The latent possibility of attacking someone is always there and it creates an aura in which there are risks; you are not always safe, you never know what could happen, you always have to be on the top of your game. If someone provokes you, you can resolve the problem your way, in addition FFA PvP creates respect among the community in order to avoid permanet setbacks and losses. This really defines the freedom a sandox game deserves to have.
Nevertheless, the grind in levels, skill and gear creates a gap between veterans and new players. The fact is, those who have been playing longer have all the advantages, they have more power and thus all the control. We do not want to lose players who just get "ganked" by the more experienced players.
But what is the solution? I will tell you what is not. Mixing it. Either make it fully free for all PvP, or only player vs enviroment, but do not try to put both. As such action will not make neither the PvP'ers nor the "carebears" happy. If the inevitable happens and PvP has to be restricted, the best option is to make a server dedicated only for optional PvP.
In fact we currently have a protection for PvP in which there is no consequence to dyeing if your level is below 30.
Another option to protect new players is to add consequences to player killers. The game has to make being a PK really dangerous. If they want to attack lower-levels there has to be a risk for them. Being a succesful PK should not be a dime a dozen, but a luxury, a luxury rewarded by skill. My take on it? a MAJOR stat/skill loss on death for the PK.
5.-Have the changes to the merchant character allowing them to use some combat skills been helpful to you? Does it add to your game play enjoyment?
Yes, the added combat skills to the merchant class lets us get our so needed resources more readily and easily, which makes the class more fair and useful.
6.-Do you like the revised grid container system or the classic container system? (Currently players can choose in options)
The revised grid container is a great feature and a great leap forward in client interaction.
7.-How else would you like to see the game updated and changed from its current state
I feel the general pace of the game is quite fast. Upon reaching level 100, you are also reaching endgame. Now, the game has a couple of years out and people already got three-digits, which means such players lose goals and objectives to be made and then could resort to just "ganking." Adding this with the low population means there will not be much to do for the veterans, which in return will just quit.
I would like to see the game go to a much needed slower pace. Making a game challenging also makes a game addicting.
Finally, I beg you to add "mysteries" to the game. Unleaked quests with unique items with a secret story or riddle behind it. This is infact the part I love the most of RPGS and definitely hooks me up until I resolve it or at least try to resolve a mystery. Plus having a rare piece of equipment from a source no one knows is what brings you the status of Legend.
Kind Regards,
Sep