@iamlejnd said in A set of questions and suggestions/proposals.:
Will these "classes" be limited to their stereotypes
Every race and subrace can use every skill/armor/weapon, it's just that your stat distribution determines the effectiveness of everything. You can distribute your stats however you want, but the stat affinities for subraces do flavor them a certain way but I don't think stereotyping is a good word for it. For example: blood demons have an affinity for charisma which can make them excel at conjuring, necromancy, illusions, psychic damage, blood skills, music skills, and warrior cc/buff skills (so mostly magic, CC, and buffs), but with the luck buff for 20 charisma and their ability to drink blood for phsyical buffs and they might also be formidable warriors.
Speaking of the hardcore aspect of looting, will the player upon death lose absolutely everything from his Equipment and Inventory tab, will it be only one of them, or a percentage number of items from each ?
There are two death states and they determine what can be taken from you. When you run out of endurance (which is what most attacks will damage), your character becomes unconscious which allows neutral and evil players to loot your inventory as a hostile action. Further damage goes towards health and reaching 0 health kills you, at which point equipped items can be taken.
Also keep in mind that player inventory is very limited and has weight restrictions and resources generally can't be put in inventories, so anyone moving more than basic amounts of goods/resources will have to use a cart to carry things, which may change looting dynamics (hasn't been talked about much).
Precisely how many Lifeskills will players have at their disposal ? Besides the common Gathering, Mining, Hunting, etc.
So far we know of farming, enchanting, leatherworking, metalworking, carpentry, tanning, tailoring, bowyery, cooking, alchemy, pottery, and jewelcrafting with taming and fishing as crowd funding goals. You stat distribution factors into how effective you are with most (all?) of these, and crafting recipes have minimum stat requirements.
for crafting gear pieces if not for looting too, there could be some much appreciated variation, or RNG if you'd like to call it that way.
The devs have stated that there won't be RNG in the crafting system and that they dislike non-combat RNG in general.
Let's take as an example a Chest piece. Instead of it saying Cloth, Hide or Leather, it should be the result of the combination of materials used for crafting said item, which will then in turn give stats based on what it was made of.
That's already planned. If you have the recipe for a breastplate, you can make the breastplate out of different materials for different stats, but the only example that was given was choosing between different metals, which leads me to believe that you can't substitute completely different materials like you're suggesting (i.e. if you have a metal breastplate recipe, you can only change metals, if you have a leather vest, you can only change the type of leather, etc).
Not much is actually known about the gear system other than it's horizontal and has an impact on the survival aspects of the game. It's probably the system they've been most secretive about.