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Author Topic: Narcas Thoughts
Narca
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Posts: 36
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Post Narcas Thoughts
on: March 20, 2013, 03:52
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So, it appears my thread was lost. I'll try to resurrect it, thanks to everyone who commented before and I hope you'll continue.

A system for moderators or what have you to alter minor things on the fly in game. Spawn in fire anims on a town and create a bunch of small monsters and suddenly the average day has a
special event to think about.

Pvp
I'm on the world pvp wagon, that won't change. Instead of having pvp moved to secluded zones and separating players based on playstyle I have a few ideas to manipulate the flow of battle.

Create combat zones as a part of the standard maps, something like forts with a center flag for capturing. Possessing these points adds a boon for your faction. Boons like combat or stat increases, and fertile resource zones. Having zones like this may help move combat from the world at large to these areas by giving a purpose to fighting instead of just killing for fun.

I said factions above, I'd like to change that to clans it makes more sense, people are more willing to work for something they opted into and if I group works for the reward they deserve it over the rest of their faction who've done nothing.

In fact screw the factions all together? No one really abides the concept and works together anyway.

It was said in the simple clan idea thread, have clan kills give points, have non clan kills give no points. Create a rivalry rich environment so those opting out of combat need only not join a warring clan.

A couple class ideas.
Summoners: Produce npc combatants sharing a health link and offering bonuses to the summoner.
Crafters: Blacksmiths and Enchaters, bonuses to resource gathering and production.

To elaborate:
Based on level the blacksmith gains access to passive abilities that increase the yield of gathered metals by a set number per invested point. In addition they would obtain period buffs that increase the speed of the gathering attempt.

These abilities assume there is a chance percentage involved with gathering.

The second half of blacksmith is the production side, here the abilities increase the chance to successfully produce an item and the quality of said item.

For instance a normal player may have a 20% Chance to produce a standard titanium chainshirt while a blacksmith fully invested in production will have a 75% chance and may also create a higher quality chainshirt at a reduced chance per higher tier.

Higher tier items I propose have increased latent bonuses ie: armor value and/attack bonus. It was discussed at one time the addition of socket items if this idea follows through the higher tiers my possess a greater number.

The third aspect I considered is one of two, or bother depending on how the game comes together or player feedback.

This first is the combat potential, where the blacksmith uses knowledge of arms and armor to weaken or otherwise break the enemies gear rendering it less effective. Reducing armor and damage values.

The other is the socketing of the items with rare gems, this would be an ability specific the the blacksmith making them invaluable.

Like the blacksmith the enchanter ignores combat and invests her power in enhancing and altering the armor and weapons of her companions, both permanently and temporarily in the field.
(I will elaborate later)

Summoner:
Two precepts, one choose a creature that levels with you. Or summon different more powerful creatures with level.
Adds percentage of health to caster then splits health between caster and summon.
Spells that buff creature and/or caster
Creatures have passive buffs that add to caster
All buffs intended to lean towards the creature over the caster.

Multiclassing, anyone who has played dungeons and dragons or any game based on it knows what I mean. No one seems to do it, and I'm in love with it.

DonumVitae
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Posts: 41
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Post Re: Narcas Thoughts
on: March 23, 2013, 20:00
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I will disagree with multiclassing. For this type of game it would become too much and I dont want to see skills bars like WoW where you need 8-10 bars for all your skills. I am thinking skill bars like Iruna and Pocket Legends work pretty well.

I would agree on the PvP scaling. I hate being camped by someone 30+ levels over me because she is on her monthly... I am also thinking possibly Open Clan Wars. Pretty much make Joining a clan a responsibility, as well as somewhat necessity higher level.

Professions would be cool... but something I think we should wait quite a bit for to see how the game develops. There are a few different ways to go about and its not something that should be done right away. But I would never want to see a character have to choose a profession over combat. In that sense it should be like WoW, compliment, not hinder.

I would agree that Factions themselves should be disregarded at this point, unless each faction gets exact same amount of classes to choose, and equal classes. If this were to happen, you could have the "best" clan of said faction, which would be cool. Like rankings. Which in its self is a whole different story.

Moderators are not really a necessity right now, but eventually having like little "special" events would be cool.

“All men are jealous and stupid, and all women are stupid to be happy about it, idiots are everywhere you look...”

Level 42 Druid Hunter.

Narca
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Posts: 36
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Post Re: Narcas Thoughts
on: March 23, 2013, 21:26
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I'm personally hoping skills stay minimal, I dropped the multiclassing idea assuming you'd be choosing skills from one class over another keeping it low. Maybe an anti class system where everything is available to anyone given you invest properly? Either way a "custom" class system keeps things fresh in my opinion.

I agree that crafting skills should be saved for later other things take priority. The initial reason I introduced them was for players who don't nessacarily want to fight they would instead be economic leaders and grow in strength this way. Basic principal of a healer class they provide non combat support instead of being combat oriented. They may still be combative but are far more suited on the outside assisting stronger classes.

DonumVitae
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Posts: 41
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Post Re: Narcas Thoughts
on: March 23, 2013, 22:30
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I like the your anti-class idea. Somewhat. I think possibly 2-4 skills, 2-3 passives, and 1 ultimate skill (at high level) would be pretty cool system. Though restrictions on class should play into that.

I agree about your ideas there, so I believe shared experience party system is a must... I would say people earning some experience from crafting would be good, but it should be encouraged to play the whole game, and not purely focus on 1 thing. Variety is a good idea.

“All men are jealous and stupid, and all women are stupid to be happy about it, idiots are everywhere you look...”

Level 42 Druid Hunter.

Narca
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Posts: 36
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Post Re: Narcas Thoughts
on: March 24, 2013, 10:50
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Combat classes focus purely on combat, support classes focus purely on support, why not crafting? I also illuded above that everyone may craft crafting classes are just better at it.

DonumVitae
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Post Re: Narcas Thoughts
on: March 25, 2013, 07:10
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I am thinking that all classes get some support and some combat. Admittedly, healers get healing... but giving some support and combat to all classes I think would be beneficial. I say IF professions are added, it should be like WoW. 1-2 main professions per character, so that everyone is needed. Like I said, I believe profession should compliment, and not take the place.

“All men are jealous and stupid, and all women are stupid to be happy about it, idiots are everywhere you look...”

Level 42 Druid Hunter.

Narca
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Posts: 36
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Post Re: Narcas Thoughts
on: March 25, 2013, 13:32
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I hated WoW
and I hate the gaming world even more for constantly trying to be wow. Let's be different.

And your missing the point, everyone can still do everything. Just that crafters are BETTER at one area just like a warrior is better in one area. Not everyone wants to be a killer I think it's only fair to offer another option.

I feel like u only skimmed the material, the crafting classes focus on creation, and minor in combat abilities that hinder or disable enemies still combative but not primarily.

In the same manner that typically casters focus on hard damage minor in buffs, healers focus on healing minor in buff, warrior major in damage minor in versatility knights major in damage minor in defence rangers/archers major in damage minor in debuffs. I'm just trying to suggest a new angle.

Just like the summoner class I'm trying to see a game with newer and otherwise untapped potential from a creative out of the box stand point I'm frankly getting sick of every game being the same damn thing.

Narca
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Posts: 36
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Post Re: Narcas Thoughts
on: March 25, 2013, 14:14
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Whatever I'm not perusing the crafting class discussion any further my concept is laid out solidly enough to be understood and this thread isn't about defending my ideas it's about offering and refining them. Besides that I'd rather there be no classes.

DonumVitae
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Posts: 41
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Post Re: Narcas Thoughts
on: March 25, 2013, 18:52
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Have you ever played the game Rubies of Eventide? You can no longer play it.

“All men are jealous and stupid, and all women are stupid to be happy about it, idiots are everywhere you look...”

Level 42 Druid Hunter.

Narca
Beginner
Posts: 36
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Post Re: Narcas Thoughts
on: March 26, 2013, 14:53
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I haven't.

Post 666, hail Satan!
😛

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