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[CPT] Necromancer Class
Posted: 12 Oct 2013, 13:38
by Elvano
Hey all,
This is one of my olderconcepts from way before we had a forum:
Inspired by:
Re: [CPT] Necromancer Class
Posted: 12 Oct 2013, 13:43
by Reid
Like I said on IRC, I agree on most(/all) points.
I would just like to know if our eAthena script engine will be enough or if we will need of tmw's magic script language.
Re: [CPT] Necromancer Class
Posted: 12 Oct 2013, 14:11
by WildX
I have this idea for special classes that can be obtained later in the game. For example, a mage could decide to become a necromancer around level 60 and their class would change radically. Including the necromancer we should come up with at least another two of these classes to make this a thing: a warrior like and an archer like class.
Re: [CPT] Necromancer Class
Posted: 12 Oct 2013, 14:20
by Elvano
WildX wrote:Including the necromancer we should come up with at least another two of these classes to make this a thing: a warrior like and an archer like class.
I went a bit out of my way of the basic classes there. I just got an idea in my head for a necromancer so I opened up LibreOffice and stated typing.
The pdf-file you see here is actually the result of non-stop typing.
(Thus I hope there aren't too many typos)
Re: [CPT] Necromancer Class
Posted: 12 Oct 2013, 14:22
by WildX
Elvano wrote:WildX wrote:Including the necromancer we should come up with at least another two of these classes to make this a thing: a warrior like and an archer like class.
I went a bit out of my way of the basic classes there. I just got an idea in my head for a necromancer so I opened up LibreOffice and stated typing.
The pdf-file you see here is actually the result of non-stop typing.
(Thus I hope there aren't too many typos)
That's exactly what I had in mind for special classes! They're either too complicated for a basic class or too cool for low level content.
Re: [CPT] Necromancer Class
Posted: 12 Oct 2013, 15:12
by Reid
WildX wrote:Elvano wrote:WildX wrote:Including the necromancer we should come up with at least another two of these classes to make this a thing: a warrior like and an archer like class.
I went a bit out of my way of the basic classes there. I just got an idea in my head for a necromancer so I opened up LibreOffice and stated typing.
The pdf-file you see here is actually the result of non-stop typing.
(Thus I hope there aren't too many typos)
That's exactly what I had in mind for special classes! They're either too complicated for a basic class or too cool for low level content.
So what you propose is to use something which look like RO-based classe evolution?
Re: [CPT] Necromancer Class
Posted: 12 Oct 2013, 15:23
by Elvano
Reid wrote:
So what you propose is to use something which look like RO-based classe evolution?
I don't think it's the same:
RO's class change boosts your stats and allows you to choose from new skills WITHOUT losing your previous one.
Rebirth however would completely reset BOTH stats and skills in order to advance to a advanced class.
From WildX's explanation I come to understand only he skills get reset when advancing.
Re: [CPT] Necromancer Class
Posted: 12 Oct 2013, 15:28
by WildX
Elvano wrote:Reid wrote:
So what you propose is to use something which look like RO-based classe evolution?
I don't think it's the same:
RO's class change boosts your stats and allows you to choose from new skills WITHOUT losing your previous one.
Rebirth however would completely reset BOTH stats and skills in order to advance to a advanced class.
From WildX's explanation I come to understand only he skills get reset when advancing.
The class would change almost completely.
Re: [CPT] Necromancer Class
Posted: 03 Jan 2015, 10:46
by Arjumand
I remember a discussion with Hal9000 about the number of area NPC which popped out on the intro, it was decided to remove most of them as it reduces the playability...
Let's add a particle around the panel.