Introduction and Random Suggestions

Got something on your mind about the project? This is the correct place for that.
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Zao
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Introduction and Random Suggestions

Post by Zao » 28 Oct 2007, 10:49

Hello, new to the forums, been playing the game a week or two. Skimmed over a couple suggestions but there's a lot there so I'm not completely sure where the developers are in their project. I'll try to organize and bold head my ideas so that you can skip over redundant and/or unnecessary stuffs.

Jobs:

I like the idea of being able to change jobs to learn different skills and not being bound to one class. One excellent idea of seen was on a mud, where you could be practically any profession (given you meet racial requirements) as long as you had the required skills. Professions also allow you learn new skills, so in this way you can branch out from a general job into more specialized jobs as you learn new skills required for new professions.

Skills Mechanics

A system where you can up skills from both training (levels) and use is more rewarding to players. Of course, before you can train, you must learn a skill, either through your profession, or through a teacher, given that you have the appropriate skill requirements.

(i.e. learn to crawl before you learn to walk)

Specific Skill Ideas

  • Scan: scouting skill, allows character to determine enemy hp, and eventually weaknesses as the skill develops

    Search: hidden items are fun!

    Stun: briefly halt enemy activity

    Sleep: more productive regeneration than sitting

    Taunt: make a weak-minded creature attack you

    Envenom: use a poison to make bladed weapons do more damage

Quests


Gambling Man: Girl somewhere in city wants your help getting her father out of the casino (he's a gambler). Basically a generic walk back and forth talking to them until quest is finished.

The Apothecary: Collect x red stingers and x stingers. Bring them to apothecary; from then on he will envenom your weapon for you for every y red/regular stingers you bring him.
Zao
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Post by Zao » 28 Oct 2007, 11:23

(been doing more reading on the wiki)

Elemental

A Chaos Elemental to complement the Mana Elemental.

Chaos has generally been seen as a combination of the basic four elements in traditional four-element systems.

Perhaps here, Chaos can represent all elementals except Mana, giving Chaos a contaminated, ambiguous form while Mana is a more pure, intangible form.
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Arenlor
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Re: Introduction and Random Suggestions

Post by Arenlor » 29 Oct 2007, 01:48

Zao wrote:Hello, new to the forums, been playing the game a week or two. Skimmed over a couple suggestions but there's a lot there so I'm not completely sure where the developers are in their project. I'll try to organize and bold head my ideas so that you can skip over redundant and/or unnecessary stuffs.

Jobs:

I like the idea of being able to change jobs to learn different skills and not being bound to one class. One excellent idea of seen was on a mud, where you could be practically any profession (given you meet racial requirements) as long as you had the required skills. Professions also allow you learn new skills, so in this way you can branch out from a general job into more specialized jobs as you learn new skills required for new professions.
There is a topic about this sort of thing, and in the wiki are many proposals as to how it should be done. The wiki is a mess though, but it seems on the edge of being cleaned up.
Zao wrote:Skills Mechanics

A system where you can up skills from both training (levels) and use is more rewarding to players. Of course, before you can train, you must learn a skill, either through your profession, or through a teacher, given that you have the appropriate skill requirements.

(i.e. learn to crawl before you learn to walk)
Not really sure what you meant. Can you be more specific?
Zao wrote:Specific Skill Ideas
  • Scan: scouting skill, allows character to determine enemy hp, and eventually weaknesses as the skill develops

    Search: hidden items are fun!

    Stun: briefly halt enemy activity

    Sleep: more productive regeneration than sitting

    Taunt: make a weak-minded creature attack you

    Envenom: use a poison to make bladed weapons do more damage
Scan sounds cool, search does too, stun would be a status effect and likely based off of making a critical not a skill, sleep would be a part of basic and you can do so at inns, taunt is useless in this game, envenom is a good idea though.
Zao wrote:Quests

Gambling Man: Girl somewhere in city wants your help getting her father out of the casino (he's a gambler). Basically a generic walk back and forth talking to them until quest is finished.

The Apothecary: Collect x red stingers and x stingers. Bring them to apothecary; from then on he will envenom your weapon for you for every y red/regular stingers you bring him.
I say no to both of these.
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Zao
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Joined: 28 Oct 2007, 10:09

Re: Introduction and Random Suggestions

Post by Zao » 29 Oct 2007, 06:50

Arenlor wrote:
Zao wrote:Skills Mechanics

A system where you can up skills from both training (levels) and use is more rewarding to players. Of course, before you can train, you must learn a skill, either through your profession, or through a teacher, given that you have the appropriate skill requirements.

(i.e. learn to crawl before you learn to walk)
Not really sure what you meant. Can you be more specific?
(I may be making assumptions about some of the accepted outline for how jobs work)

Two ways to learn skills:

1) Through a teacher - as long as you meet the requirements (below) for skills and you can find low-key teachers (hidden NPC's) then you can acquire new individual skills without having the job that generally provides a particular skill.

2) Through your current job - As character develop in their current job, they are granted access to more skills pertaining to that job. I believe this is how it looks in the game as is.

Requirements for skills:

1) other skills - example: jump attack may require the jump skill first.

2) attributes - example: a dodge/evade requires x dexterity. Alternatively, you could allow any dexterity to dodge/evade but tie their success rate to their attribute, but this can lead to players wasting points on attributes they haven't increased yet.
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