skills/job system

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sebastien00
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skills/job system

Post by sebastien00 » 27 Jun 2008, 16:35

i think since the game has a create your own character for skills and actual jobs use a similar system to final fantasy tactics for the Playstation one it was remade recently for the psp with a similar name using this system would be great as it would take a long time to gain skills from each job and unlocking jobs as well

just an idea...
sebastien00
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Re: skills/job system

Post by sebastien00 » 27 Jun 2008, 16:40

unrelated but if you had 10 to 20 seconds to pick your own items before other people go and steal them that would be great
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Re: skills/job system

Post by Crush » 27 Jun 2008, 20:36

sebastien00 wrote:i think since the game has a create your own character for skills and actual jobs use a similar system to final fantasy tactics for the Playstation one it was remade recently for the psp with a similar name using this system would be great as it would take a long time to gain skills from each job and unlocking jobs as well

just an idea...
Can you please buy me a copy of the game and a PSP so that I can take a look how this system works? Unfortunately I don't own every game system and every game ever made.

Alternatively you could just describe how the system works.
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Re: skills/job system

Post by Jaxad0127 » 27 Jun 2008, 20:45

Crush wrote:
sebastien00 wrote:i think since the game has a create your own character for skills and actual jobs use a similar system to final fantasy tactics for the Playstation one it was remade recently for the psp with a similar name using this system would be great as it would take a long time to gain skills from each job and unlocking jobs as well

just an idea...
Can you please buy me a copy of the game and a PSP so that I can take a look how this system works? Unfortunately I don't own every game system and every game ever made.

Alternatively you could just describe how the system works.
This should do. I haven't read it myself yet.
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sebastien00
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Re: skills/job system

Post by sebastien00 » 28 Jun 2008, 17:19

is so hard to look it up? :roll: just type the name of the game in Google and read if u really want to play get a ps1 emulator and final fantasy tactics for PS1
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Re: skills/job system

Post by Lecter » 28 Jun 2008, 18:57

ok, briefly this isnt a bad idea,

ff tactics job system is a prerequise tree, to be job x u need to have job y at level z and job u at level v...
the thing i like is that you can only use 1 job at a time, meaning even a max level wizard can need to start his knight at level 1.

You can modify that system by allowing players to receive bonuses from more than 1 class at a time, doing a main class that would give some bonus to which ever other classes the player use.
Also this works well for crafting professions, to be a carpenter you need lumberjack at level 10.

Also adding stashes for players wouldnt be a bad idea, for some create accounts just to have mules.

Other harder ideas would be to allow players to control more than 1 character at a time, like swords of the new world in which players use 3 characters at a time.
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Re: skills/job system

Post by Crush » 28 Jun 2008, 20:35

Then it's not really a system for us. We already decided to go with a classless system and designed the whole game concept around this premise.
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Re: skills/job system

Post by Lecter » 28 Jun 2008, 20:47

Then what is Skills

Basic job level 10?
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Re: skills/job system

Post by Crush » 28 Jun 2008, 20:57

I was talking about the new gameplay on the new server.

Also note that having skills does not necessarily imply a class system.
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Re: skills/job system

Post by Lecter » 28 Jun 2008, 21:20

skills is a way to do a class system, and such system can change.

like skills time magic would give different time spell abilities, this is equivalent to a class in ffxi.
Basic skills giving sit at some point, its an ability, if a skill give couple different abilities it can be compared to partitionned classes.

Also some ideas here can be applied to skill system, like prerequises, maximising a skill, being able to select a certain number of active skills, while other arent used at a time, having few main skills receiving full skill xp.
sebastien00
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Re: skills/job system

Post by sebastien00 » 29 Jun 2008, 04:37

its like there is only one character which can do it all but only parts of it at the same time, everyone can make a unique character and access the whole game
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Re: skills/job system

Post by Angeliex » 01 Jul 2008, 04:00

My current idea. We have a job level why not use it? Increase the maximum job level to 50+. Names should be changed if used. I was just making them up. Initial class should be chosen upon registering new character. Attribute points should be given to abilities as well as to status. Note: this would divide skills between weapons and abilities.
I'm not writing mp reduction rate.

.:.Job Level.:.
____________________________________________________________
.:.One.:.

Peon -
A balanced new character.
Skills -

Eyes of Fury - Increases attack temporarily. Increases by 5% each time the ability is leveled.

Iron Ward - Same effect as "EoF" but for defence.

Eagle's Verity - The next bow 10 shots will at a higher accuracy. Increase 5% per level.

Mystic Augment - Increases Intelligence by (10*skill-level)%
____________________________________________________________
.:.Two.:.
Warrior -

Metal Veil - Doubles defense for (.5*skill-level) minutes.

Gauntlet of Rage - Doubles attack for (.5*skill-level) minutes.



Archer -



Arcanist -



Elementeer -

I will write the rest later.
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Re: skills/job system

Post by Crush » 01 Jul 2008, 12:29

There won't be a job level on the new server. We won't have any MP either. And as I said, there won't be any classes.

Instead of that any character can learn anything (using a learning-by-doing system), but your attribute distribution will decide what you are good at.

Read the wiki for more information.
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Iceslab
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Re: skills/job system

Post by Iceslab » 05 Jul 2008, 09:29

Hmmm.... I think there should be job classes.... Being able to go into anything is kinda lame, and there should be more focus on branching out through your characters job.

You choose rogue, later on you would either like to become a scout, then sniper. Or branch it into thief, luckymicluckertin. Or bandit then assassin.

Could make a really good game doing this, adding even more jobs in the future you could branch into. Each job would have a set of skills you can either learn, find, or start with.

Btw, if you havn't figured it out yet luckymicluckertin would have a luck increase in finding items from mobs.
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Re: skills/job system

Post by Lecter » 05 Jul 2008, 15:55

Agree, the game already got xp for the jobs themselves, I even think a limit break bar would be good.
I also think a stash is vital to the game.

Players seems to agree to this ingame.
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