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Re: Looking forward at v0.6.11

Posted: Sun Apr 29, 2012 6:56 am
by nyktos
tek wrote:
mdmedlin wrote:I had started on a dialogue that involved talking to a trainer to get a talisman that will identify you as a certain class, say fighter or thief. Once you have the talisman, you would then have access to different items that are class specific. Also, you could then do side quests to increase your rank in that class, and thus open up access to better items. I am not sure how to code this and am open to suggestions.
No classes.
please be a little more courteous to other members,
this response is short and offers little feedback or insight.

it felt like i was reading the statement of a developer,
elaborating would have been a better way to go.

thanks for posting
kerasi wrote:Maybe a "use" talisman that could do something? Have a choice of a few for people to pick the one they like.

Can then do more quests to upgrade the talisman to give a bigger effect.

eg on use gives back 30hp. Use has to recharge every 100 steps. Upgrades to 40 then 50hp. Or can upgrade to reduce recharge to 80 then 60 steps. These are just ideas.

Made me remember the cursed shield in ff3 or 6. Have 100 battles with it equipped to become the Paladin shield. That would be a cool thing to have too.
awesome ideas - keep em coming when they pop in your head!!!
who knows what will spark the intrest of the developers?
and random suggestions spawn even more brainstorming.
mdmedlin wrote:That's cool, cause you know, he is the man. So, what do you think of the whole talisman idea?? With different paths and what not.
clever, i think if this was worked right... it could be a topic suggested in the meeting
kerasi wrote:The class system doesn't work. But if you wanted to call it a fighters talisman (raises ap or something) or thiefs talisman (chance to steal) defenders talisman (raise block or whatever) then maybe that would be better? They can give an actor condition or a chance for a condition. This way it's not classes but you can choose something to suit your play style.

another example

chance to reflect damage, each upgrade increases the chance.
chance to absorb some damage turn it into hp.
chance to steal gold (lame)
i love where you guys are going with this,
another reason i love this project so much!

there is a meeting tomorrow, and Oskar is pumping out updates on the code page like crazy!
this is the perfect time to brainstorm!!!

thanks for reading & participating
:D

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EDIT:
Since we wont have classes, maybe something like this???
mdmedlin wrote:Once you have the talisman, you would then have access to different items that are class specific. Also, you could then do side quests to increase your rank in that class, and thus open up access to better items.
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oskarwiksten wrote:Considering how well the alphas & betas of v0.6.10 seems to work, we are well on the way to having it completed & released soon. Therefore, it would be great if we can start collecting thoughts on what v0.6.11 should contain. One of the strengths of this game is the wonderful community of all of you on this forum, and all of your insights and suggestions from playing the game. A lot of excellent ideas come from this, and that's absolutely something that we should continue to utilize in future development.

My personal wishlist for v0.6.11 is
  • Specialization skills. Both for weapons (dagger/sword/club/axe/...) and for armour types (light/medium/heavy? leather/cloth/chain?)
What are your thoughts? What would you like to see in v0.6.11?
Bludgeoning / Slashing / Piercing?
(more in a moment...)

Leathers (Light) : Lower Bonuses without Specialization
Chains(Medium) : Lose Evasion Bonuses without Specialization
Plates (Heavy) : Lose Flee without Specialization


(just random brainstorming)

Re: Looking forward at v0.6.11

Posted: Sun Apr 29, 2012 6:15 pm
by Piggy the Slayer
Ooooo! Platemail please and a stun effect from clubs and maces.

Re: Looking forward at v0.6.11

Posted: Sun Apr 29, 2012 9:19 pm
by nyktos
or something along the lines of...

Blunt - Strong vs Plate & Weak vs ???

Slash - Strong vs Leather & Weak vs Chain

Pierce - Strong vs Chain & Weak vs Plate

(i dunno, just throwing things out there)

8-)

Re: Looking forward at v0.6.11

Posted: Mon Apr 30, 2012 1:10 am
by Antison
:roll:
nyktos wrote:or something along the lines of...

Blunt - Strong vs Plate & Weak vs ???

Slash - Strong vs Leather & Weak vs Chain

Pierce - Strong vs Chain & Weak vs Plate

(i dunno, just throwing things out there)

8-)
:?: :?: :?:
What are you talking about? I am so lost.
:?: :?: :?:

Re: Looking forward at v0.6.11

Posted: Mon Apr 30, 2012 1:29 am
by nyktos
say you Specialize in Piercing Weapons,
then you get an added bonus against Chainmail...

obviously, not everything has "chainmail" or armor for that matter.
just some VERY early thoughts on Gear & Combat changes.

i guess im suggesting something like the factions already in place,
but armor types for the Mobs instead. (factions are related to aggression, not armor)

Light, Medium & Heavy would probably sound better.
it's in tons of games - doesnt mean it's right for AT though.

never hurts to hash it out though!
:D

Re: Looking forward at v0.6.11

Posted: Mon Apr 30, 2012 1:36 am
by Pyrizzle
Piggy the Slayer wrote:Ooooo! Platemail please and a stun effect from clubs and maces.
+1

Re: Looking forward at v0.6.11

Posted: Mon Apr 30, 2012 1:39 am
by lady black
I like these too.

Re: Looking forward at v0.6.11

Posted: Mon Apr 30, 2012 5:18 am
by Sarumar
nyktos wrote:or something along the lines of...
Blunt - Strong vs Plate & Weak vs ???
Slash - Strong vs Leather & Weak vs Chain
Pierce - Strong vs Chain & Weak vs Plate
(i dunno, just throwing things out there)
8-)

How about.. Weapon specialication skill

Blunt; 1 level = strong vs Heavy armour +10% damage, 2 level +25% damage, 3 level 10% chance inflicting stun

Slash; 1 level = strong vs Medium armour +10 % damage, 2 level +25% damage, 3 level 10% xhance inflicting bleeding wound

Pierce; 1 level = strong vs Lighr armour +10 % damage, 2 level +25% damage, 3 level 10% chance of piersing DR

Re: Looking forward at v0.6.11

Posted: Mon Apr 30, 2012 10:58 am
by Antison
This all sounds like extreme overkill to me. The complexity that is, and for what reason? I don't understand.

Re: Looking forward at v0.6.11

Posted: Mon Apr 30, 2012 11:29 am
by Sarumar
tek wrote:This all sounds like extreme overkill to me. The complexity that is, and for what reason? I don't understand.
Dev's ask ideas for new skills to high level non critical characters. Prequisites will be extremely high.