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Improvement: Job Specialities ?
http://i33.tinypic.com/iz87zo.png Job Specialities ? But, what the hell is that again ?
What about it ? Comment, discuss, do whatever you want, but that's my ultimate idea to improve the beloved world of Graal Kingdoms. Don't forget to vote ! |
Suggested before, but finally someone who is willing to take on the graphical work needed.
I'd very much love for this to happen as long as every job is seen as equal. Like you've pointed out that Smithing should have more options to craft weapon and armor than alchemy. I could see Blacksmithing opening the doors to lots of new armor, and alchemy acting as a sort of enchantment job. So the two compliment eachother; the blacksmith forges Black Mail, the alchemist uses the Black Mail along with a few other ingredients and transforms it into a better mail. I think that it would be best if each player were also limited to 1 or 2 jobs. It seems unrealistic in an RPG that someone could master and therefore specialise in every job. There should be a Primary and Secondary. The secondary increases in exp 5% slower than the primary. This could fix alot of current problems and really improve the content as you've said. Someone who specs in mining should see faster mining (relate it to str and energy also please) with higher chances to recieve multiple ores and gems. To aid specing new content added like a gem mine (diamonds, rubys, sapphires, emeralds, and of great values too). The economy would move away from using diamonds as a currency (as long as new coins or a new system to make carrying cash not such a burden). Just using mining as an example since i feel it's been neglected for so long. But other skills need work too, could even add new skills. |
Completely, that's it !
Seriously, there is a lot of options with job specialities that we could explore. EDIT: Need to precise, class doesn't matter on the job you can choose, at all (as some people asked). |
It'll feel weird though... A barbarian doing alchemy :oo:
Perhaps certain classes progress (10% more exp) faster than other classes depending on their chosen job so a Barbarian choosing alchemy would level at the normal rate (if it's their primary job) but a Sorcerer would level much faster, unless it's their secondary job. |
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As I've said, class doesn't matter. If you're barbarian, rp-wise let's say you were born barbarian. Should I post an exemple from real life ? I hope you get it. |
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I just have a real issue with GK and how everyone is equal in everything. A barbarian can rape a mage, USING MAGIC. And vise versa. Your fundamental decisions at the start of kingdoms should affect your playing forever. Otherwise, you might aswell call everyones classes: adaptive :oo: |
Hhmm you're right on this, but if we change it like that, it would mean everyone has to be reseted >_<
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I am willing to script it sometime if you can start to plan some stuff and get some graphics ready, then after you have basic concepts worked up, we could maybe plan it more in detail together and create it. It is sort of a plan that I would have liked to add to GK for a while now, but have had more important things I wanted to get done first
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EDIT: Nice to have a comment from Tig every once in a while concerning these things, I feel as though we get ignored a lot. |
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Anyway, since Soala suggested it, and he is part of the GDT. Why not appoint him as the project manager for this? Give him debug access and let him get some people together to start producing these graphics we need. |
You're being very broad about this. Kingdoms' fundamental problem is that anyone can specialize in anything, thanks to the leveling system being so open-ended.
What you seem to be suggesting is something like stat bonuses you could get based on your class, but the thing is, the stats only go so far. And plus, this would have to work for all skills. Not just alchemy. Some of the skills we have aren't used for anything, quite frankly, like Thaumaturgy and Bowyer. |
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like a barbarian could get max strength high agility terrible magic mental and personality and probably a mediocre wisdom or a mage could get max magic mental mediocre agility ok wisdom and personality and terrible phys but this would only be applicable in my opinion when all the systems get an upgrade to a degree in my opinion phys works, though i know people complain, it works mental is fine to a degree though everyone is level 110 with that recipe and the ability to level so fast shouldn't really be there, but more recipes that require a higher mental to learn and higher fail rate would be nice, especially more potions that would be helpful would be good magic need to be build on as does wisdom though not really as much as magic after about level 20 there's no point leveling and if you have low enough stats you may even make it so you can't cast spells personality really doesn't do much, charming a bomy isn't useful agility doesn't either.. but idea's for how these skills should be made better should be talked about here in gk suggestions. i hear alot of how things are broken and need to be fixed, but not alot of ideas how to go about it. to this suggestion yes i like it, i think crafting has been neglected alchemy can produce much better weapons and armor where as i think you should be able to make good armor with both, more so with crafting, and great armor with alchemy using a good armor made by crafting if that makes sence, but more materials and choices like finding tin and copper and making bronze that could bronze armor pieces iron, steel, maybe having choices to add certain things like rubies, saphs to change the color. making separate parts to weapons, handle-guard-blade and being able to customize them, it would need a revamp to how the crafting menu works i believe and be gfx intensive and take a while to do i believe, but would be good none the less lol but more craftable possibilities materials maybe have certain materials only on some kingdom islands where you would have to go to the kingdom islands to get them. having mines on the kingdom islands would be good for the idea :) really don't need to emphasize on how little the game is by trying to keep everyone on the main island need to think at least a little big for it to be get big :P jeweler getting different materials to add to rings for certain stat improvements or decreases more monsters, suggested alot, need people who can gfx make them though >.< but anyway yeah not all necessarily bad.. GK is terrible for all the creatures being grumpy... but personality based having pets learn skills and actually have them as pets if you tame them. if you know spells being able to write them onto books to learn builders we have to make the scrolls and levels for houses but upgrading your house with generic upgrades with levels and use them scrolls for the customizability of it with your own levels being able to build a second bloor and basement maybe a proper stable addon or a small forge wood shop with just generic levels in the different kingdom house styles. they wouldn't have and scripted effects or anything buy we also wouldn't need to keep bothering tig to do our houses a herbalist being able find herbs that others don't take notice of so don't see but they could be used for alchemy or other uses that anyone can think of :P expand the fishing to types of fish as opposed to color of fish expanding the farming system maybe making it a longer period to grow that allows you to grow more but takes time doing it cant think of anymore now lol i think the weapon damages should be thought out aswell 1 iwd can make next to any weapon better then most and 2 iwds makes it better then any non-prepared weapon, there are exceptions but im talking about the majority of weapons.. things like daggers ranging from 1 - 10 damage is good swords 11 - 20 axes look like they require 2 hands so should really disallow the shield being equipped and should be along the 21 - 40 to make an actual difference in the weapons damage wise daggers and swords are most commonly used daggers are fast and swords are a bit stronger though a bit slower but has that extra range it seems like the axe is just slow, not as versatile as a sword but has near enough the same damage making it a bad choice to have. though i believe bows are done well. i would like to see the shield work outside spar aswell though i think im like the only one who uses it lol |
I like the idea. It would give people more things to do. you could also expand it in many different ways. like the miner could get a special pick axe, that only a miner can wield, that make the mining faster in a way. I've always liked that idea. Will give incentives for people to pick miner.
I like majin's idea, all the jobs should have incentives so no job is left out, and there should be a limit on how many jobs you can pick. If you pick a job you should always be able to change it, but if you change your exp will be reset to zero in the job you changed. to keep people from just changing from job to job, but they can at a price. If they want to change jobs. could also make a fisherman eventually, but you would have to make a better fishing system. draxx was making a great fishing system. i bet he still has the gfx for it. and a baker that can bake food better, but you would have to make a few changes to the food system to make this one fair. This is what gk needs is ideas like this that can bring in new content, and fix some of the old system. You could also maybe have a hunter class that gets rare drops to make the items. as he levels up he gets better drops from certain monsters. That would be cool, Hunter collects items, blacksmith makes items, and alchemist enchants items. And maybe you could make a jeweler that cuts the gems to be able to enchant the item. This would be pretty balanced. It would keep people from making too much money but would be a good way of making money, but only if players were limited to 2 jobs at a time. it's just a rough sketch off the top of my head. but use these ideas as you wish or tell me if i'm wrong. |
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