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Ghost Pirate 06-04-2003 06:51 AM

Some more suggestions and improvements.
 
Viewing Items

Currentling the only way you view a item is by right clicking and it shows white text at the bottom that almost aways gets cut off. What should happen is that you get a pop up window like when you buy a item.
It shows the the following.

Name
Type
Price
Level Requirement
Class Requirement
Effects

Of couse Weapons and Armor would look different

Weapon/Armor
Name
Type
Price
Level Requirement
Class Requirement
Skill Requirement
Damage/Physical Defence
Attack Speed/Speed Reduction
Weapon Power/Armor Power
Bonues

Of course this sytem introduces new requirements which are key I believe.

Each armor, weapon, and item should have a level requirement, while some also have class and skill requirements.
For example.
Lets say we have a Potion of Raise Dead.
Its stats will go as following

Name: Potion of Raise Dead
Type: Spell Potion
Price: 1,000 Platinum
Level Requirement: 5
Class Requirement: Mage, Alchemist
Effects: Grants the ability to raise a fallen player

Lets look at how a weapon would look

Name: Brutal Broadsword of Ogma
Type: Sword
Price: 5,000 Platinum
Level Requirement: 9
Class Requirement: Fighter, Barbarian
Skill Requirement: Level 4 Large Sword Skill
Damage: 25
Attack Speed: -1.3 (Meaning this weapon will slow down your attack speed)
Weapon Power: +4
Bonuses: 30% Chance of Poison, 8% Chance of Critial Hit


Once again this example leads to my final peice, skills.

Skills need to be Class speicalized...meaning not every class can learn every skill avaliable. Also the ability to level up your skills
Skill Leveling
Currentally nomatter what you do, your skills do the same thing.
I believe with skill leveling, that each skill has a percent of chance of working, and when you successfully use that skill you can level up in it. Lets have a look see what this could look like.

A Person with a Level 1 Large Sword Skill will only do 50% of the total damage of the sword he is wielding aswell as a lower chance of hitting his target. However as this person continues using his sword and successfully hits monsters, people, etc with it. He gains experience with the sword and sooner or later levels up
Lets look how level stats will increase on this skill

Large Sword Skill
Level 1
50% of Total Damage, +10% Chance of hitting target.
Level 2
65% of Total Damage, +15% Chance of hitting target.
Level 3
75% of Total Damage, +20% Chance of hitting target.
Level 4
80% of Total Damage, +25% Chance of hitting target.
Level 5
100% of Total Damage, +30% Chance of hitting target.

Anyways naturally you should stop the leveling up a skill at either Level 5 or Level 10, anything higher will Only cause problems.
Let me suggest new skills while at it which will take over for the full all in 1 skill known as melee weapons
List of Skills to replace melee weapons and missile weapons
Skill name (Classes Limited to)

Dagger (All Classes)
Short Sword (All Classes)
Large Sword (Fighter, Barbarian)
Long Sword (Fighter)
Polearms (Fighter, Barbarian)
Katars (Thiefs)
Spears (Fighter, Alchemist)
Staves (Wizard, Priests, Alchemist)
Small Axes (Thief, Barbarian)
Large Axes (Barbarian)
Hammers (Alchemist, Barbarian, Thief)
Warhammers (Barbarians)
Wands (Wizard)
*NEW* Books (Priest)
Short Bows (All Classes)
Long Bows (Thief, Fighter, Alchemist)
Crossbows (Thief, Fighter)
*NEW*Potion Bombs (Alchemist)

Hehe I think all Alchemists would love the ability to make potion bombs, anyways. I've limited each class to a certain weapon types, naturally you don't see wizards, priests, weilding massive axes, swords, and etc. Each class has atleast 1 weapon type to themselfs, while the more popular classes have 2. While Each weapon type has its own slightly altered version of the skill levels sytem as shown above for weapons.
Lets move onto your standard skills shall we
Basic and Advanced Skills
When you think about it even the most basic skills require a level system. Of course mainly basic and advanced skills will just increase the percent of success. However I must stress that each skill must have a purpose. This purpose must help the player itself or the other players.
I'm going to list a bunch of skills from the top of my head and type them out in the following format
Name
Ability
Class Requirement
Level Requirement
Skill Requirement


Name: Basic Smithery
Ability: Grants players to craft basic tools and basic components
Class Requirement: Any Class
Level Requirement: 1
Skill Requirement: None

Name: Weapon Smithery
Abilty: Grants players to forge weapons.
Class Requirement: Fighter, Barbarian
Level Requirement: 4
Skill Requirement: Basic Smithery

Name: Armor Smithery
Abilty: Grants players to craft armors.
Class Requirements: Fighter, Barbarian
Level Requirement: 5
Skill Requirement: Basic Smithery

Name: Bow Crafting
Abilty: Grants players to craft arrows, bows, and crossbows
Class Requirement: Fighter, Thief
Level Rquirement: 4
Skill Requirement: Basic Smithery

Name: Advanced Smithery
Ability: Grants players to craft advanced components and allows players to forge components on weapons.
Class Requirements: Fighter, Barbarian, Thief,
Level Requirement: 10
Skill Requirement: Basic Smithery

Name: Magic Crafting
Ability: Allows players to craft magical items
Class Requirements: Mages, Priests, Alchemists
Level Requirements: 5
Skill Requirements: None

Name: Advanced Magic Crafting
Ability: Allows players to imbue items with magic using gems
Class Requirements: Mages, Priests, Alchemists
Level Requirements: 13
Skill Requirements: Magic Crafting

Name: Taste Testing
Ability: Allows players to identify food type items.
Class Requirements: Any Class
Level Requirement: 2
Skill Requirement: None

Name: Examine
Ability: Allows players to identify basic items and components
Class Requirements: Any Class
Level Requirements: 5
Skill Requirements: Taste Testing

Name: Craft Examining
Ability: Allows players to idenfity wearable items
Class Requirements: Fighter, Barbarian, Thief
Level Requirements: 8
Skill Requirements: Examine

Name: Experimenting
Ability: Allows players to idenfity potions and components on a greater degree (even capable of allowing person to find hidden bonuses)
Class Requirements: Alchemist
Level Requirement: 10
Skill Requirements: Examine

Name: Magical Examining(Change name that sounds better)
Ability: Allows players to idenifty magical items
Class Requirements: Wizard, Priest
Level Requirements: 12
Skill Requirements: Examine

Name: Taming
Ability: Allows players to tame simple pets
Class Requirements: Any Class
Level Requirements: 3
Skill Requirements: None

Name: Advanced Taming
Ability: Allows players to tame more advanced pets (horses, etc)
Class Requirements: Any Class
Level Requirements: 5
Skill Requirements: Taming

Name: Monster Taming
Ability: Allows players to tame simple minded monsters
Class Requirements: Any Class
Level Requirements: 7
Skill Requirements: Advanced Taming

Name: Musical Taming
Ability: Increases amount of time and chance required to tame pets and monsters
Class Requirements: Any Class
Level Requirement: 13
Skill Requirements: Monster Taming

Name: Construction
Ability: Allows players to build boats and fortifications
Class Requirements: Any Class
Level Requirements: 7
Skill Requirements: None

Name: Advanced Construction
Ability: Allows players to build houses and house items
Class Requirements: Any Class
Level Requirements: 13
Skill Requirements: Construction

Kingdom Speical Training Skills
Name: Dustari Warhorse Training
Ability: Decreases time on taming horses, and allows playes to attack from a horse and put armor on horses
Class Requirements: Any Dustari
Level Requirements: 17
Skill Requirements: Advanced Taming

Name: Pirate Captain Training
Ability: Increases speed of boats, Increases Damage Boats give
Class Requirements: Any Pirates
Level Requirements: 15
Skill Requirements: Advanced Construction
[edited]
Name: Zormite Weapons Training
Ability: Allows players focus there mind and increase their weapon attack speed and a chance of stunning their target.
Class Requirements: Any Zormite
Level Requirements: 15
Skill Requirements: Advanced Taming
[/edited]
Name: Samurai Swiftness Training
Ability: Increases speed and attack speed of players
Class Requirements: Any Samurai
Level Requirements: 23
Skill Requirements: None

Name: Forest Evasion Training
Ability: Allows players to hide in the shadows and burrow underground
Class Requirements: Any Forest Member
Level Requirement: 19
Skill Requirements: None


Anyways alot of those skills are new, but hey who said there shouldn't be new skills?

Anyways thats all for now...I'm beat!

I really hope Stefan sees this post and consider using the stuff seen here.

Thanks for the long read.
*POOF*

Judge_S 06-04-2003 06:56 AM

Great ideas. I'd love to see at least some of them implemented. :)

LordZen 06-04-2003 07:02 AM

Some ideas i like better than others. I would be all for most of this, except, it better not affect this current g2k2 server, i already have every skill except one and that would suck to be stripped of them.

I wouldnt mind the finished g2k2 server to have this system though.

Also, I would rather like to think of Zormite as a advancing scientific nation. I dont think seahorse riding would be entirely appropriate nor would it be very beneficial, especially when compared to what the pirates are getting there..

Ghost Pirate 06-04-2003 07:08 AM

Quote:

Originally posted by LordZen
Some ideas i like better than others. I would be all for most of this, except, it better not affect this current g2k2 server, i already have every skill except one and that would suck to be stripped of them.

I wouldnt mind the finished g2k2 server to have this system though.

Also, I would rather like to think of Zormite as a advancing scientific nation. I dont think seahorse riding would be entirely appropriate nor would it be very beneficial, especially when compared to what the pirates are getting there..

Personally I have no clue what Zormite should get myself. I'm sure you can writeup some sorta better training skill.

Locke_boy 06-04-2003 07:26 AM

I think it's somewhat unfair that fighters can make armour and weapons, and mages cannot. I think that all classes should be able to make basic weapons and armour, but the heavier stuff only fighters .. and the more magical stuff (rods, robes) only mages. Logical eh?

Ghost Pirate 06-04-2003 07:32 AM

Quote:

Originally posted by Locke_boy
I think it's somewhat unfair that fighters can make armour and weapons, and mages cannot. I think that all classes should be able to make basic weapons and armour, but the heavier stuff only fighters .. and the more magical stuff (rods, robes) only mages. Logical eh?
Why do they need to make them if they can't use them?

Also maybe you can add

Name: Magic Crafting
Ability: Allows players to craft magical items
Class Requirements: Mages, Priests, Alchemists
Level Requirements: 5
Skill Requirements: None

Name: Advanced Magic Crafting
Ability: Allows players to imbue items withmagic using gems
Class Requirements: Mages, Priests, Alchemists
Level Requirements: 13
Skill Requirements: Magic Crafting


That good?

DenoriZakarum 06-04-2003 07:42 AM

2 things wrong:
for Zormite, maybe make them control SEA creatures, or maybe they can dive into whirlpools to teleport to another part of the sea?? and


ADD a priest only skill, like devotion, advanced devotion or whatever

Ghost Pirate 06-04-2003 07:47 AM

Quote:

Originally posted by DenoriZakarum
2 things wrong:
for Zormite, maybe make them control SEA creatures, or maybe they can dive into whirlpools to teleport to another part of the sea?? and


ADD a priest only skill, like devotion, advanced devotion or whatever

Also I changed Zormite Training to Zormite Weapon Training.
As for your suggestion...that coul be highly unbalanced (teleporting should be for Wizards and Priests)

Well mate, thats only the tip of the iceberg...I don't want to make over 100 skills and only to find out they aren't going to be used.

But you have to think that Wizards and Priests have a whole book of spells and etc, so it would be best to leave skills to the fighters, barbarians, and theifs (because with this sorta sytem, those 3 classes cannot use spells)


I think Potion Bombs would be real cool though.

Ghost Pirate 06-04-2003 08:46 AM

Addition

I think instead of learning skills via scrolls, There should be trainers in the proper areas (Smithery Trainers in Blacksmiths, Pet Tamers near Pet Cave?, etc)

It will be interesting to see a Trainer preform the skill and you learn a percent each type he performs the skill and untill you get 100% you have to wait and watch the trainer perform the skill over and over, untill you do. (Learning percent is determined on int and your current level vs the skill level.

Satrek2000 06-04-2003 09:03 AM

Hm... maybe you can buy a scroll to get, say, 50%, to learn it faster.

Also, I don't like the skills being restricted to a certain class. Apart from linking it the way it is, how about that: every class can learn every skill, but a Fighter/Barbarian would be better at smithing as a Priest/Mage, whereas a Priest/Mage is better at magic testing that a Fighter/Barbarrian. You would have to train each skill, no matter what class, so a Priest might get a max of 80% in smithing, whereas a Fighter can get 100%.

Ghost Pirate 06-04-2003 09:42 AM

Quote:

Originally posted by Satrek2000
Hm... maybe you can buy a scroll to get, say, 50%, to learn it faster.

Also, I don't like the skills being restricted to a certain class. Apart from linking it the way it is, how about that: every class can learn every skill, but a Fighter/Barbarian would be better at smithing as a Priest/Mage, whereas a Priest/Mage is better at magic testing that a Fighter/Barbarrian. You would have to train each skill, no matter what class, so a Priest might get a max of 80% in smithing, whereas a Fighter can get 100%.


The thing is....Wizards and Priests have no need to Smith, considering with this system...you don't need to use weapons. Also 100% means learned 80% means not learned...
I guess I didn't get that across all the way. Anyways Wizards/Priests can craft Magic Items. Its more of a check and balance.


Its not logical that Wizard/Priest can/want to smith.

Also having class required skills would force players to work together which should be the main point of Graal. To work as a team. Also this makes everybody important no matter what level. (It also makes every class more important, instead of everybody running on over to the barbarian class)

MKSLAYER 06-04-2003 02:20 PM

=D yes pirate this is a good idea =D i like the tool training i have brought that up before and i think that this is all a good idea. Aswell i think its time us preists get more "fun" spells maybe like a spell that gives us a god traight such as fire breath, balor protection from all, brigid (you can only heal when this is in effect) sorta like mini-divine rankings. also i'd like to see turn and rebuke dead working. A lot of the priest spells as it is are in existence but cease to work so i think the team should work on that next =D.

Satrek2000 06-04-2003 03:10 PM

Quote:

Originally posted by Ghost Pirate
Also 100% means learned 80% means not learned...
What about 50% means learned, 100 means perfect? You can go up to 50 by learning, and to the 100 by doing it yourself, practicing if you want. The chance of success rises, say it's 50:50 at 50% and goes up to 99:1 at 100%.

Quote:

Originally posted by Ghost Pirate
Its not logical that Wizard/Priest can/want to smith.
What about the "battlemage"? Also, for example, in Aengus profile the confusion-resistance is mentioned as a plus for warriors. But in this system, could a warrior even learn to pray?

Quote:

Originally posted by Ghost Pirate
Also having class required skills would force players to work together which should be the main point of Graal. To work as a team. Also this makes everybody important no matter what level. (It also makes every class more important, instead of everybody running on over to the barbarian class)
I think using bonuses on skills for a certain class would be even better - you can do something that your class isn't famous for, but you're quite bad at it and risk ruining the rescourses you're using to some extend - maybe even risk to damage your tools.

Ghost Pirate 06-04-2003 04:50 PM

Quote:

Originally posted by Satrek2000


What about 50% means learned, 100 means perfect? You can go up to 50 by learning, and to the 100 by doing it yourself, practicing if you want. The chance of success rises, say it's 50:50 at 50% and goes up to 99:1 at 100%.

Let me put it like this If you have it at 50% learned you can't still do it because you only now how to do 50% of what needs to be done, meaning that I cannot do what I'm trying to do because I've only learned it 50%. This goes the same for 90% 99% and 99.9%. I cannot complete something if I don't know it 100%

Quote:

Originally posted by Satrek2000

What about the "battlemage"? Also, for example, in Aengus profile the confusion-resistance is mentioned as a plus for warriors. But in this system, could a warrior even learn to pray?

I don't see a battlemage class. Warrior-Priests
Quote:

Originally posted by Satrek2000

I think using bonuses on skills for a certain class would be even better - you can do something that your class isn't famous for, but you're quite bad at it and risk ruining the rescourses you're using to some extend - maybe even risk to damage your tools.

As fine as that may sound, it still makes things unbalanced, I cannot stress enough that it is not praticle for all these classes to be capable of crafting items.

For example
Lets say we have a weak guy and we have a strong guy.
Of course the Strong guy can easily swing the hammer hard enough to craft the blade into a sword.
Now lets look at the weak guy. He's naturally unfit for this job, He can barely swing the hammer none the less craft a sword.

Its also like crafting jewels, A Strong guy will easily break the jewel since he can't seem to hit it soft enough. While the weak guy has no problem hitting the jewel to craft it, since it requires just the slightest tap.

LordZen 06-04-2003 09:48 PM

I think letting each class craft their own equipment makes them a little to self-sufficient. Thats the one thing I didnt like about the skills really. Seeing how like most of the things can be crafted by the same 2-3 classes, and they use those equipments too.

Locke_boy 06-04-2003 11:49 PM

Quote:

Originally posted by Ghost Pirate
I don't see a battlemage class. Warrior-Priests
I think he was more referring to Sorcerers and such who use weapons when he said "battlemage" ..

Quote:

As fine as that may sound, it still makes things unbalanced, I cannot stress enough that it is not praticle for all these classes to be capable of crafting items.

For example
Lets say we have a weak guy and we have a strong guy.
Of course the Strong guy can easily swing the hammer hard enough to craft the blade into a sword.
Now lets look at the weak guy. He's naturally unfit for this job, He can barely swing the hammer none the less craft a sword.

Its also like crafting jewels, A Strong guy will easily break the jewel since he can't seem to hit it soft enough. While the weak guy has no problem hitting the jewel to craft it, since it requires just the slightest tap.

That's true, but who is to say that the strong guy is a Warrior, and the weak guy is a Sorcerer? The Sorcerer could be wearing two rings of Combat to up his strength, and the Warrior could be wearing two rings of High Magic to up his intelligence (for concentration in crafting the jewel). That's really the only problem I see there ..

Satrek2000 06-05-2003 12:23 AM

Quote:

Originally posted by Ghost Pirate
Let me put it like this If you have it at 50% learned you can't still do it because you only now how to do 50% of what needs to be done, meaning that I cannot do what I'm trying to do because I've only learned it 50%. This goes the same for 90% 99% and 99.9%. I cannot complete something if I don't know it 100%
Let me put it another way then: you learn it to 100%, and you can do whatever the skill lets you do, okay. Now, with crafting, using the skill, you get better, and can increase it to 150%, increasing your rate of success by doing so. That's what I meant with 50 and 100% before - you complete your training, then you gain experience and knowledge by using the skill.

Quote:

Originally posted by Ghost Pirate
I don't see a battlemage class. Warrior-Priests
Some people fight by means of physical weapons ans spells - or fight with weapons and use spells as support. Someone who focuses on weapons is better than someone spreading his attention on weapons ans magic, so I think it is still balanced and rpish like that. Multi-classing, in a way...

Quote:

Originally posted by Ghost Pirate
As fine as that may sound, it still makes things unbalanced, I cannot stress enough that it is not praticle for all these classes to be capable of crafting items.

For example [...]

A weak guy could still swing a hammer - maybe a lighter one, resulting in less quality, or the standard seized, but then only once every hour with recovering - it's not impossible, only the outcome will be different.

fireedragn 06-06-2003 02:42 PM

Excellent
 
I love your idea Ghost Pirate. I didn't see any priest-only skills though. And one other thing... I don't think priests should get all this magic stuff. I mean their specialty is prayer. Their skills should have more to do with prayer, don't you think?


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