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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* |
Great ideas. I'd love to see at least some of them implemented. :)
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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.. |
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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?
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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? |
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 |
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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. |
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. |
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%. |
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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) |
=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.
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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. |
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.
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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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