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-   -   Subclasses for EK (https://forums.graalonline.com/forums/showthread.php?t=57481)

falco10291029 02-04-2005 11:46 PM

Subclasses for EK
 
I am considering adding subclasses to ek, they are thoroughly explained in ideas for Ek thread, but for a quick overview: it's a class within a class that gives specialized weapons when you have certain amounts of experience or power.

WanDaMan 02-04-2005 11:50 PM

I doubt anyone who posts on the forums play EK, I suggest you get into alot more detail about what you're planning to do.

falco10291029 02-05-2005 12:15 AM

Actually at least a handful of them do, but I suppose I can explain betterly anyway (btw i voted b ased on what i think should be done, but will still submit to the will of the players, and if the two yesses have more combined tahn the no's, even if the no's have the single most, it will still be yes).

EK currently has 3 classes (and will most likely stay that way, especially if this pulls through)

The three are Warrior, Thief, and Mage. Warriors rely on weapons, thieves rely on skills (and minimal weaponry), and mages rely on magic. basically what A subclass would do is when you have about 10 power, you can go to a certain area, depending on what your base class is, and get a subclass. A subclass is a further specialization of your character, that wont limit you from buying your classes' weapons, but will instead provide you with new weapons, skills, or spells at certain levels of experience or power, depending on which is voted.

Some examples of subclasses are as follows, ordered under the respectful class:



Mages:

-Conjurers (Can summon monsters and other things to assist in battle)
Example spells: Summon mold, Meteor, Summon Staff (in case you are with little mana and need a weapon)

-Priests/Necromancers (focuses on healing/damage spells, and Protection from/control of undead, which you are depends on element)
Example spells (priest skill/necromancer's reletive skill): Heal/Drain, Turn Undead/ Control undead, banish undead/summon undead.

-Illusionists (Create illusionary things, and mess with the mind)
Example spells: Mirror image, blind, mass confuse



Warriors:

-Barabarians (use more powerful weapons, some that even induce effects onto one)
Example Weapons: War Hammer (stun), Rapier (disable), Mace (silence)

-Rangers (Use ranged weapons and keen senses to aid in fighting)
Example Weapons: Long Bow, Composite bow, Crossbow

-Defenders (Use shields in conglomeration with their weapons)
Example weapons: Normal sword/shield combo, Long sword/shield combo, Hammer/shield combo




Thief:

-Assassins (Sneakier than a normal thief, and deadlier...)
Example skills: Advanced Shadow walk, Advanced Back stab, Agility

-Mage Hunters (Special thieves trained to avoid magic and kill mages)
Example skills: Magic Resistance, Silence, Reflect Spell (only those of weaker power)

-Bards (Thieves with spell-like abilities)
Example Skills: Charm Monster, Paralyze, Weaken.


Of course we take suggestions for new subclasses, dont be shy ;)

smurfmidgetninja 02-05-2005 02:15 AM

Whats EK?

falco10291029 02-05-2005 02:23 AM

Elemental Kingdoms, its on the hostead tab, it's an rp server, and it's explained better in other threads (search function)

falco10291029 02-05-2005 05:30 AM

if you put no, please tell why..... (oh and other note my brother just told me he tried to vote yes but the mouse spazzed and went to no so take one away from there and add it to the first yes :P)

Slash-P2P 02-05-2005 05:33 AM

Quote:

Originally Posted by falco10291029
if you put no, please tell why..... (oh and other note my brother just told me he tried to vote yes but the mouse spazzed and went to no so take one away from there and add it to the first yes :P)

No (as of now)
Most normal implementations of subclasses just limit the player further. I am working on a subclass system on Element that you can switch at any time so you aren't restricted too much. I don't know if you are doing the same.

falco10291029 02-05-2005 05:58 AM

I have it so that you WONT lose any weaponry already gotten for the normal class (as I said), and you gain new ones based on power. As for switching, if you do, you lose any subclass weapons (so you aren't using another subclass's weps). As for subclasses on element, implement basic gameplay first, please.

falco10291029 02-08-2005 01:50 AM

Well from the looks of it I will be adding subclasses based on power. I'll begin working on it.

Slash-P2P 02-08-2005 10:40 PM

Quote:

Originally Posted by falco10291029
Well from the looks of it I will be adding subclasses based on power. I'll begin working on it.

Can you not read a poll?

falco10291029 02-08-2005 10:43 PM

indeed i can, but as i posted earlier, my brother accidentally said no and meant yes, for power, and i also said if there were more combined yeses than no's yes would win. This makes the vote 3 to 2 to 3, meaning yes wins, and powerbased had more. Learn to read posts ;)

Slash-P2P 02-08-2005 10:45 PM

Quote:

Originally Posted by falco10291029
indeed i can, but as i posted earlier, my brother accidentally said no and meant yes, for power, and i also said if there were more combined yeses than no's yes would win. This makes the vote 3 to 2 to 3, meaning yes wins, and powerbased had more. Learn to read posts ;)

But they are equal.

falco10291029 02-08-2005 11:29 PM

DO YOU NOT READ?! The two yes options combined equal 5. to the best of my knowledge 5>3.

Darlene159 02-09-2005 01:08 AM

Quote:

Originally Posted by falco10291029
if you put no, please tell why..... (oh and other note my brother just told me he tried to vote yes but the mouse spazzed and went to no so take one away from there and add it to the first yes :P)

Who is your brother?

falco10291029 02-09-2005 01:10 AM

account sparkers

falco10291029 02-10-2005 04:46 AM

you know im still taking requests for subclasses though im done with the polls.....anyone?


oh and some news:

Just finished the most complex weapon (probably) that i'd need done; summon mold. When implemented I'll add some instruction for it (its a bit complex, the control scheme)


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