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Old 06-04-2003, 06:51 AM
Ghost Pirate Ghost Pirate is offline
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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*
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Last edited by Ghost Pirate; 06-04-2003 at 08:08 AM..
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