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View Poll Results: What do you think about Job Specialities ?
I completely agree and would like to see this improvement happen ! 15 68.18%
No, I don't really like it. 4 18.18%
I'm for it but not completely (post pros and cons from your point of view) 3 13.64%
Voters: 22. You may not vote on this poll

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  #1  
Old 11-03-2009, 11:12 PM
Draenin Draenin is offline
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Quote:
Originally Posted by Gothika
I like the idea. And the core specialazations into each class are spot on. But as a Thief, i'd wonder if it's worth it. Having attuned stealing wouldn't be very usefull considering it's only use is to gain exp fast.
You'd have to scale rewards.

For example, if your agility is at levels 1-10, you might only be able to steal minor loot like gold nuggets, arrows, etc. But as you move up, you can steal more useful things enemies typically carry. But the only reason why stealing goes 'fast' is because of Kingdoms' system where you can level any stat you want simply by readying the skill first. Leveling Agility quickly has nothing to do with Agility's skills at all. It has to do with players readying skills to siphon party exp into the stat category they want it to go into.
Quote:
Originally Posted by MajinDragon
I like the way you've displayed it. However, i still would prefer players to be limited to x amount of profession skills. 2 is the minimum since each class should have the ability to max their tailored professions without drawbacks. So i think 4 would be the perfect number. A warrior can max Mining & Smithing (Phys is a given because of class) aswell as choose from 2 of any other profession skills.
Class skills are not going to become limited, ever. That means restructuring the entire system, which will not happen.
Quote:
Originally Posted by Gothika
That way you could get someone overpowered if they are a Warrior and take Wizardry + Prayers. They'd have the full offensive package, and a lot of people will do that because they'd value damage output to be more important that being able to use other skills.
Uh, that's the way it is now. Anyone can do anything if they just have the skills for it.

More stuff:

I don't think either of you are quite thinking much about the repercussions of limiting classes. As much as the classes should be segregated like they are in normal RPGs, it would be detrimental to Kingdoms' structure as a whole. Doing so would mean:

- Voiding everyone's hard-earned levels in categories other than their class default.
- Limiting players to only one fighting style. (It's not like stuff other than melee and some magic has been developed that well anyway.)
- Eliminating all skill scrolls.
- Placing hard restrictions on wieldable weapon types.
- Screwing the economy even harder.

The problem with pulling the classes apart is that it would severely limit players and give them far less opportunity to succeed in the future. Scroll writing, blessing, alchemy, and other skills are great moneymakers, and making them separate only upsets what balance we've already got going on.

What I propose is not taking classes apart, but simply finding ways to develop them more. If there were level-based rewards, it might become easier for players to level in different categories. I'll try to make up some scales later on so I can show everyone what I mean.
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  #2  
Old 11-04-2009, 12:51 AM
Jcs1919 Jcs1919 is offline
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Quote:
Originally Posted by Draenin View Post
You'd have to scale rewards.

For example, if your agility is at levels 1-10, you might only be able to steal minor loot like gold nuggets, arrows, etc. But as you move up, you can steal more useful things enemies typically carry. But the only reason why stealing goes 'fast' is because of Kingdoms' system where you can level any stat you want simply by readying the skill first. Leveling Agility quickly has nothing to do with Agility's skills at all. It has to do with players readying skills to siphon party exp into the stat category they want it to go into.
Class skills are not going to become limited, ever. That means restructuring the entire system, which will not happen.
Uh, that's the way it is now. Anyone can do anything if they just have the skills for it.

More stuff:

I don't think either of you are quite thinking much about the repercussions of limiting classes. As much as the classes should be segregated like they are in normal RPGs, it would be detrimental to Kingdoms' structure as a whole. Doing so would mean:

- Voiding everyone's hard-earned levels in categories other than their class default.
- Limiting players to only one fighting style. (It's not like stuff other than melee and some magic has been developed that well anyway.)
- Eliminating all skill scrolls.
- Placing hard restrictions on wieldable weapon types.
- Screwing the economy even harder.

The problem with pulling the classes apart is that it would severely limit players and give them far less opportunity to succeed in the future. Scroll writing, blessing, alchemy, and other skills are great moneymakers, and making them separate only upsets what balance we've already got going on.

What I propose is not taking classes apart, but simply finding ways to develop them more. If there were level-based rewards, it might become easier for players to level in different categories. I'll try to make up some scales later on so I can show everyone what I mean.
YES man i want that !, it would be cool
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  #3  
Old 11-04-2009, 12:46 PM
MajinDragon MajinDragon is offline
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Quote:
Originally Posted by Gothika View Post
I don't think they should choose from any other skills. That way you could get someone overpowered if they are a Warrior and take Wizardry + Prayers. They'd have the full offensive package, and a lot of people will do that because they'd value damage output to be more important that being able to use other skills.
I said profession skills. Not combat. There would be no point of reform if people could simply go for Melee, Magic and Prayer.

Quote:
Originally Posted by Draenin View Post
You'd have to scale rewards.

For example, if your agility is at levels 1-10, you might only be able to steal minor loot like gold nuggets, arrows, etc. But as you move up, you can steal more useful things enemies typically carry. But the only reason why stealing goes 'fast' is because of Kingdoms' system where you can level any stat you want simply by readying the skill first. Leveling Agility quickly has nothing to do with Agility's skills at all. It has to do with players readying skills to siphon party exp into the stat category they want it to go into.
Class skills are not going to become limited, ever. That means restructuring the entire system, which will not happen.
Uh, that's the way it is now. Anyone can do anything if they just have the skills for it.

More stuff:

I don't think either of you are quite thinking much about the repercussions of limiting classes. As much as the classes should be segregated like they are in normal RPGs, it would be detrimental to Kingdoms' structure as a whole. Doing so would mean:

- Voiding everyone's hard-earned levels in categories other than their class default.
- Limiting players to only one fighting style. (It's not like stuff other than melee and some magic has been developed that well anyway.)
- Eliminating all skill scrolls.
- Placing hard restrictions on wieldable weapon types.
- Screwing the economy even harder.

The problem with pulling the classes apart is that it would severely limit players and give them far less opportunity to succeed in the future. Scroll writing, blessing, alchemy, and other skills are great moneymakers, and making them separate only upsets what balance we've already got going on.

What I propose is not taking classes apart, but simply finding ways to develop them more. If there were level-based rewards, it might become easier for players to level in different categories. I'll try to make up some scales later on so I can show everyone what I mean.
I understand what your saying, and the current systems definitely need work. But we're not suggesting to simply reform without the addition of necessary content or procedures.

If we had a powerful development team i'd suggest something more grand. Multi-severs with different styles. The current in which original class doesn't matter further on in a players journey (earlier on phys is prefered). And one that is a step away from GK's origins, where class definitely matters. The one i've been trying to draw a picture off.

For what you, and what i, are suggesting, there needs to be development. And currently we're lacking in that as a server.
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