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Old 12-16-2007, 10:56 PM
gemini2 gemini2 is offline
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Fincayra Needs Levelers!

As the title states, Fincayra is in need of a skilled level making team. Before going into the requirements of the hirings, however, I would like to share some information about the project itself.

*Edit: Very long thread, and people probably have really short attention spans, so I put the hiring information just below here.

Fincayra will be an RPG server, (For the people who like to compare it to other servers, it would be distantly similar to Zodiac.) with different concepts of leveling, different elemental alignment concepts, and of course, different weapon and armour stylings. We have a large amount of Hosted Inspection content done, and we are helping Jadus and Chompy (But mostly Jadus since he likes to run everything) to figure out new things to add onto the server.

The following are screenshots of the tileset and the starter map, which will be an instance so that players can efficiently complete the quests there.
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__________________
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Originally Posted by Crystia RC
*Angelu: i said the tuba isnt fitting
Oinkness: well use some lube
Quote:
Originally Posted by Angelu View Post
for me the hole is to big and its a way to thin :O

Last edited by gemini2; 12-17-2007 at 03:51 AM..
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Old 12-16-2007, 10:57 PM
gemini2 gemini2 is offline
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-----------------------------------------

///////////////
///Classes///
//////////////

Squire:
______________
Of course, the squire class, being the closest relative to the warrior class will have a strong base stat buildup of Strength, Dexterity and Charme, decreasing down the line. However, below you will find out that one stat contributes to another, to help create more balanced and efficient builds in players. Back to the squire class: The skills obtained by this class will be more dependant on Strength and Dexterity, followed by Charme and Intelligence to increase their attacking power.

Bandit
______________
As the name states, this would be the substitute for the theif class. They will have a strong base buildup of Dexterity, Charme and Strength, decreasing down the line. This will help to raise the accuracy, and the avoidability as well as the attacking power of the player, with the fore two being the strongest and the latter being the weakest of the three.

Magus
______________
The Magus class will be the substitution of all the magic user classes (I.e. Priest, Black Mage, White Mage, and so on.), and will have the highest ammount of Intelligence of the three classes, followed by Charme, and Dexterity. Strength will not be listed for this class, seeing as they will not rely on it to a large extent. They will have the chance to obtain skills and spells in all elemental areas of Darkness, Light, Water, Fire, Wind, and Earth.


//////////////////////////
///Leveling Concepts///
//////////////////////////

Questing Concept
__________________________________________________ _________________________
When a player completes an assigned quest from their class trainer,
a level is gained. Stat points are awarded five per level and can
be distributed on any of the stats as chosen.
Stats include:
Strength, (Determines attack power and probability of certain skills.)
Intelligence, (Determines magic ability and cast time.)
Charme, (Substitutes for 'Luck'. Will have a set purpose later.)
Base Defense, (Simply called Defense. Will add to the defense w/ armours)
Dexterity, (Will slightly increase avoidability and accuracy per level.)

Monsters of course will still be implemented, because each quest will
require certain items dropped. The questing concept is one of the two
concepts which will be available.


Monster Concept
__________________________________________________ _________________________
We all know what this concept will embody, however I will describe exactly what needs to be implemented. Please note that I will be changing this concept list repeatedly. Refer to it often if you are interested.

Players can kill monsters, though the gaining of experience will be slower to some than the questing concept. This implement is for players who desire to train on monsters themselves instead of questing through each and every level. Monsters will of course be located in dungeons, excluding the few event-induced monsters which will appear at random times on set coordinates of the overworld(s). Each mosnter will of course award a set amount of exp to the player who killed it, decreasing in percentage value each level the player gains. For example, the player will always be awarded one hundred-twenty experience points if he/she kills a monster that awards that much. However, the value to the player will decrease because of the increasing amount of experience needed to gain a level. Suppose that one hundred-twenty exp was worth five percent of the total exp to a level five player. The next time the player gains a level, the percentage may drop to four, or three percent, as one hundred-twenty does not always equal five percent of the total exp needed to gain a level. Monsters will also have elements which will do more, or less damage to the player depending on his/her elemental alignment.


//////////////////////////////
////Alignment Concepts////
/////////////////////////////

Elemental Damage Concept
__________________________________________________ _________________________
Elemental alignment can be changed to one of the six elements enabled on the server in each of the six main element-based dungeons. There will, of course be many more than six dungeons implemented on the server, however only the main six which embody the main elements will have elemental change points. When a player locates an elemental change point, he/she has the choice to change their alignment from its current state to the one of the element embodied in the change point.
The embodying elements include:
Earth,
Wind,
Fire,
Water,
Darkness,
Light,
and the element called '?'.

The unknown element called '?' will be obtainable only in one dungeon, though the entrance to the hidden change point will be disguised very well. The element itself awards ten added resistance points to each element, and ten added damage points for each element. However, damage points are not added to the elements of darkness and light. Only resistance to these two and to the other four elements are added. Each of the main elements add only five damage points and five resistance points to that certain element, and subtract five damage points and five resistance points from the oposing element. For example, five damage points of fire would subtract five damage points for water, and five resistance points of fire would subtrace five resistance points from water. Armours will also add resistance points for certain elements they are charged with, and weapons will add damage points to the certain elements they embody. Once all the points of elemental resistance and damage have been added, the alignment of the player will take effect, and add and subtract the points from the players aligned element, and opposing element respectively.
*Please note that this will be extremely difficult to abuse. The unknown element will be heavily protected by monsters that are very, very difficult to kill. A player must defeat all monsters in an area before advancing to the next area of the dungeon, making all of the nodes difficult to reach. There will also be a boss battle, and possibly a miniboss battle in each dungeon, further protecting them. As you guesed, each dungeon will be an instance so players cannot just fly through the dungeon with a very high leveled friend. They will have to be partied, and will have to both be in the same room.


/////////////////////////
///Status Concepts///
////////////////////////

Strength Concept
__________________________________________________ _________________________
As a player's strength increases, his/her attacking power will do so as well. The strength stat does not solely rely on itself to increase attack power, however. Charme and Dexterity will be the main sidestream stats, and intelligence will be the lesser sidestream. As you probably guessed, Charme, and Dexterity combined with strength will increase the player's attacking power more than intelligence will. The more Strength, Dexterty and Charme a player has, the stronger they will be offensive wise. Intelligence contributes in an extremely small amount.

Intelligence Concept
__________________________________________________ _________________________
As a player chooses to increase his/her Intelligence stat, their power when casting spells will increase, and of course, they will gain the ability to cast spells as the stat is increased. Obviously, the stronger the spell, the more intelligence will be required to cast it. As a player levels up their intelligence, their mana points will increase slightly.
The sidestream stat for Intelligence is Dexterity.

Dexterity Concept
__________________________________________________ _________________________
The player's dexterity stat will subtlely contribute to attack power, as well as spell power. It will also contribute ever so slightly to the player's attacking speed, attack accuracy, and avoidance rate. Note that Dexterity contributes to the avoidance rate more than Charme.

Charme Concept
__________________________________________________ _________________________
Charme is to be known as an overall sidestream stat. It subtlely increases Intelligence, Strength and Dexterity as the total amount of distributed points increases. It also contributes to avoidance rate very slightly.

Base Defense Concept:
__________________________________________________ _________________________
A player's base defense is a sidestream statistic as well. Armours and accessories will increase/decrease this stat, as well as add elemental affinities (Earth, Wind, Fire, Water, Darkness, Light). The amount of defense points each armour or accessory adds or subtraces will then be factored into the player's base defense stat, yielding the final defense of the player when equipped with said armours/accessories.



I realize that there are flaws within the plan, and that they need to be resolved. Please know that I update and concept-build everyday to increase the balance of the plan and the content which will be implemented.

-----------------------------------------

Below is our current staff lineup:

Manager:
_________
TheGlory(gemini2)


Administrator:
_________
Alberto(solarstar101)


Scripting Team:
_________
Chompy(Chompy/kingdom_90)
Jadus(Zanzel)


Levels Team:
_________
Exil(BlackCandleLight)
Soren(Joshua15)
Ventus(Sorak)


Graphics Team:
_________
Aeko(Clockwork)
Legault(Joshua16)



Freelance Support Team:
_________
Codein(Codein)
Mark(EvilKefka)

-----------------------------------------
__________________
Quote:
Originally Posted by Crystia RC
*Angelu: i said the tuba isnt fitting
Oinkness: well use some lube
Quote:
Originally Posted by Angelu View Post
for me the hole is to big and its a way to thin :O

Last edited by gemini2; 12-16-2007 at 11:09 PM..
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