Post by Sw0rdmast3r on Jan 7, 2014 14:54:59 GMT
A. Classes
-Pre-defined classes at the start of the game
-Regular stat growths depend on which starting class you choose.(Attack power for fighter, dodge for archer etc.)
-Stat points earned by leveling can be freely distributed at your choice, but your main stats will rely more on your class stat growths.
-Weapons are class-specific. (Swords for swordsmen; bows for archers.)
-Magician classes
-Separate Healer classes
-At rebirth, you get to choose between 2nd rank classes that branch out of your initial class.(Like Squire to Cavalier or Knight), and 3rd rank classes in Ascension. (Hero, Arms Master, Bishop, Necromancer etc.)
-2nd rank classes can wield a new kind of weapon, while some classes will stay with their same weapon, but achieve pure class bonuses
-Weapon mastery: gained by using a certain kind of weapon often (Swords, Bows, Spears, Light Magic, Healing Magic etc.). Mastery is carried over in rebirth and ascension.
-Buffs don't last as long as the ones in FO, are class specific, and some buffs are unlocked through leveling
B. Equipment
-Weapons rely on player level and weapon mastery instead of stats.
-Attack speed should also be stat based
-Class-buster weapons
-Skills and Abilities: As you progress, you gain skills through fulfilling various requirements (Leveling up, Purchasing with regular or payed currency, and through the stat points applied per level. Purchased skills have a level requirement.
-These skills will always have effect as long as they're equipped, and will be cancelled through unequipping, or by certain debuffs.
-Skill/Ability setting; non-RB players can set only one skill at a time (these skills are different from buffs), RB will have two skill slots, and Asc will have three slots
-Separate real weapons from outfit weapons
C. Interaction
-PvP like pokemon battles or rock/paper/scissors
-PvP should be more of character based, where in overworld stats and equipment are carried over into the game.
-Must be RB to create a guild
-GW should be PvP based
-When you click on a quad and press invade, your opponents have 10 seconds to try to invade as well. Whenever another player manages to click invade within the 10 second timer, the timer will reset. If there is no opposition, the quad goes to the guy who tried to invade first. The number of players fighting for a quad should be a equal to 2^n (2,4,8,16 etc.), for tournament system shall be applied. any extras won't be qualified, unless more players join, making the player count equal to 2^n If the exponent of 2 is greater than 5, the tournament will be by pairs, and the last remaining pair will have to battle it out. If there will be an odd number of pairs remaining, they will have to fight the two surrounding pairs. (Ex. pairs A, B, C, D, and E remain; so pair A has to fight pairs B and E, B to A and C; C to B and D;D to C and E, and E to A and D). If anyone disconnects, he/she and his/her partner is out of the game as well.
-Guild Level should be GW based as well
-Daily present accumulation: for every consecutive days of logging in, your daily present receives an upgrade
D. Guild
-Must be RB to create a guild
-GW should be PvP based
-Guild Level should be GW based as well
E. Other
-Keep the character mini-tab that appears on the upper left corner of the screen
-Show the player's class under the HP and Energy bars instead of guild name
-Have a separate guild mini-tab that is accessible and collapsible by clicking on a button that is beside the character mini-tab. This guild mini-tab should show the guild name, guild level, player's guild position,dominated area(s)
To be continued.
Class and equipment list coming soon.
Example skills coming soon.
-Pre-defined classes at the start of the game
-Regular stat growths depend on which starting class you choose.(Attack power for fighter, dodge for archer etc.)
-Stat points earned by leveling can be freely distributed at your choice, but your main stats will rely more on your class stat growths.
-Weapons are class-specific. (Swords for swordsmen; bows for archers.)
-Magician classes
-Separate Healer classes
-At rebirth, you get to choose between 2nd rank classes that branch out of your initial class.(Like Squire to Cavalier or Knight), and 3rd rank classes in Ascension. (Hero, Arms Master, Bishop, Necromancer etc.)
-2nd rank classes can wield a new kind of weapon, while some classes will stay with their same weapon, but achieve pure class bonuses
-Weapon mastery: gained by using a certain kind of weapon often (Swords, Bows, Spears, Light Magic, Healing Magic etc.). Mastery is carried over in rebirth and ascension.
-Buffs don't last as long as the ones in FO, are class specific, and some buffs are unlocked through leveling
B. Equipment
-Weapons rely on player level and weapon mastery instead of stats.
-Attack speed should also be stat based
-Class-buster weapons
-Skills and Abilities: As you progress, you gain skills through fulfilling various requirements (Leveling up, Purchasing with regular or payed currency, and through the stat points applied per level. Purchased skills have a level requirement.
-These skills will always have effect as long as they're equipped, and will be cancelled through unequipping, or by certain debuffs.
-Skill/Ability setting; non-RB players can set only one skill at a time (these skills are different from buffs), RB will have two skill slots, and Asc will have three slots
-Separate real weapons from outfit weapons
C. Interaction
-PvP like pokemon battles or rock/paper/scissors
-PvP should be more of character based, where in overworld stats and equipment are carried over into the game.
-Must be RB to create a guild
-GW should be PvP based
-When you click on a quad and press invade, your opponents have 10 seconds to try to invade as well. Whenever another player manages to click invade within the 10 second timer, the timer will reset. If there is no opposition, the quad goes to the guy who tried to invade first. The number of players fighting for a quad should be a equal to 2^n (2,4,8,16 etc.), for tournament system shall be applied. any extras won't be qualified, unless more players join, making the player count equal to 2^n If the exponent of 2 is greater than 5, the tournament will be by pairs, and the last remaining pair will have to battle it out. If there will be an odd number of pairs remaining, they will have to fight the two surrounding pairs. (Ex. pairs A, B, C, D, and E remain; so pair A has to fight pairs B and E, B to A and C; C to B and D;D to C and E, and E to A and D). If anyone disconnects, he/she and his/her partner is out of the game as well.
-Guild Level should be GW based as well
-Daily present accumulation: for every consecutive days of logging in, your daily present receives an upgrade
D. Guild
-Must be RB to create a guild
-GW should be PvP based
-Guild Level should be GW based as well
E. Other
-Keep the character mini-tab that appears on the upper left corner of the screen
-Show the player's class under the HP and Energy bars instead of guild name
-Have a separate guild mini-tab that is accessible and collapsible by clicking on a button that is beside the character mini-tab. This guild mini-tab should show the guild name, guild level, player's guild position,dominated area(s)
To be continued.
Class and equipment list coming soon.
Example skills coming soon.