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Post by Teslafish on Feb 16, 2014 15:29:21 GMT
This may have been suggested before, but I don't know how other people feel about it. I wouldn't mind seeing different skills in llamaquest, I'm talking about basic skills like fishing, mining and cooking, smithing. I've never been big into combat, I'd prefer semi afk fishing/cooking in a pretty area and selling them fishies afterwarths for some coin any day. Mining was already popular in FO, but it didn't have a related skill which I thought was a shame. Maybe put level requirements on different types of rocks, allow people to mine faster every lvl they advance, maybe put some rocks in areas with a high density of agressive mobs which would encourage miners to team up? Smithing would rely heavily on mining ofcourse, all armors/weapons made should come from this skill. To replace the endgame/strong weapons that most boss mobs drop in games they could drop special fragments of armor/weapons. These combined with some ores could then be forged into stronger weapons. This way combat will still play an important role in obtaining weapons and will give a new meaning to bossing. (and again convince people to team up and make friends ^^) Fishing should be similar to mining but instead of running from ore to ore you could switch between a few fishing spots close to eachother. Like with mining each lvl you could fish a bit faster, these fishes could then be cooked and used as food, the higher lvl required to lvl the fish the more hp it gives, could be interesting for bossing, also to keep the demand for fishes high/keep people catching many fish the succesfully cook/burn ratio could be low? (maybe add a little teslafish that attacks you randomly while fishing to keep it interesting? ) Cooking would again rely on fishing, but to involve combat again monsters could maybe drop spices or even chunks of meat which would be combined with fishes to make even better food? These were a few ideas I had, maybe you devs aren't looking to make a game like this but it doesn't hurt to share it either ^^ This'd make the game alot more interesting and enjoyable in my eyes. Any constructive criticism is welcome ofcourse, and if you have ideas for even more skills feel free to share! (sorry for any bad english)
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Acappella
Rock Crab
Level 120
Posts: 83
FO Level Status: Ascended
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Post by Acappella on Feb 16, 2014 15:43:55 GMT
I think it has been sugested before but I do like it all. Maybe something that could be added is something that I seen in a game years ago, that you actually need food and water to servive without it you'd die so quickly it was a pain to servive. In this game perhaps you could buy food/water or make your own etc, or even have spells/potions to make you less hungry for those long battles!
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Post by iampanda on Feb 16, 2014 15:44:43 GMT
i like the idea but the map should determine what lvl the ore. i enjoy the fable "skills" you buy the first but then lvl up the skill more. or skills could be given per lvl ex:
lvl 10= tin
lvl 20= copper
lvl 30= silver mining
lvl 40= gold mining
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Post by Teslafish on Feb 16, 2014 15:59:41 GMT
Ehehe that idea sounds interesting aca, it could also keep the fish demand high, but I don't see that being implemented soon in a game where people like to afk all day in a spot And ofc, 150, the maps should determine the ores, but I wouldn't place ores in areas that require high lvls combat wise. For example, I want to mine me some gold ores, mi mining lvl is high enough but I can't enter the gold ore area because I haven't done enough combat and my lvl is too low, that wouldn't be nice right? D:
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Post by Eugoth on Feb 16, 2014 16:06:37 GMT
I like de idea, but i think it's like runescape
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Post by iampanda on Feb 16, 2014 16:07:28 GMT
well we could do mining for gold in a map for lower lvls and alternate methods ex: treasure chests in PS
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Post by Teslafish on Feb 16, 2014 16:16:34 GMT
I like de idea, but i think it's like runescape Okay, but just so you know runescape didn't invent non combat skills ^^ Infact most mmo's have skills aside from combat hehe And that'd be a nice solution, 150, but I don't see why higher lvls ores HAVE to be in higher lvl areas, seperate mining/fishing/afk areas sound more interesting, to me atleast. But you're also kinda right I think, it'd be logical to put high lvl ores in high lvl areas, maybe some but not all?
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Post by mdccxxvii on Feb 16, 2014 17:37:58 GMT
I like the idea of having a few non-combat skills that don't demand a lot of attention, as long as they are optional. I think that Runescape did this fairly well, but I do not want Llamaquest to copy RS in this respect. In my opinion RS had too many non-combat skills, and if Llamaquest looks like a clone of RS gameplay, I think that will turn many players off the game right away.
That being said, I did enjoy mining (sometimes) in FO. You could idle beside a vein or run through several servers and mine them all. You never had to mine because of the market.
Rather than add a whole levelling system for non-combat skills, I'd prefer a set of unlockable perks that make you perform better. Maybe mining x veins unlocks a faster pickaxe for example. Maybe finding x ores unlocks a permanent increase in chance of getting good drops. Areas that have aggro mobs and veins so that teamwork is encouraged would be cool as well.
Variety within reason can really add a lot to a game.
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Post by Teslafish on Feb 16, 2014 18:06:33 GMT
I like the idea of having a few non-combat skills that don't demand a lot of attention, as long as they are optional. I think that Runescape did this fairly well, but I do not want Llamaquest to copy RS in this respect. In my opinion RS had too many non-combat skills, and if Llamaquest looks like a clone of RS gameplay, I think that will turn many players off the game right away. That being said, I did enjoy mining (sometimes) in FO. You could idle beside a vein or run through several servers and mine them all. You never had to mine because of the market. Rather than add a whole levelling system for non-combat skills, I'd prefer a set of unlockable perks that make you perform better. Maybe mining x veins unlocks a faster pickaxe for example. Maybe finding x ores unlocks a permanent increase in chance of getting good drops. Areas that have aggro mobs and veins so that teamwork is encouraged would be cool as well. Variety within reason can really add a lot to a game. Yosh I agree on them being optional, and in no way was I trying to copy runescape. And I can see where you're coming from with the unlockable perks instead of levels, but if I'm going to mine/fish for hours I'd like something to show for, and preferably in the form of levels ^^ The perks don't look like a bad system, but making a skill out of it still seems like a more attractive option, to me atleast. Maybe a mod/dev can enlighten us if these side skills will even be considered? (thx for the feedback so far, everyone)
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Post by Kainui on Feb 17, 2014 1:07:39 GMT
This feels too runescapey for my tastes. I want something a little less in depth:
-No levels for skills.
-Easy to socialize while doing skills.
-Marginal gain from doing skills, they're more just for fun and maybe getting slightly helpful consumable resources like fish to eat or weak potions to drink.
-There is a very rare chance of getting some kind of unique item, but it is completely cosmetic.
-Better equipment for skills can be purchased from an item shop for real world money.
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TheKow
Rock Crab
Posts: 45
FO Level Status: Rebirth
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Post by TheKow on Feb 17, 2014 1:58:13 GMT
Non-combat skills could be have an interesting effect on the economy. If it is feasible, people could invest lots of time gathering resources leveling up the corresponding skill to sell to other players who do not have as high of skill level. In FO buying slabs and plates from the market just saved some time, but if you needed a high skill level to mine a certain ore, people focusing on gathering resources would be able to turn a profit.
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Post by Deleted on Feb 17, 2014 13:39:18 GMT
What's the point of non-combat skills if they're optionnal?
I'd like to have them for usefull stuff making. Like crafting for most powerful gear, good consumables, even some random things.
It shouldn't be optionnal IMO, anyway, if you're more into combat and not mining, fishing, etc... how will it harm you? You make money off of monsters you hunt and those who do jobs will get your money and you will get the powerfull upgrade you always wanted. Every side wins.
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Post by Teslafish on Feb 19, 2014 16:54:40 GMT
Yeah TheKow, I don't see any negative side in adding them to the game other then the trouble of programming all of it ofc ^^ And Terrazer that's what people meant with "optional", as in you don't have to train the skills yourself and can always buy from people that do train them. But a few days have passed now and there's been no input from devs/mods so I gues this won't be considered, it didn't hurt asking though
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Post by FrozenSoviet on Feb 19, 2014 17:17:47 GMT
While we certainly won't use a system like Runescape, non combat skills have been brought up during a discussion a few times.
There may be a possibility of them, but we haven't decided one way or the other, so don't quote me on it.
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Post by iamallama on Feb 19, 2014 23:13:42 GMT
Yea, right now you will still just end up getting the standard "we aren't there yet" response. I'm still working on the character create screen and hoping to finish that up in the next day or two. Once that is done, then I have about a month or two of designing adding the basic stuff like movement and things like how quests and dialogs going to be stored/displayed or how skills will work or even what the map format is going to be and how is it going to be displayed.
So don't think that anything in this forum is being ignored. We just haven't gotten that far yet and won't be there for a little bit. Everything here will be revisited in time.
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