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Post by darkinfinity on Apr 7, 2014 3:51:00 GMT
Alright, I have a question. (Yeah, I know, I never post, but this actually seems interesting.) Okay, questions.
1. There is no longer a #1, it was answered and I missed it.
2. So you have told us of a few possible skills, but I want to ask, what are the planned skills that are going to be implemented? (You can just say any non-combatant skills if you can, those are the ones I really want to know about.)
3. Will any of these abilities access special area otherwise unreachable? For example, (And I will be using a game already used, I am sorry, I can't think of a better example.) in Runescape you can use the skill "Agility" which will allow you to use shortcuts.
4. This has probably already been asked, but what are the different weapons? Will it be the simple bow, wand, sword, or will it be more elaborate, such as the Final Fantasy Tactics series? (Maybe I could have thought of a better system, but oh well.)
5. (The most annoying question in gaming existence. Also probably the oldest.) Do you know how far each individual section is coming along so far? (IE: Programming, designing, development, etc.)
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Post by iamallama on Apr 7, 2014 4:25:38 GMT
2) We don't even have a list of all the skills yet. Really just some of the more obvious ones.
3) I don't think so. Won't know until we actually make a list and start to implement them.
4) Don't know yet.
5) Next week will be another standard update with details on each subject. This last week was slow. PC was busy but will have time this next week for more story stuff. I didn't do anything special other than re-write the map code to make it more modular and easier to use.
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Post by BrianMcnabb on Apr 7, 2014 4:30:46 GMT
That is what we are going for. The ability to create any class you could want. As for having a character with no combat skills, I don't think that will happen. While you could do it, there will probably be some sort of method in place to prevent this. Maybe your character has to be a certain level to reach higher skill levels. I don't know yet. Maybe it is allowed, we'll have to see. Also, this is a pretty high level overview of what will be the result. Until we have a playable demo and this system in place we won't know if this is even fun. It will take a LOT of balancing and work to make it right. But I think we are up to the challenge. The idea that you can make a character that is entirely non-fighting is something that I thought was going to be a unique aspect to this game. I envisioned having a warrior-type character, a mage-type character, and also a purely non-combative character, like a smithing/mining/enchanting character that you could use to bolster your various fighting characters. Also, there are some people that enjoy the community of the game and enjoy making money to buy various items, but they don't really enjoy the fighting and grinding part of the game. By allowing characters that can completing bypass the combat, you would have something unique to offer your players.
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Post by iamallama on Apr 7, 2014 5:14:09 GMT
Like I said, I don't know how it will work out. We have to get something in place first and make sure that there isn't some super OP build that makes the rest no fun. I know a non-combat build will not be OP, but there are some things we need to work out first before we can say one way or another. If we allow for non-combat skills to be leveled up 100% while your character is still level 1, then do we need to allow for combat skills to be leveled up as well? Would it be possible for a level 1 character to hit like a level 50 (or even for more) just because they power-leveled a skill with someone else? If you had someone tank a high level monster for you and you just kept hitting the mob with some skill could the skill get leveled up to like 100 even while you are still level 1? What about a healing skill? Same thing.
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Post by mdccxxvii on Apr 7, 2014 5:23:12 GMT
The idea that you can make a character that is entirely non-fighting is something that I thought was going to be a unique aspect to this game. I envisioned having a warrior-type character, a mage-type character, and also a purely non-combative character, like a smithing/mining/enchanting character that you could use to bolster your various fighting characters. Also, there are some people that enjoy the community of the game and enjoy making money to buy various items, but they don't really enjoy the fighting and grinding part of the game. By allowing characters that can completing bypass the combat, you would have something unique to offer your players. I agree with this, I think it would be awesome to really have true freedom in mixing and matching. This system idea reminds me most of the skill system in Skyrim. While you can be a jack-of-all-trades to some extent, it makes more sense to focus and develop a "class" for yourself. One way of looking at classes in other games is that they're artificially restricting your character to certain skills. This game allows you to build those classes, and every other possible class that could exist. Anyways, I love this idea, and I look forward to having fun with it. I hope there are a lot of skills, even if some of them are terribly useless.
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Post by PinkCrown on Apr 7, 2014 6:37:47 GMT
Going to have me guessing up until the release aren't ya PinkCrown? In a perfect world, everyone will continue guessing the whole way through the story until the "end" But yes, I imagine once we have a name decided that would be a good time for the release of the main theme of the game, then FS can tell you all about the link, and I can let yous know more clearly where we are with the story progress.
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Post by Teslafish on Apr 7, 2014 7:12:29 GMT
1. How would you level up as a non-combat player? 1. Your character level is essentially a measure of your combat effectiveness as it would be used for base hp/mana formulas, determining whether you can wield a piece of equipment, and miscellaneous combat stuff. The xp is from combat, so you wouldn't level up at all if you were a noncombat character, but that's ok, since you wont be partaking in combat, anyway. I was already planning to make a pure non combat character, but if this means I can't acces higher lvl areas to gather materials why should I bother, I also wouldn't want to lvl a combat acc just to grab materials. I think it wouldn't be bad for anyone if non combat skills would actually lvl up your character lvl, this way we can acces all areas while only playing the content we're interested in. Why'd it matter if I had some more hp/mana due to my character lvl, I can't use it anyway because I don't have combat skills. If I have to kill a boss for the next area I'm sure a friend will be there for me to help out too. If that's out of question maybe everything non combat related could be put in separate maps? Like a little portal in a town that will teleport me to a cave full of iron veins, maybe even give these portals a lvl restriction, not based on character lvl, but on the related non combat skill. ex: You need a mining skill of 50 to enter this portal.
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Post by PinkCrown on Apr 7, 2014 7:25:19 GMT
You're assuming access to areas will be controlled by level I'm not sure if that's something we've discussed yet, but if entirely non-combat characters are going to be a thing, we're not going to lock them out of the majority of the game. Although I will be offended if you don't keep some combat skills and do quests for the story
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Post by mdccxxvii on Apr 7, 2014 7:26:10 GMT
By useless skills, I mean things like crab-breeding, beard-crafting, and pixie-summoning. Hilariously useless things with a miniscule effect, that will be mostly for laughs. And for trying to convince noobs to use.
Also regarding mana: could mana be a skill that one has to choose to use, and level up? Passive abilities for the mana skill could include improved regen, and things like that...
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Post by fysicsteachr on Apr 7, 2014 8:34:50 GMT
If a skill is thrashed, how do you plan to maintain the "maximum limit" of skills for that level? it seems a character with no skills thrashed will have higher number of "total skill points" than one with higher level who thrashed a skill at some point of time because he permanently lost those points. this is like lowering his level altogether..
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Zion Skyhawk
Soft-Shelled Crab
Posts: 3
FO Level Status: Rebirth
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Post by Zion Skyhawk on Apr 7, 2014 10:24:01 GMT
Let me see if I can get this explained in my head.
The Abilities are the things that you can do in the world, such as heal and attack. The Skills' levels are like a measure of the proficiency of those actions? Which explains why there will be a "Smithing" skill - you may have to go find a forge instead of "using" the "Smithing skill", but the skill will determine how good you are at it... right?
And a totally unrelated question - will hp and mp grow (as you level) at the same rate? Because warriors need lots of hp, and mages need lots of mp, and if we don't tell the game what we intend to do with ourselves, we'll need lots of both... how will that be addressed?
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Post by Archangel on Apr 7, 2014 13:15:58 GMT
I'm pretty sure I'm guessing this right, but the method you are explaining pretty much describes a "One Skill All Level". What I mean is, there are no EXP factors for the actual killing of enemies? If this is the case, what is the point of killing monsters in the first place? Could I not simply use skills on low level enemies for hours? Or the opposite, what if I "target" a high level enemy but run around while my partner spams a lower level skill for ages, getting super extreme high exp factors? If there are truly no exp values for a "level", could I not simply skip to the end of a "area", spam the enemies there, jump to the next level and move on? For mages, this could be the case. For example : Jump to the "hard" enemies of an area, target a enemy, spam a skill, run away, enemy moves back to position, rinse and repeat. You'll never have to "kill" the enemy, simply use the skill a half a million times? I think there should be a "player level" and a "skill level" and the combination of the two dictates what areas you can visit, and what your skills can do.
I.E. You need a player level of 20 to enter Forgotten Underground and a Mining Level of 20 to mine the Unobtanium Veins inside. You could have a player level of 1 and a mining level of 100, but you'd only get to visit areas that require player level 1.
Consequently, say if you were a warrior and you're player level 100, have grinded for hours upon hours, but you decide to switch over to non-combat skills to retire from battle. You should still be able to use the teleports to the "end game" areas based on your actual player level, however, you wouldn't be able to mine there because the veins would require level 80 mining or something, so you'd have to start in lower areas again and mine to get the skill level up, but that doesn't mean you shouldn't be locked out of high level areas in case you want to visit friends or partake in an auction, just because you switched skills. You know? I agree with the fact you should be penalized for switching the skills, in the sense that you should start over from level 1 in the skill tree, but not from the fact you should start the game over basically. Stats should be assigned from player level so if you decide to switch all your skills, you should still have stats to equip armor or weapons, just probably not what you had before.
The problem you all are missing is the fact of, what if later in the game, say you're in an end level area, you're like "Aww hell, I want to do some smiting and enchanting , but shoot, I have alchemy and mining!" So you kick alchemy and mining out of your list, and replace it with smiting and enchanting. The problem with this is that, you're TOTAL player level, if strictly based on skills, will decrease. If your "skill level" dictates which areas you can visit, technically you'd have to stay in that one area, because if you went back a couple areas, you wouldn't be able to revisit the area you were previously in because your level decreased because you replaced some skills? Another example is, say I have level 100 in all 10 skills but I replace all 10 skills with different skills. My total level would reduce to 1 then because I replaced all my skills? What if I am in an end level area? I wouldn't even be able to equip the "generic" armor because my level is 1, so how would I be able to fight all the monsters to get back to a lower level area to start my low level enchanting? What if you're a warrior, and you replace two level 100 skills with different skills. Technically your "total level" would decrease, thus, you couldn't equip armor just because your level decreased for switching skills? That's why I think you should have a player level, and a "skill level".
Also quite honestly, I understand (not really, so not really) the point people want non-combat (I still don't understand) so why not make... weapons and armor that can be equipped "generically" by all people no matter what you are? Or weapons that have parameters such as having all non-combat skills in order to equip? This is so non-combat can enjoy the quests but they will probably not complete them as fast as other people with combat skills?
Mind you, I love the new idea of mix-match-experiment skills! I just don't want to be caught in an end game area at level 1 just because I decided to switch some skills, or alternately I don't want to be caught going from end game areas back to the beginning just because I decided to switch skills and now I can't go back to New Crab Coast or something because my level is 1 and I miss an auction, you know?
Also if these skill levels dictate stats... how are stats assigned? If I switch skills do I lose stats as well? Again that ties back in with "How would I survive a high level area if I decide to switch?"
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Post by Eugoth on Apr 7, 2014 15:19:35 GMT
This system is good, but a bit grindy. If you have the first version of one skill. When i get the version 2, i would need to lvl it up all way to a high level, if i understand.
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Post by Der Zerknitterer on Apr 7, 2014 18:18:06 GMT
Nice system! I like it.
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Post by melchop on Apr 7, 2014 19:03:15 GMT
Cool idea!
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