Author Topic: Skills Fixt  (Read 13512 times)

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Offline Lord Pikachu

Skills Fixt
« Reply #40 on: September 25, 2008, 03:51:09 pm »
note that this is going to be a newb world, not a pvp survival

Offline Aurora

Skills Fixt
« Reply #41 on: September 25, 2008, 04:30:32 pm »
Quote from: Axeman
I've always thought though, that you should have to pick a "class" like any other decent sized MMORPG to dictate what you can do/choose.  I don't know the coding required or if possible with RPGWOs coding base, but an idea that could help out Jord's plan.  

Trader - ability to train trade skills only.  $200K in-game gold to add a second class.
Warrior - ability to train one (two?) melee attack skills.  $250K in-game gold to add a second class.
Ranger - ability to train one (two?) missle attack skills.  $200K in-game gold to add a second class.
Mage - ability to train all magics.  $250K in-game gold to add a second class.
and how about a hybrid class? can get all things but takes 1.5 amount of skill points (like 6 instead of 4) or even maybe double
-RPGWO-
VRZ Staff - Staff - Xerxes - lvl 28 - Retired
Aurora - Mage - Asylum - lvl 37 - Retired
Borealis - Mage - Pyramid - lvl 23 - Retired
Borealis - Mage - Claytonia - lvl 15 - Retired
Aurora - Mage - Phantasy - lvl 7 - Retired
-League of Legends-
Auronon

Offline King Dravien

Skills Fixt
« Reply #42 on: September 25, 2008, 04:37:49 pm »
Because thats not really a class thats just....being able to get every skill...
RPGWO:
Lvl 91 Staff - Steeltide
Lvl 97 Crossbow - Nulona
Lvl 47 Thrower - Shadow
Lvl 61 Axe - Ataxia
Lvl 82 Staff - Asylum
Lvl 94 Halberd - Nexus
Lvl 82 Shockwave Cannon - Future
Lvl 66 Stealth Xbow - Carnage

Offline Aurora

Skills Fixt
« Reply #43 on: September 25, 2008, 04:40:47 pm »
...with an increased price though...
« Last Edit: September 25, 2008, 04:40:57 pm by Me Myself and Him »
-RPGWO-
VRZ Staff - Staff - Xerxes - lvl 28 - Retired
Aurora - Mage - Asylum - lvl 37 - Retired
Borealis - Mage - Pyramid - lvl 23 - Retired
Borealis - Mage - Claytonia - lvl 15 - Retired
Aurora - Mage - Phantasy - lvl 7 - Retired
-League of Legends-
Auronon

Offline King Dravien

Skills Fixt
« Reply #44 on: September 25, 2008, 04:49:12 pm »
Then theres no point, you'd have to be much higher level to make any use of that, Fail IMO.
RPGWO:
Lvl 91 Staff - Steeltide
Lvl 97 Crossbow - Nulona
Lvl 47 Thrower - Shadow
Lvl 61 Axe - Ataxia
Lvl 82 Staff - Asylum
Lvl 94 Halberd - Nexus
Lvl 82 Shockwave Cannon - Future
Lvl 66 Stealth Xbow - Carnage

Offline Gimpy

Skills Fixt
« Reply #45 on: September 25, 2008, 07:44:06 pm »
ill have to agree with shifty on this one

Offline Kaios

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Skills Fixt
« Reply #46 on: September 25, 2008, 08:12:46 pm »
HERE IS MY 2 CENTS ON HOW TO MAKE RPGWO VET SERV0R AND SHTUFF!!!!!11111111 LOLOLOLCOPTER:

Remove skill Specialization.
Change the amount of skill points you start with to 20 .
Lower Melee Defense to 8 points.
Lower Missle Defense to 6 points.
All attacks are 6 points.
Remove any potion higher than major.
Blacksmith is lowered to 6 skill points.
Stealth is lowered to 8 skill points.
Black Magic is lowered to 8 skill points.
White Magic is lowered to 6 skill points.

The following Stat Changes would take place:

Melee Defense ( STR + QUICK ) / 4

Magic Defense ( DEX + INT + WIS ) /5

Black Magic ( INT + WIS ) /4

That is all.

Oh, and I changed Melee defense from Dex to Strength because I guess it's kind of an unfair advantage that both melee and missle are Dex/Quick. Plus it makes more sense that you'd need strength to take a punch or a sword in the head or something....
« Last Edit: September 25, 2008, 08:13:27 pm by Kaios »
(Insert witty signature here)

Offline Axeman

Skills Fixt
« Reply #47 on: September 25, 2008, 09:41:00 pm »
Jord, all those 4 points you listed are valid, but almost every single one of them would be solved by having a class system in place, would it not?

1. Maybe lower the starting skill points per class, so traders couldn't get every tradeskill from the start if they chose trader class (although, let them, as they can only get so much especially if you lower attribute points from certain X+Y's) and would allow for a sort of economy/interchanging.

2. Makes sense, and I can understand that.  The only problem is, again, if you're a fighter, why allow them to be a trader still, even if just one trade skill?  I like this and understand this idea, just not sure if such a drastic change as your propositions is the best resolution to solve this idea.

3. Very true, and again would be fixed with classes.  This is basically the same as #2, making (X+Y) warrior get (X+Y) trade skill.

4. I think this is something that's needed fixing for years now.  There's just too much of a gap in certain parts and such.  Mickey says he's adding more misslers and mages for NPCs, but who knows.  I think XP needs tweaking (also Mick said he's done to help out leveling) and attacks and so forth.  The drops need to be fixed as well, I don't think ANYONE disagrees with that (remove jewelry making/make them drops, etc.)

I think the biggest and/or best thing to do is to make certain types of characters useful.  Like I said, I don't disagree that your plan would fix or solve these problems, but I think a class system would be a little more effective.  You're basically wanting mages to become cooks, farmers, and alchemists.  Why not allow certain traders to be that and let mages be primarily mages?  This will demand more players to do a certain skill, while allow for a mage to be more supportive to a "group" of fighters.  Should a resistance type defense system be put in place, similar to all other major MMORPG games for "parties" or what not, mages would be in high demand.  They would then need pots (mana pots for example) to support a group of fighters trying to take on quests or higher leveled monsters then they're accustomed to.

In simple terms, class system allows more communication and more players than just allowing an offensive character to be a trader as well that you suggest.

Offline Pokemon Steve

Skills Fixt
« Reply #48 on: September 25, 2008, 10:24:21 pm »
Quote from: Axeman
Jord, all those 4 points you listed are valid, but almost every single one of them would be solved by having a class system in place, would it not?

1. Maybe lower the starting skill points per class, so traders couldn't get every tradeskill from the start if they chose trader class (although, let them, as they can only get so much especially if you lower attribute points from certain X+Y's) and would allow for a sort of economy/interchanging.

2. Makes sense, and I can understand that.  The only problem is, again, if you're a fighter, why allow them to be a trader still, even if just one trade skill?  I like this and understand this idea, just not sure if such a drastic change as your propositions is the best resolution to solve this idea.

3. Very true, and again would be fixed with classes.  This is basically the same as #2, making (X+Y) warrior get (X+Y) trade skill.

4. I think this is something that's needed fixing for years now.  There's just too much of a gap in certain parts and such.  Mickey says he's adding more misslers and mages for NPCs, but who knows.  I think XP needs tweaking (also Mick said he's done to help out leveling) and attacks and so forth.  The drops need to be fixed as well, I don't think ANYONE disagrees with that (remove jewelry making/make them drops, etc.)

I think the biggest and/or best thing to do is to make certain types of characters useful.  Like I said, I don't disagree that your plan would fix or solve these problems, but I think a class system would be a little more effective.  You're basically wanting mages to become cooks, farmers, and alchemists.  Why not allow certain traders to be that and let mages be primarily mages?  This will demand more players to do a certain skill, while allow for a mage to be more supportive to a "group" of fighters.  Should a resistance type defense system be put in place, similar to all other major MMORPG games for "parties" or what not, mages would be in high demand.  They would then need pots (mana pots for example) to support a group of fighters trying to take on quests or higher leveled monsters then they're accustomed to.

In simple terms, class system allows more communication and more players than just allowing an offensive character to be a trader as well that you suggest.

I like the idea of a class system, but I don't like the fact that you are limited to the skills you get to choose. RPGWO is the only game I have played really that you choose skills as you go and that's one thing that makes it unique. I like a lot of your ideas maybe me and you could work together and put something together, I trust you would be a fair admin if you would want to be the only admin. I refuse to be an admin. Maybe Mickey would be interested in me and you putting together a world.

My system basically is a class system, its just not 100% strict on what skills you choose. It just encourages you to choose those certain skills you will be better at. Know what I mean?
« Last Edit: September 25, 2008, 10:30:22 pm by Jordonias »

Offline Trivium

Skills Fixt
« Reply #49 on: September 26, 2008, 08:31:11 am »
TBH I think the only real things which need changing about the gameplay of RPGWO are:

1) Skill specialisation should be removed.  Like Jord said, would be awesome to be able to train attack skills once you've been tradeskilling for a while.  Right now there are four types of character: Melee, Missle, Mage, and tradesman.  This would enable all sorts of decent hybrid characters to emerge, and everyone would be slightly different.

2) Characters should be given more HP, and monsters should deal more damage.  This would be more fun for PKing, and also for training because at the moment the only real dangers are the mob effect, and being iced.

3) Weapons more unique.  At the moment, the damages of weapons are all pretty much the same, except 2 or 3 skills.  There should be more diversity between the weapon types.

4) More special items. There should be more unique special items which would take time and dedication to get, like weapons or armor which need 5 or more rare componants to make, some of which can be mined, others which can be obtained through quests, and others available from monsters.  Weapons and Armors which can only be dropped from certain monsters, but very rarely.  This would make the grind more fun.  This shouldn't only be for high level items.  E.g for a lower level you could combine say.. 3 copper ores, a few new minerals which are easy to mine but rare, and some monster parts to give a rare ore sheet, which can then be turned into armor.  Anyway hopefully you get the idea.

Offline kastemato

Skills Fixt
« Reply #50 on: September 26, 2008, 11:23:03 am »
The fourth part was a really good idea... Would be really nice, if the getting the best weapon/armour wouldn't only depend on luck and searching. There could still be damon drops, but damon could only be one component of a weapon/armor.

Offline Mickey Kudlo

Skills Fixt
« Reply #51 on: September 26, 2008, 11:24:57 am »
Well, for the newb world, I am interested in removing Spec Skills then reducing start skill points by like 16-ish.

If it doesn't work out I can always do a one time 16 point give-out and allow spec-ing skills after creation.

How does that sound?
You may have conquered my worlds, but I destroyed them!

Offline Lord Darkness

Skills Fixt
« Reply #52 on: September 26, 2008, 11:46:32 am »
Getting rid of spec skills = slower skill raise which = level 70's with 600 attack :/ Would get pretty boring only just getting onto crystals after about 400mill XP
1st Steeltide - lvl 29 Xbower  No Damon
2nd Steeltide - lvl 55 Mage 1 Damon
Nulona  -  lvl 66 Mage   5 Damons
Nulona  - lvl 40 Bow    5 Damons
Xerxes  - lvl 73 Bow   8 Damons
Xerxes  - lvl 1000 @@Admin
Asylum - lvl 24 Mace      0 Damons!! :O

Offline King Dravien

Skills Fixt
« Reply #53 on: September 26, 2008, 11:51:01 am »
Quote from: Lord Darkness
Getting rid of spec skills = slower skill raise which = level 70's with 600 attack :/ Would get pretty boring only just getting onto crystals after about 400mill XP

Removing spec is retarded, why does anybody take jord seriously?....

Level 70 is about 700 mil total aprox, 78 is 999,999,999, If thats the Xp needed to get onto crystals, Then tiger horizon lol
RPGWO:
Lvl 91 Staff - Steeltide
Lvl 97 Crossbow - Nulona
Lvl 47 Thrower - Shadow
Lvl 61 Axe - Ataxia
Lvl 82 Staff - Asylum
Lvl 94 Halberd - Nexus
Lvl 82 Shockwave Cannon - Future
Lvl 66 Stealth Xbow - Carnage

Offline kastemato

Skills Fixt
« Reply #54 on: September 26, 2008, 12:15:27 pm »
Yeah.. propably not gonna fit atleast the newb world... especially if you want new players..

Offline Gimpy

Skills Fixt
« Reply #55 on: September 26, 2008, 12:16:22 pm »
agreed

Offline Rokhan

Skills Fixt
« Reply #56 on: September 26, 2008, 01:18:47 pm »
Quote from: kastemato
Yeah.. propably not gonna fit atleast the newb world... especially if you want new players..
Your random and your grammar is bad.

Jord your saying skill spec needs to be removed right? What about for traders, to make most anything good you require ALOT and that requires COUNTLESS hours of a macro or massive boosts. Specing for traders is that little extra something to help get it up quicker for their main trade, i,e. Mining, BS, alch. Yes for fighters it provides abit too easy of a challenge but a simple comprimise would be reduce by a % exp wise for tradeskills and increase by a %, the same % to be fair, for fighting skills. Provides a varying change and a little more difficulty.

I like the whole new drops thing for jewels or even a comprimise to that is say only jewels with max of +20 can be made and the rest is drops only. Reduces how quick you can be godly with a sick set of jewls while making use of monster drops.


I also think for "Soul Dust" to be dropped by each varying soul, Venom, Fire, etc with the proper title before it(Venom Soul Dust) to be used on Hessite or another high level armor for a different look and small +. Say for example if AL for hessite chest was 24 - 48. then Any of the Soul Dusted Armor would be 25-50. Just a small boost there and a new look along with +30 or so to a defense. Add some more variety and looks. Make extremely rare like 1/5000 or something.
DarkTemplar, Level 28 Sword -Liberty  
Rokhan, Level 30 Mace - 1st Steeltide  
DemonHunter, Level 32 Mage - 2nd Phobos  
Rokhan II, Level 20 Thrower - 2nd Steeltide  
Furion, Level 30 Mage - Xerxes  
Rokhan, Level 33 Mace - Ataxia  
Marksman Rokhan, Level 35 Xbow - Ataxia  
Script Rokhan, Level 22 Bow - Chaos    
Rokhan, Level 42 Thrower - Kirin    
Rhasta, Level 24 - Horizon

My joker trumps your ace
♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠ ♠

Offline Trivium

Skills Fixt
« Reply #57 on: September 26, 2008, 01:26:37 pm »
Well what if he changes the amount of XP things give and changed monsters around a bit
« Last Edit: September 26, 2008, 01:27:29 pm by Trivium »

Offline King Dravien

Skills Fixt
« Reply #58 on: September 26, 2008, 01:32:04 pm »
Quote from: Rokhan
Your random and your grammar is bad.

Jord your saying skill spec needs to be removed right? What about for traders, to make most anything good you require ALOT and that requires COUNTLESS hours of a macro or massive boosts. Specing for traders is that little extra something to help get it up quicker for their main trade, i,e. Mining, BS, alch. Yes for fighters it provides abit too easy of a challenge but a simple comprimise would be reduce by a % exp wise for tradeskills and increase by a %, the same % to be fair, for fighting skills. Provides a varying change and a little more difficulty.

I like the whole new drops thing for jewels or even a comprimise to that is say only jewels with max of +20 can be made and the rest is drops only. Reduces how quick you can be godly with a sick set of jewls while making use of monster drops.


I also think for "Soul Dust" to be dropped by each varying soul, Venom, Fire, etc with the proper title before it(Venom Soul Dust) to be used on Hessite or another high level armor for a different look and small +. Say for example if AL for hessite chest was 24 - 48. then Any of the Soul Dusted Armor would be 25-50. Just a small boost there and a new look along with +30 or so to a defense. Add some more variety and looks. Make extremely rare like 1/5000 or something.

1/5000.... I dont think even i've killed 5000 of the same type of soul dude, 1/1000 would be the highest i'd put ANYTHING.

soul dust could be used for weps and armor, say you use Venom soul dust on a wep, then it poisons the target *good for PK*
Lightning soul dust could add a Lightning I to your weapon, so every strike casts lightning I with a 1.5 wand power maybe, same for fire and ice, as for armors Venom soul dust could give immunity to poison, Lightning soul dust could give immunity to lightning damage, etc etc.
« Last Edit: September 26, 2008, 01:34:30 pm by King Dravien »
RPGWO:
Lvl 91 Staff - Steeltide
Lvl 97 Crossbow - Nulona
Lvl 47 Thrower - Shadow
Lvl 61 Axe - Ataxia
Lvl 82 Staff - Asylum
Lvl 94 Halberd - Nexus
Lvl 82 Shockwave Cannon - Future
Lvl 66 Stealth Xbow - Carnage

Offline kastemato

Skills Fixt
« Reply #59 on: September 26, 2008, 01:33:10 pm »
Quote from: Rokhan
Your random and your grammar is bad.

Jord your saying skill spec needs to be removed right? What about for traders, to make most anything good you require ALOT and that requires COUNTLESS hours of a macro or massive boosts. Specing for traders is that little extra something to help get it up quicker for their main trade, i,e. Mining, BS, alch. Yes for fighters it provides abit too easy of a challenge but a simple comprimise would be reduce by a % exp wise for tradeskills and increase by a %, the same % to be fair, for fighting skills. Provides a varying change and a little more difficulty.

I like the whole new drops thing for jewels or even a comprimise to that is say only jewels with max of +20 can be made and the rest is drops only. Reduces how quick you can be godly with a sick set of jewls while making use of monster drops.


I also think for "Soul Dust" to be dropped by each varying soul, Venom, Fire, etc with the proper title before it(Venom Soul Dust) to be used on Hessite or another high level armor for a different look and small +. Say for example if AL for hessite chest was 24 - 48. then Any of the Soul Dusted Armor would be 25-50. Just a small boost there and a new look along with +30 or so to a defense. Add some more variety and looks. Make extremely rare like 1/5000 or something.

You act like a vet though you've never really been anything

 

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