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Posted: Fri Mar 24, 2006 12:59 pm
by Ryo
That could be an idea for class / profession.
You'd gain less experience in non-class / work related skills, but you could change when you want, for a price.
Thus you could, given time, get good in everything, but you couldn't train at the same time eg one handed weapons and praying.
Posted: Fri Mar 24, 2006 1:56 pm
by cavesomething
Leaf wrote:
So, it kind of works like attune and repelled.
Sort of.
Leaf wrote:
How would the person playing the game know of or become aware of their ELF bonus or penalty?
They use the 'skills command, what would they see?
ex:
pyromancy...............................lvl: 10
pyromancy ELF .........................lvl: 13
or
pyromancy...............................lvl: 10 (ELF 13)
I was thinking the second one, or maybe just hacking the stats packets to send the 'wrong' level to the player (so that their effective level would be shown in the client rather than the 'real' one).
Leaf wrote:
Using the example above, the ELF would apply to range/damge/sp usage only, correct?
Meaning, level 10 pyromancy means the character can only use and learn level 10 and lower spells instead of being level 10 *but* able to learn up to level 13 spells.
No, being able to learn up to level 13 spells too. (note that this would require increasing the levels of some spells, but this needs done anyway).
Leaf wrote:
It sounds like the experience table & leveling would remain unchanged. Is that correct?
Internally, although it would /appear/ to change from the clients POV

Posted: Sun Mar 26, 2006 3:52 am
by Aaron
@kshinji: if you want to play an universal character, dont upgrade your server...
really thats the point in picking a class. a mage that spends 30 years specializing in spells will be better at it than a palidin who only learnt basics in palidin school. a jack of all trades will also not be able to beat either of them at their respective skills, but still top the mage in sword play and the palidin in magic.
i like this level shifting stuff. although in the output of skills, maybe it should show the amount levels are nudged by? although if its intergrated seamlessly like that, then it will be quite enjoyable.
also another thing i saw in a diffrent game i liked. baulders gate 2, if you have higher inteligence, you gain xp faster. if we ever solve the crazy stat problem, that might be interesting to add...
Posted: Sun Mar 26, 2006 12:44 pm
by kshinji
I think that mage who spent 30 years learning spells, should be better than palladin who learnt basics, but if this palladin spents then 60 years improving his magic skills, i think there is no reason for him to get even better than mage.
If i want to make character with one skill on 100, it should be 3 times easier, than charatcer with 2 skills on 100, 6 times easier than 3 skills, 10 times than 4 skills, etc.
But there should be no pernament penalty like lower damage.
OTOH, it wouldnt be bad if one could not change skill focuses during game.
Howgh
Posted: Sun Mar 26, 2006 7:15 pm
by Aaron
kshinji: its not lower damage, its that the mage does higher damage. and the point is to choose carefully. if you screw up, start a new character, or deal with it.
Posted: Mon Mar 27, 2006 10:44 am
by kshinji
Its all okay, if you for exaple make class, that have all stats -8 and no skills except punching, but no other penalties, so after eating all pots and skill scrols, (what will be hard for such weak chara) he could become universal character.
Posted: Mon Mar 27, 2006 1:06 pm
by Mith
Aaron wrote:[...] a mage that spends 30 years specializing in spells will be better at it than a palidin who only learnt basics in palidin school. a jack of all trades will also not be able to beat either of them at their respective skills, but still top the mage in sword play and the palidin in magic. [...]
Yeah, a mage will beat a paladin in magic, but he will for sure NOT kill the paladin with magic, because the paladin will be there with his sword before the mage can even start thinking about casting something.
Well, perhaps the mage can actually kill a paladin, but a mage certainly cannot kill many many monsters in the game. And if they can, the cannot without burning all their treasure.
e.g. as a fireborn, it is easy to burn belzebub to h*ll, but doing will destroy a valuable belzebub sword and shield.
I don't know how Hanuk and the Great Wyrm of Chaos resist magic (I assume they are hard to kill using magic - if possible), but I am sure their treasure will be destroyed.
In short, I think the game is almost unplayable for one using magic alone.
Posted: Mon Mar 27, 2006 2:11 pm
by kshinji
This game is the *only* game i know, where knight is hard at the beginning and powerful later, and mage is ridicoulosly easy at the beginning, but have no use later. Its reversed to standarts

Posted: Mon Mar 27, 2006 11:06 pm
by Aaron
@kshinji: im not changing stat points though, this is flags set when you choose a class. instead of just attuning spells it will attune skills.
@mith: yes, thats what i was saying. seperate the classes more, so a mage can go all magic, or a knight all swords+clubs, or if you want do both at the same time.
@kshinji: yes, my point, i like playing mage, i get fed up with people like yugi who have over modded swords and crazy spells. more class seperation would increase playability. im not banning a class from doing anything, just making classes do SOMETHING.
Posted: Tue Mar 28, 2006 6:39 am
by kshinji
Okay, okay, but do it this way:
Swordmaster
attuned: 1H 2H
repelled karate literacy
denied magic
Warrior
attuned : fighting
repelled magic
Mage
attuned: magic
repelled: fightning
Palladin
atunned: 1H 2H praying
repelled: whatever you wish
Dexter, Genious Boy, all stats -8, no skills at the beginning
attuned everything
Humanish Human no modifications
etc
etc
etc