mage class balencing

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Aaron
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Post by Aaron »

now your getting the idea. and now no more MS spamming barbarians.

and no more crazy 2 handed poisoned dragon killing sword and MS combo.
Helgrim
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Post by Helgrim »

Aaron wrote:now your getting the idea. and now no more MS spamming barbarians.

and no more crazy 2 handed poisoned dragon killing sword and MS combo.
Uhm, sorry, but what is MS?
Leaf
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Post by Leaf »

Helgrim wrote: Uhm, sorry, but what is MS?
Meteor Swarm - very potent and wide area of effect wizard/pyromancy spell .
"Put another, more succinct way: don't complain, contribute. It's more satisfying in the long run, and it's more constructive."
Eric Meyer
Helgrim
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Post by Helgrim »

Leaf wrote:
Helgrim wrote: Uhm, sorry, but what is MS?
Meteor Swarm - very potent and wide area of effect wizard/pyromancy spell .
Right. Thanks. 8)
Casper
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Post by Casper »

At the moment class selection is mostly to chose the face. If class was to be made more important, there would need to be more faces to chose from (a face for each class of each race, and for dragons, for each colour).

One way to make skill development in some skills more difficult for some players is to give bonuses to top 5 developed skills. The gameplay balancing for this would need to be worked out more carefully, but the general idea is:
- for the most developed skills player gains 5 bonus points for every 10 points of experience gained in that skill.
- for 2nd most developed skill player gains 4 bonus points for every 10 points of experience gained in that skill.
...
- for 5th most developed skill player gains 1 bonus point for every 10 points of experience gained in that skill.

This would make it easier to become well developed at what you are good at, and that you chose throughout the game. It is sort of like a delayed class choice, where you can start out in one class, but through a lot of hard work it is possible to change to something else and become very good at that instead.
Aaron
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Post by Aaron »

casper: i like that, how hard would that be to implement from the client/server viewpoint?
cavesomething
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Post by cavesomething »

this could be hacked into the function that grants experience, but the method for doing so would be ugly and slow. (checking all the objects of type SKILL for those with the highest exp, and then adding an amount to the exp to add) - possibly it could be stored in the player struct, but that isn't a much better solution (still need to check the order hasn't changed after every addition).
kshinji
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Post by kshinji »

Could be checked only after applying savebed or after leveling up, etc.

edit:

Its not very bad idea, cause player will not get big bonus for doing such action:

1. level up skill A to 10
2. level up skill B to 5
3. logout/login play having bonus to A

/* here comes possible cheat */
4. level up skill B to 15
5 dont logout and gain exp to skill A
6. logout login and get exp to skill B

I just dont see any advantage of such behaviour... effect will not difere a ot from what he would get having order checked after each gain...
I'll be back ;) With python.
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