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Starting item for skills continued.. Options
Malkonis
#1 Posted : Friday, February 20, 2009 5:08:39 AM
Rank: Noble



Joined: 2/19/2009
Posts: 52
I am reposting the posts i made to this new section since its more appropriate.
Original post From Calbert:
calbert wrote:
Combo Attack is pseudo-magical, it actually uses the Hand to Hand skill, it is a default if you do not choose some other type of magical skill.

I've been compiling a list of possible starting items based on skills, some basic ones are there but I still have some more to add so that as long as you choose an offensive physical or mental skill you will get a starting weapon/spell and then based on skill levels selected will get either a shield or protective spell as a secondary.

Feel free to add your suggestions to the list of what you think would be a cool starting item for a particular skill. :)


My posts compiled.



Hmm.. there seem to be alot of cool possibilities. For starting items it would have to be something in a special category that the player could use right off. Elementalists could receive a rod of their elemental type that increases in skill with use-also adds base elemental damage with a minor perk.
For example water could have a chance of slowing any opponent,attacks are halved with spell failure chance or similiar
Fire has a chance to set the enemy ablaze doing additional damage each round, if a poor mob is unfortunate enough to be ablaze for several consecutive rounds they could become engulfed-taking more damage if they fail some kind of check.
Earth can bind a mob & do considerable crushing damage at higher lvls,mobs have a chance of being temporarily disarmed due to being pelted with heavy rocks.
Air could have a knockback effect-disabling physical attacks for a round vs the caster. at later skill lvls it could push a mob to the ground making it prone to attack.

necromancers-maybe they could have something they graft onto their body like a arm or eye- I can picture a necro having something like "eye of the dead". It has a chance to siphon life as well as doing necrotic damage. maybe a mob drained to the point of death could be raised as a undead minion(max minions based on necro skill lvl)-being perfectly preserved by the necromancers attacks.

I was thinking for Abjuration a rod that had both defensive & offensive modes. Defensive mode attempts to shield the user from attacks doing less damage while offensive uses abjuration to maximize mob damage by summoning. Something like "ethereal spikes"-gaining more spikes with skill lvl which could effect more than one mob(AOE).

For Nature magic something like "spark of life" or similiar-a gift from the Nature Godess to her followers. the Spark of Life can be equipped as a weapon.The base attack is lightning.Lightning can stun a opponent-also has a chance to arc once users skill becomes greater. *Kobald is struck with minor lightning!** A Kobald is stunned!* *Lightning Arcs,hitting Kobald Commander!* *Kobald Commander is stunned!*
Just a example of a battle going well. =)
Malkonis
#2 Posted : Friday, February 20, 2009 5:13:45 AM
Rank: Noble



Joined: 2/19/2009
Posts: 52
I'm not sure if my suggestions are more in the first quest range or not Calbert. I was just thinking of a weapon that could grow with the player. The traditional weapon & spell combo for starting off is fine as well. Maybe mine could be implemented as a lvl 10 reward or questline. i do have other ideas but I would like to see feedback first. =P
calbert
#3 Posted : Friday, February 20, 2009 10:06:29 AM
Rank: Administration



Joined: 5/24/2007
Posts: 255
I like the idea of magical weapons that grow with your character, that is a cool concept and they would make great quest rewards or as the base level items that can grow with quest rewards.
Malkonis
#4 Posted : Friday, February 20, 2009 11:24:39 AM
Rank: Noble



Joined: 2/19/2009
Posts: 52
I can see each primary skill having their own quest weapon as well. Players could still equip a secondary weapon & switch back & forth if need be, so depending on the situation you could do so. Plus its a good idea to practice all your favorite weapons anyway. Though, I do think this would be a instant favorite with alot of players. =)
Malkonis
#5 Posted : Friday, February 20, 2009 2:43:06 PM
Rank: Noble



Joined: 2/19/2009
Posts: 52
Rogues could get a primary & secondary. A possible offensive weapon could be a throwing dagger that improves & returns to the user. This weapon could stack with rogue skills such as a hidden attack. The speed at which thrown would naturally improve with the thrown skill as well. Depending on race you may get a different thrown weapon such as a glaive or star but all are comparable but slightly different. A defensive weapon could be caltrops to damage & slow the enemy.

Shifters might get a weapon that carries over when shifted. Possible a totemic hand claw or similiar. It primarily deals out damage but also has a shielding effect as the weapon grows-the magic coursing through the shifter as they & their weapon become one.
ernzor
#6 Posted : Friday, February 20, 2009 4:56:38 PM
Rank: Noble



Joined: 11/6/2008
Posts: 106
Personally i think you need to be wary not to give the player an uber weapon that they will always use as their first starting weapon. Having a weapon that grows with them is fine, but be sure not to make it the most powerful one they can equip (unless some rigorous quests or upgrades are done to it). You need to balance it out by giving them something they can use their chosen skills with AND giving them something to look/search/aim for while hunting/exploring....

My Perenthia Characters
Ernzor
Cavey

Malkonis
#7 Posted : Friday, February 20, 2009 5:45:41 PM
Rank: Noble



Joined: 2/19/2009
Posts: 52
I think its something you would have to test to see if it was out of balance. I think it should scale with your lvl as to be a good alternative but not very powerful until high levels with several long quests involved. that being the case players probably wouldn't use it except in certain instances. Say for example it has a ranged attack or some perk attached to it thats beneficial for the party.
I'm sure alot of people would prefer crafted/quested/found gear or in some hybrid cases they would prefer their sword of slaughter to their necro"eye of the dead", but would probably have it hotkeyed in case they needed to drain h.p.
Malkonis
#8 Posted : Friday, February 20, 2009 5:55:50 PM
Rank: Noble



Joined: 2/19/2009
Posts: 52
ernzor wrote:
Personally i think you need to be wary not to give the player an uber weapon that they will always use as their first starting weapon. Having a weapon that grows with them is fine, but be sure not to make it the most powerful one they can equip (unless some rigorous quests or upgrades are done to it). You need to balance it out by giving them something they can use their chosen skills with AND giving them something to look/search/aim for while hunting/exploring....


Maybe they could hunt for upgrades for their weapon while adventuring. more than likely a rare spawn would have 1 of the items needed by their trainer to upgrade but the more upgraded the weapon is the more items or stages of the quests you need to fulfill. In some cases a differant npc could help upgrade the item. I can see multi tier questing for various npc's. in some cases they have a timer or you have to do that part of the quest over(not the entire quest). Possibly slay a certain elemental type in 30 minutes or less to capture its essence or kill a vampire lord or simply find a ancient rune of power..
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