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Welcome to my brainstorming thread that will constantly be updated with the new ideas. Have a look at what we've currently come up with. This post will be updated with more information later.
Last edited by Terukio; 07-15-2011 at 05:48 PM.
Currently in the works
We are currently working on character base stats and stat gain per level. I'm thinking of having a stat game that is user guided. Something along the lines of Diablo and Diablo 2 stat leveling system.
Last edited by Terukio; 07-15-2011 at 05:17 PM.
Current Character Class List & Roles
Remember this is all before balancing and is just to get the game started off.
1. Warrior - Average class. Decent health gain, damage gain, ect. Rounded class that only deals physical damage. Offers Auras. Main Attribute is Strength.
Warrior Upgradable Stats:
Strength: 10
Dexterity: 10
Vitality: 10
Intelligence: 10
Defense: 10
Warrior Base Stats:
Health: 500 + (400) 900
Mana: 200 + (100) 300
Defense: 0 + (10) 10
Magic Armor: 0 + (1) 1
Attack Rating: 70% + (1%) 71%
Attack Power: 50-60 + (50) 100-110
2. White Mage - Healer class, but don't be deceived. At high levels this class can learn some devastating white magic. Low health gain, low armor. High magic armor and mana gain. Main Attribute is Intelligence.
White Mage Upgradable Stats:
Strength: 5
Dexterity: 10
Vitality: 10
Intelligence: 20
Defense: 5
White Mage Base Stats:
Health: 50 + (350) 400
Mana: 500 + (200) 700
Defense: 0 + (5) 5
Magic Armor: 0 + (1) 1
Attack Rating: 70% + (1%) 71%
Attack Power: 5-10 + (40) 45-50
3. Black Mage - Magic DPS class. Offers high magical damage output and some very nice passives. Same gains as a white mage. Main Attribute is Intelligence.
4. Assassin - Highest DPS class, offers physical and magical damaging spells. However this class has the lowest armor. Main Attribute is Dexterity.
5. Bowman - Average DPS. Very low health gain but can attack from afar using some nice ranged spells. Main Attribute is Dexterity.
6. Tank - Highest health and armor gain. Low - Average DPS but has high encouragement for your team. Main Attribute is Strength.
Last edited by Terukio; 07-15-2011 at 10:55 PM.
Questions
How many attribute points will we receive each level?
In my opinion there should either be 5 or 10 points that you can allocate however you like. It depends on how long the game will be going on for. And you could allocate those points however you like. Put all ten into just Strength, or split it up and put 2 in each tree. Any possibility you want really, but spend them wisely as some items call for a certain amount of points needed to wear.
What does each attribute mean?
This is what each attribute means:
Strength: For each point in strength your character will receive 10 health. Strength is also important as it will be needed to equip items. (Maybe another thing can be added to this as well)There are also special addons that apply to different types of classes such as:
Dexterity: For each point in dexterity your character will receive .2% attack rating. Dexterity is important for equipping ranged items and it gives you a better chance to hit.
Vitality: Vitality is an attribute that straight up raises the level of your health by 30 points per point. (Maybe add another meaning to this not sure yet.)
Intelligence: For each point in intelligence your character will receive 10 mana. This is also important for equipping certain items. (Maybe add another to this as well)
Defense: Depending on your character you will receive a different amount of defense per point. Also the Magic Armor ratio will be different per character as well.
Warrior: Receives an extra 5 attack points per strength point. Receives 1 Defense per Defense Point. Magic armor to defense ratio is 1:10.
White Mage: Receives an extra 10 mana and 2 attack power per Intel point. Receives 1 Defense per Defense Point. Magic armor to defense ratio is 1:5.
Others are coming soon.
Last edited by Terukio; 07-15-2011 at 08:33 PM.
Enemies
Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Tier 6
Tier 7
Tier 8
Tier 9
Tier 10
Last edited by Terukio; 07-15-2011 at 05:42 PM.
Gear
Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Tier 6
Tier 7
Tier 8
Tier 9
Tier 10
Last edited by Terukio; 07-15-2011 at 05:43 PM.
Items
Tier 1
Tier 2
Tier 3
Tier 4
Tier 5
Tier 6
Tier 7
Tier 8
Tier 9
Tier 10
I was thinking about making it one of those, that is why one person alone shouldn't do all of the stuff :P I'll probably change it to that tbh. I just haven't gotten around to the tank yet
Well first and foremost. Before you develop classes you need to develop the attributes and combat.
You have have archtypes, but don't assign stats if they don't mean anything.
Cool, I have 8 strength.
What does that mean?
I was going to do that, but I don't know if I should keep it the same for each class and then change only the main stat...or to do something different for each class.
EDIT: Question post updated. Still updating...
Last edited by Terukio; 07-15-2011 at 08:18 PM.
Doing something different would be really awkward. At that point they shouldn't really even have the same name...
Perhaps getting something in their main stat has more bonuses:
Example: DEX normally adds crit and mobility.
If its your main it also increases your chance to hit with projectiles.
Or something like that.
There updated the question post with some more information, the rest will come when I finish up the other classes determining what they should get. If you think there should be anything added or taken out form the attribute gain/special class gain let me know.
EDIT: Just saw your post now. I'm trying to keep things relatively simple so it doesn't get over loaded with numbers. I will probably involve a crit system some how but I want to get everything else layed out before adding more to the under developed battle system right now. Things like crit and evasion will be added in after the character basics are in I think. And feel free to shoot out numbers for the other classes if you wish. I tried to keep everything the same but gave some heroes some boosts. I don't think its enough though for their main attribute, not sure what to add.
Last edited by Terukio; 07-15-2011 at 08:32 PM.
The idea was to have the attribute give more if its your main.
The example was nothing more than an example, not a suggestion.
Also, evasion can just be added into defense.
Ex: 15% to block all damage + 10% chance to evade = 25% chance for avoidance.
For defense I was thinking of just a common reduction in the damage taken instead of a chance to block it all, kind of like the HoN system uses. As for evasion that would be a good idea for the amount of dexterity you have.\
EDIT: For defense it would have to be much lower then because if it wasn't then you would easily get over 100 defense and have a reduction of over 100%...so maybe that wont work or I should just remove defense from attribute gain and you should only receive it from gear?
Last edited by Terukio; 07-15-2011 at 08:43 PM.
Defense should always be a comparison.
You shouldn't have equal chance to stop a rock from hitting you and from a bullet hitting you.