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Post by zunath on Jun 7, 2010 17:20:06 GMT -5
Hehe yeah, just was clarifying on the beta thing. Glad to hear you guys are happy. That's all that really matters - the players. So if you're happy, I'm happy. And if I'm unhappy... just ignore me I'll throw in some more blunt objects to whack stuff with. I think you're talking about the Warocas Cloak but I've got that stuff fixed for the next update. Guess they got removed when Leatherworking got put in.
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(,,,) Syn Kitten (,,,)
Junior Member
Together we are like a good bra. We lift and seperate and provide support. Alone we just Sag
Posts: 69
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Post by (,,,) Syn Kitten (,,,) on Jun 8, 2010 8:53:04 GMT -5
Round 6
As of yet, the primary bulk of the BP's has gone to Mech. Engineering. We have seen a couple additions to MW and Leather working but that is it. I know that we are still in beta, and I am sure along the times there will be a plethera of Standard-ized weapons and the like but can there be anything fancy based in here. So far Mech Engineering has all the cool stuff that at the moment seems to be the power of the server.
IE: Balistics, The upgrades to the armors, AMPS, AMP enhancements.
MW feels left out! ^.^
I had a glitch yesterday that freaked me out! Rasma and I died in the solarian facilitity. When we respawned, I am unsure if it was just lag on my end, but I was back in Zechsire... but there were NO NPC's, NO placeables... There was a Rasma who was mobile, but it said he was dead above his head, I saw the outlines of The Solarian Protectors floating around... I asked if the server died, and you said no, so I re-logged which fixed it... Was this a glitch on my end, or was it a sign of times to come?! Dead Rasma's walking around a city filled with those bastard protectors... >.<
QUESTION, we can make the heavy repair kits that say they can repair an armor up to 45%. Maka, told me that it means it will only repair and item that is 0%-45% to a max of that 45%. I just want some clarification that this is what it does, or does it actually repair a % that caps at 45%
Option one Armor is at 15% using kit makes it 45% as this is max for that kit Option two Armor is at 50% using kit makes it 95% or some random number based off the % gained
Can you explain the fire rate of the SMG please? There will be some times that I get +10/+10/+5 others that i get 5/5/1/-4. Also will the point blank shot/rapid shot work for the balistic weapons?
Can we have a spell that grants a temp bonus to dmg. A white ether that adds 1d4 fire/balistic/energy dmg to a melee weapon? Feel free to make it part of the tier 2 White ethers.
What tier two white ethers you ask Recover 2 - heals 16 hp one target Group Recover 2 - 16 all allys Speed reload - Halves reload time Balistic shield - Gentle reduction in Balistic dmg, or ranged damage. (would go nicely with the crash site) Speed cast - go figure a spell, that reduces spell casting time... Ethereal Platform - Since we are staying away from full on stat buffs, can this one increase the targets carry capacity by X lbs. Think of it like bulls str, without the str, or the bull lol.
Armor is still degrading at a pretty quick rate. After spending stupid amounts of money and materials to make the new Carb armor both Maka's and My own are nearly down to half already. The critters we were fighting atk less frequently then the burrowers yet we are degrading almost just as fast. If the armor is nto going to get AC can we make its durability 200% instead of the base 100%?
Can you please turn on PVP in MW/ME/LW workshops... If we are dumping items for our craftsman to use and someone runs up and ganks it, its technically an OOC transaction since the barter feature is currently still broke so they deserve an OOC death.
Can we have an explaination on how hafling and gnomes fit into the scenario. Dwarves are just fat short people. Are halflings and Gnomes children? or do they have a racial placement in the setting? - Serra this is to clear my confusion on how to have Betz treat you-
Solarian Facility Run Through notes
It seems there was discussion about this in chat but, if the bonus balistic dmg that these things are doing are going to be that high, then there needs to be a dramatic loss to these things HP... Essentially make them the glass tanks of that area.
If you dont want people to take advantage of the snipe spot on B2, remove the doors on the cat walk.
Robot junk is heavy as crap -.- twice as much as tin and copper. Would there be anyway to get a weight reduction there.
The "Get me the 6 data chips" quest gives a Carbonum armor BP... Crushmaw's orb, gave a Carbonum armor.... Was this intentional?
When you first start the "one mans junk" quest he talks about how he can make guns and such using the junk metal, and to find him 12 of them. Well his talk of guns and such is kinda misleading as your reward is a BP for something needed to make part of the gun...I say this quest either have him give you a gun, or at least a gun BP.
The solarian Amp is a mage Amp... but the lack of AP on it kinda makes it a little standoffish... 3 AP means 1 hea;/dmg spell and an affinity, or 1 lvl 2 dmg spell
The data chips don't drop as often as we think they should. Night ended with over 40+ Junk metals... which means at least 40 kills throughout the time. We ended up with a grand total of 6 of the solarian data chipes between the three of us.
If the protectors balistic dmg goes through our soak, then why doesn't out balistic dmg go through crushmaws soak?
The SMG shows up as just a 1d8 weapon. Would it be better to make the gun no dmg, and give it the 1d8 balistic property instead? Hence allowing it to bypass the Soak, similiar to the protectors?
Comments- Overall harsh run... last time we take someone new with us to anywhere hard lol. After 4 deaths the Sister hood Sidestepped* to victory. Bastard protectors with aim better than Maka's taking pot shots at us as we ran the hell away. I still think for the price the new armor costs, that is should at least offer 1-2 ac... Even with her +4 fromt he shield they hit her pretty darn often.. the dmg lapse from missing a sword was not compensated for witht he 14 ac.
Team - 1 Full tank spec, ! Melee Dualy Spec, 1 Shoot & Heal spec.
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Post by zunath on Jun 8, 2010 11:47:21 GMT -5
Round 6 As of yet, the primary bulk of the BP's has gone to Mech. Engineering. We have seen a couple additions to MW and Leather working but that is it. I know that we are still in beta, and I am sure along the times there will be a plethera of Standard-ized weapons and the like but can there be anything fancy based in here. So far Mech Engineering has all the cool stuff that at the moment seems to be the power of the server. IE: Balistics, The upgrades to the armors, AMPS, AMP enhancements. MW feels left out! ^.^ I hear ya. MW and LW both need some loving. Will work on that. I don't really know what happened to you but I have a feeling it's on your end. Some sort of connection issue would be my guess. When you crashed, all the other players were having no issues playing to my knowledge. Might be the router problem you mentioned before. The kits repair for a certain amount of durability but only up to a max percentage. For example, the tier 1 repair kits repair for 15% but only up to 45%. If you repair an item that's at 44%, it will repair to 45% and no further. Seeing the system in action, I think that a few improvements can be made to how it works. I think those feats will work. SMGs are just bows/crossbows to my knowledge. As for the actual stats, I don't know. I'll need some more information on this. When did you check? How far away were you from the enemy each time you looked at the stats? What abilities did you have equipped? What gear did you have equipped? What type of enemy were you fighting? All good suggestions. Just to clarify - I'm not staying away from stat enhancement ethers - it's just that I'm getting a full list compiled so the next time I update the top hak I can put all the necessary information in to make them work. I'll consider doubling the durability on some of the heavy armors but for now you'll just need to keep repairing your armor. Cities are no PVP zones. This isn't changing. That said, I'll work on getting barter fixed. I think it's a simple change, just need to look at it. This is a Mercury question. I'll have to ask him on where the other races fit in the storyline. This is going to be a doozy... I can already sense it. All of the stats have been reworked since you guys last visited. Enemies are intended to take a while to kill. From my point of view, here are the things I saw wrong with your first set up. And please bear with me and hear me out... 1.) You had two tanks and a healer. Not necessarily bad, but it will be slow to kill. If you traded one tank and put him or her into medium tier 3 armor (which grants a bonus to STR and no essence penalty) they could have fit a combat ability. 2.) Your character had recover equipped. Not necessarily a bad choice, but there are other options out there. I understand you were trying to keep downtime low between fights but look around for alternatives. 3.) Your healer was undergeared (sorry Rasma). He had a small essence pool to draw from and his gear wasn't up to par for the area. Some minor changes to his armor, weapon and abilities would have helped dramatically. Those are just the things I saw from your first run. Subsequent runs looked much better and I'm glad you guys made it out safely. Yeah And just to clarify - that's the only time I stepped in on your first run. Everything else was regular game mechanics. I did give ya'll a break on a later run with the double spawns. Don't loot it all or return to town more often. Gotta make some sacrifices somewhere. Can't have it all Not intentional. I've got a fix for it for next update. Hit me up after the update for a replacement reward. I'll check on his reward. The stats are extremely good on it. You can find a use for it, I'm sure. I've adjusted the loot drops a bit. Protectors have another set of problems with them. I've got a fix made. From my tests, SMGs work just fine. Low damage but high number of attacks. Lots of bullets but long reload time. Noted. You can see my full response above on all this. Thanks again Syn. As always, suggestions are more than welcome. And I'm glad we FINALLY figured out the soak "bug".
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(,,,) Syn Kitten (,,,)
Junior Member
Together we are like a good bra. We lift and seperate and provide support. Alone we just Sag
Posts: 69
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Post by (,,,) Syn Kitten (,,,) on Jun 9, 2010 12:48:45 GMT -5
Round 7 is short.. much like my visit to the ASF...
I run in to see the amoutn of dmg, i can take from a cutter/worker/protector, int he tin harness... I run in.. lure one cutter out, ready to see 3-7 dmg per hit...
POW 17... POW11 POW 16
Thank god for Jennys!
Did you adjust soak agian, because my armor is not soaking ANYTHING now. Did ASF just become the tier 4 spot and we need to be going to Avant or didja break something agian Zun -.- lol
Kaldrey says add ranged feats to the store.
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Post by zunath on Jun 9, 2010 13:13:48 GMT -5
So apparently there's a ton of other properties which negate soak if the monster also has soak. Go figure.
I'll get your tin harness fixed later tonight and I've got the stupid monsters fixed again. Hopefully.
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(,,,) Syn Kitten (,,,)
Junior Member
Together we are like a good bra. We lift and seperate and provide support. Alone we just Sag
Posts: 69
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Post by (,,,) Syn Kitten (,,,) on Jun 10, 2010 0:25:15 GMT -5
Syn's Experience with the new ASF
First off, due to the nature of this post I feel it is relevant to ensure that one of your standard questions is answered prior to my thoughts.
Group Maka: Tank Betz: Dual wield Dmg - using Tin Harness, wep foc kat, amberdex, two wep, and gust shot Cynthia: Pure healer,Her equips where the best Ether equips availble including Cyric staff. when out of mana shooter Kaldray: Shooter, but primary focus was lighting Black ether and the occasional heal
Three Monster types.
Protectors: Way to many HP, I understand that you want a group to have to think about goingt hrough this area, BUT since these guys have ranged that still bypass soak for 5-12 dmg per shot, and somehow can see you from the other side of the map it is sad. To kill one, required Maka on full guard, Betz spamming gust slash, and Kal spamming lightning bolt.
Workers: The spiders Dmg went up. Yes your trying to make it so its not a walk in the park for melee, but when they are capable of hitting for 6-10 dmg AFTER the 2/10 soak, its a bit much. HP isn't that big of an issue if their dmg is lowed a hair.
Cutters: These bastards have okay hp but it seems like they have boosted AC. Harder to hit than before, at least it seems that way and that was with 2 additional Atk bonus. When they did land a good hit that good hit was in the 10-12's, mind you that was on my 2/5 armor. I see you saying " its your tanks job to be in meelee and absorb damage... See below.
The AI is getting all befuddled when combat is happening. The NWN mechanics move you about then cause you to leap in due to your ally sidestepping in combat thus forcing you to RUN back toward the enemy which causes AoO. When we spoke on Xfire about another melee going in with the Tin harness, i brought this up, and it seems I was correct, with the varying tendancies of the monsters to change targets any melee will need to be in the rein-carb.
Monsters seem to have the uncanny ability to sense when there brothers are fighting... from behind two doors, a wall, and a large bridge... They sense this and rush half way across a map to save their brethren... With the monsters built as they are now, One is enough to keep four players busy... two is deadly.
The B2 catwalk.. is a death trap... across the catwalk, if there is a protector he can somehow ( mind all the wy across the catwalk) take pot shots while we are fighting a spider before the bridge. being that the Protectors have heavy dmg, which still bypasses the Soak, this is a HUGE problem.
DOUBLE SPAWNS -.- need i say more Fine I will... there were times where we made our way though cleared the cat walk and were making our way over. Taking it slow and steady as you instucted... We killed everything so we knew it was clear... while trying to heal up and essence up.. all of a sudden Cyn starts getting shot from across the screen agian by a double spawned Protector.
Drops. Out of the 20 critters we managed to kill in the 3 hours we were running around in the ASF, we ended up with a grand total of 10 junks. Compared to the 40 junks for the 60-70 kills we got. Have drops been adjusted or, were we just that unlucky.
Now, as far as the team went, three of us were very well outfitted. Kal was the only one in sub par gear, and thats due to the fact she stepped up to ASF before BLB. Since ASF is currently in need of a HUGE tune DOWN... We will be able to take her to BLB so she can get the skill levels and equips she needs.
If ASF is sopposed the be the tier three sports area, can you put more tin spots in. Since tin and copper are in BLB, could there be Tin and Junk in ASF.
That large room on B4 has way to many critters in it. Yes we can funnel to the door but if two of those critters happen to be protectors you are pretty much FFFFF'd.
I agree with Maka on the statement that the next tear of basic weaponry needs to put out if the enemies are going to continue to have Huge HP.
Overall Comment..
In its current incarnation ASF is NOT worth the time, and effort for the junk metal. It is WAY to difficult for the rewards that are offered even for the three of us who are at the point where we can use the items that are made. The baddies need to be toned down. since you have three baddies focus on three main aspects.
Protector - Glass Cannon - Large Ranged Damage. Low AC Low HP
Worker, High HP, low to medium damage. and the soak
Cutters - Medium damage, medium Hp, Medium ac an the soak.
I understand that players who are not comming into the ASF with soak gear are rather SOL, and that is fine and understandable. But the dmg they are currently doing is way to much even for those of us with the Soak and the available AC. Max AC capable without the use of the junk is a 15 if you want soak, and 16 without the soak.
We have 10 AC's , and most near 10 AB.... these things are swinging around power atk like its a hula hoop and due to our extremly low ac, they need a 5 or higher to hit us while using power atk.
I'm tired, i figured I would just state my oppinion while it was still fresh. I'll update more tommarow.
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Post by Drakaden on Jun 10, 2010 0:46:24 GMT -5
I /sign Syn's report, all that is said in there is accurate except my name is Keldray not Kaldray.
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(,,,) Syn Kitten (,,,)
Junior Member
Together we are like a good bra. We lift and seperate and provide support. Alone we just Sag
Posts: 69
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Post by (,,,) Syn Kitten (,,,) on Jun 14, 2010 11:47:56 GMT -5
gahhh,.... I hate when Forums act stupid. Again I had alot typed and then the page refreshes and GONE! Stupid forum...>.< let’s try this again...
MWUAHAHAHAHA Round 8
First off, Copper Great sword is broken. +1 enchantment for a tier 1.5 item, that requires 6 throwing weapon skills to use. I am sure this was unintentional.
Another item that was brought to my attention was during Maka and my run through BLB, we were killing some Burrowers. While set up as shown below. I got a message saying my Broadsword was damaged. Though as shown by my equipment list, I was not equipped with a Broadsword, nor did I use one in combat during my time on that floor
Equipment: Cyriacs robe, 2 Jennys, Lightning boots, copper belt, crafted ability amp Skills: Water; Recover, blind, Weapon Focus Katana
I asked Maka to verify that I was in fact using my SMG, and I was. So, there might be an issue with Black ether thinking the last melee weapon equipped is what needs to be damaged when in combat situations.
I had a thought about having gear or even special abilities require Examples: Make Cyriacs Staff require 10 White and 10 Black ether Elemental weapons buff. 10 Black and 10 (Insert weapon skill here) Essence Ammo: An on use item that creates bonus’d ammunition 20 Black ether & 20 in a gun skill
A advanced version or a repaired Solarian AMP. Make it require Carb/Junkmetal or hell even a Carb Plate to upgrade. Only asking for +1 more AP on it to make it 4.
The tutorial needs to be moved up on the to-do list. I had a new player join yesterday and he was lost in a matter of minutes. A simple tutorial, having them equip an AMP, use an ability disc, equip and ability, farm a material, and create something with that material. Perhaps even put a terminal or a npc that tells a player to speak with the members of the lodge for various missions and the like.
Also a gentle increase to the damage a protector does can happen GENTLE increase. Properly outfitted a Rein-Carb only takes 3-5 dmg WHEN they hit.
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Post by Xan on Jun 15, 2010 1:18:28 GMT -5
The tutorial needs to be moved up on the to-do list. I had a new player join yesterday and he was lost in a matter of minutes. A simple tutorial, having them equip an AMP, use an ability disc, equip and ability, farm a material, and create something with that material. Perhaps even put a terminal or a npc that tells a player to speak with the members of the lodge for various missions and the like. I think the way I had planned on writing the guidebook is too lengthy, and much of the information it would cover is already in the FAQ. I will write a condensed version instead, like a crash course, and have it completed by tomorrow night.
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(,,,) Syn Kitten (,,,)
Junior Member
Together we are like a good bra. We lift and seperate and provide support. Alone we just Sag
Posts: 69
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Post by (,,,) Syn Kitten (,,,) on Jun 16, 2010 14:33:05 GMT -5
Would there be anyway, a little more single player content can be put in? Perhaps an area where certain creatures drop eqipment or blueprints... Currently, if there is no-one on, I am at a loss of what to do.
My primary Melee is at its peak, My secondary Melee is almost to its TIN teir.
My primary range is currentlty the best machine gun that is in the module.
My black magic is 11, and my white is 14.
Non stop farming of BLB is becomming Bleh... even while solo'ing it. I realize we need to get further content in and overhauls of many systems per Xan and my discussion... but just another To-Do.
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(,,,) Syn Kitten (,,,)
Junior Member
Together we are like a good bra. We lift and seperate and provide support. Alone we just Sag
Posts: 69
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Post by (,,,) Syn Kitten (,,,) on Jun 18, 2010 9:10:10 GMT -5
Okay next round... Yes I know your on SOO vacation buuuuuuuuuuuutttt... Introduction of capes for Leather working. Would be another series of BPs but hopefully something usefull this time. the minute % of elemental resistance on the current LW gear does not warrent the need nor want to develop them. The best two items that can currently be crafted are, the Tin belt & the Star wolf gloves. Both of which are primarily HP bonus gear. So, capes, hoodies, or something of that nature. Now having seen the guns that are makeable, The machine gun needs some love. There are multiple handguns and rifles that have the +1 enhance. ( the essence rifle is awsomeness BTW) Can the next tier of machine gun be put in? Many of the current equipments especially the guns require HUGE 16-20 skill levels to use. The only way to get that level is to be able to use the weapon on the critters in ASF. This has been my observation. Which the gun skill is capped before you get to asf... and the guns that are available Sans the Abigail, are ignored due to soak. And even the abigail requires materials from ASF to make. Jungle - Windray, Sorrocco, star wolf, long neck, bullete Weapon skills cap at about 10 Foraging skills cap right at 15 ( this is with the mineral harvesting gloves and tunic) ME & MW Crafting Caps at Copper tier due to availability. BLB - Burrowers *Note: The Burrowers multiple attacks per round are the reason armor gets eaten through in the BLB, They get two or more atks per round. Thus with 2-3 of them at a time, thats 6 hits which makes the decay of the armor understandable - IE: all our complaining about it was unfounded... Sorry Zun lol Weapon skill caps at about a 16 Foraging skill ( have not reached cap... other than boredom cap, current Mineral harvesting skill is a 20-24 right now) MW Crafting skill is now LOCKED unless you have an engineering person sheet for you. Even then the items available use Multiple resources of the Sheeted materials thus netting a ME 10 /MW 2 allotment of exp gained from crafting. ME non stop sheet making..... with the availability of your own sheets they can make amps and other ME gear. WIHOUT the need of a MW. Crushmaw - The quickness in which he A: Mauls you to death B: Gets Mauled to death Makes hunting him not a decent prospect for EXP. Though he has three tin viens in his room, other than his quest there is NO point in dealing with him. ASF - Workers, Protectors, Cutters Require Tier three gear to even deal with. Yes they have been toned down, but multiple swarms or multiple combatants = dooomyness... I have no issues with the monsters themselves though. Sans the following. Protectors: Give them one or two more str Mods... They should hit HARDER than the cutters... Reduce their ac/soak and give them more HP. Workers: Since these are spiders I am assuming they were the ones going through and fixing and building everything. They should have the good soak, and the high HP, just not the ability to do much damage. So far these guys are perfect Cutters: I say add a undroppable equipabble gun to these guys. Give each of them mabye 1-2 shots. Make us close the gap. I enjoyed the first set of protectors you had that shot. They were longranged BOOM OWWW... buuuut the issue with the previous protector incarnation was their HP and Soak. Reduce their soak 1/5 have those two shots hurt... but have their hp and melee not be that great... essentially making them floating security turrents. Weapon Skills: Not sure how high as this place REQUIRES! A team of at least a Melee and a Healer. If no one is on -shrugs- Harvesting skills: This is soppsoed to be the next step up from tin. Yet harvesting is almost usless sans the couple tin mines. Remove the junk metal from the creatures, and make a junk metal vein. Crafting skills... MW... is STILL locked at this point. Copper is trivial, Tin is almost there and thats only if there was a ME available. Carbonum is a possibility but agian REQUIRES a ME... and the Junk metal armore - oddly enough the tier 3 harvested metal is worse than the tier 2 hybrid... ME is still technically wide open on their own, with the junk metal sheets, and heavy armor repair kits, their skill just keeps rising and rising... Agian this is just my observation. I know i left our leather working but thats due to it ONLY being viable due to leather is only available in the jungle. I say make the burrowrs skin a leather material that would at least offer a tier 2 series. I realize it just seems like I am whining.. due to my lack of being able to really offer anything to help the situation. But let me try. MW: Tin/junk metal weapons that just requires their needed harvested material. Or some other item that will allow MW to raise their exp without the use of a ME. TIN Plates... Copper Plates. Junk Metal Plates. Use the plates to make.. Something that ME needs lol. Leather working, REQUIRES for the higher tiered items a ME for plates. Once the tin belt is trivial, then LW is now stuck. Add burrower skins, or Vynel -< spelled wrong >- to the robots in ASF... for its tier 2 and tier 3 series. ALL THE AMUNITION BPS need to have their price reduced... or the needed items reduced.. OR the amunition cost needs to go up. Currently it is a waste to make bulletes, when i can buy 50 for 1 gp. Xan spoke on some single player content. Arena, casino, blackmarket, possible repeatable quests for exp, rep or credits. Hell an alternate type of shop. Mission Tokens. The completion of X missions nets you X Mission tokens which can be traded in for special, discounted, rarer BPs, gear, equipment. This would allow those who do not want to farm materials to still be able to get some of the better gear they will just have to work a little harder. I realize you want the savanah in, but unless it is an inbetween of ASF and the Crash site.. there is no point to rush i verses getting everything thats in squared away first. The Crashsite is So untouchable right now its scary. That is with the rein-carb tanking, and a carb katana. Their guns void dmg reduction, they have the two atk a round that comes with the hand gun, Their armor is better than the carb kats bonus. Crits are the only true way to hit. I say lets fix what we got and then work outwards. Still love the server Zun and hope your break is doing you good. Xan is doing a great job at playing with the Dm client, and soon he will be all inspired to make us die horrible rp deaths ^.-. Just figured I'd give you my Opinion on the current state of things and what little I can offer to try to remedy some of it.
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(,,,) Syn Kitten (,,,)
Junior Member
Together we are like a good bra. We lift and seperate and provide support. Alone we just Sag
Posts: 69
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Post by (,,,) Syn Kitten (,,,) on Jun 25, 2010 12:53:22 GMT -5
Okay due to my not being staff I am unable to quote from the update post... soooo COPY AND PASTE FTW
asses
•The Class/Subclass system has been implemented. •You may choose a main class from the beginning. •Once you reach level 10 in any class, you can complete a mission which will allow you to select a subclass. •All characters begin the game as the 'Guardian' class. •You may change classes and subclasses as many times as you want by opening your main menu while inside of a city and selecting the 'Class Menu' option. •For release only the basic five classes are available: Guardian, Medic, Gunslinger, Elementalist, and Agent. More classes are planned for future updates: Manipulator, Commander, Martial Artist, and Assassin. •The current level cap for classes is 30. This will be increased in future updates. •Subclasses are always HALF the level of your main class. •Classes and subclasses do not grant any stat increases. They merely unlock new abilities for you to play with. •Class experience works similar to skill experience. You will get a certain amount of experience for defeating enemies depending on the enemy's level, your class level, and the number of members in your party.
--- Will the class experience take away from our weapon/skill/armor exp? --- If a subclass is leveled, then changed to be the full class will it retain the subclasses level? IE: Syn is lvl 10 Agent/ lvl 1 Medic… a week later syn is now a 20 agent/10 medic… can I make medic my main class and take gunner 10 medic/1 gunner ---
Abilities
•Because of the changes included with the class/subclass system, all previous abilities earned will be lost. Note that monetary compensation is given to players who have lost abilities due to these changes. •Abilities now have cool-down periods. You may not activate them again until the cool-down period has passed. •A progress bar will display for all abilities which take time to activate. •Moving will now cancel the casting of ether abilities. •Many new abilities have been introduced which complement the new class/subclass system. •All classes have a unique ability which is extremely powerful but may only be used once every hour. This unique ability is not available if the class is set as a subclass. -----Will the cooldown time be in rounds or sec/minutes Real time? -----Make some of the classes unique abilities perm but just not as powerful as the 1/day’s
AMPs •AMPs continue to provide stat bonuses to your characters. However, with the introduction of the class/subclass system AP is no longer used. -- For those of us that are using compeltly AP based amps, what will happen with them?--
Skills
•Skills remain unchanged. They will work just as they did before this update. •No skill loss will occur due to the introduction of the class/subclass system.
---I propose the removal of the Dual wield as a skill. Have Dual wield be class specific to your agents, ninjas, assassins, and Bladers. Guardians and such need to be using shields, gunners guns are two handed – ---What is the possibility to make the hand gun dual wieldable? Reduce the dmg to 1d4 per shot, but lower the accuracy of them.
Equipment
•Equipment has had an overhaul in order to better facilitate the new class/subclass system. Items your characters own will still have purpose, but their stats may be changed. -- Hurray item overhaul! Ninja Kukri’s of critty death FTW!, In Xfire we discussed using a custom dmg system. I had an Idea… well I didn’t have it.. I’m stealing it from Kitty. On her module some classes have skills that base their abilities on the dmg of the weapon equipped IE: Using Ability A damages target the amount of dmg of the equipped weapon and does X effect. Also, would a recommendation to not waste time crafting be needed as if the stats on items are changing that’s a lot of DM swapping that will need to be done. ---
Current Characters
•All current characters will be stripped of abilities equipped prior to this update. •All equipment will be automatically unequipped the first time you log in. •Monetary compensation will be given to current characters due to the introduction of the class system. -- Will the full cost of the ability be returned? Will this be a DM ran fix, or a script that handles it? --
Death
•Items will no longer be dropped on death. •A small portion of class experience will be lost on death. This penalty begins starting at the third class level. -- Syn says have at least gold drop. If there is no true penalty for death then what is the point? This would open up the whole process of mule-die-port with no consequences other than a little bit of lost exp. Heck if it’s a Noob Mule then who cares about the lost exp --
PVP
•PVP has been disabled in all zones for the time being. Our focus is on the PVE side of the game for the moment. Please hang with us as we balance PVE. This change is not permanent and you can look forward to PVP being enabled again in a future update.
--- Can a quick arena be put in for PVP, this way players can test builds on one another. Xan and I would zap each other now and agian to see the effects. --
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Post by zunath on Jun 25, 2010 16:06:16 GMT -5
Levels earned are only lost if you lose enough experience on death to de-level. Yes, you can switch classes and subclasses as many times as you want. If you wanted, you could max every class level too. Cooldowns will be in real time. For the most part you're looking at 5-10 seconds for ethers and at most 5 minutes for non-ether abilities like Sharpshot (which increases ranged accuracy for a few minutes). The 1-hour abilities are a measure of last resort. Guardians get Invincible which makes them invulnerable to damage and generates a lot of enmity for 30 seconds. Medics get Benediction which restores the hit points of all party members to full, and so on. Haven't gotten to that point yet, but I think the stats on them will be adjusted in order to make them worthwhile. I'm not sure about removing the skill entirely but it's a possibility. I did want to restrict their use to the Assassin class only but Xan brought up a good point: it would be the only situation where gear was restricted by class. That sort of goes against our "classes only give abilities" mantra. I'll think on it some more but it's not a priority issue right now. [/b][/quote] Not sure about this one either. I do think it would be cool for the gunslinger to be able to dual wield handguns or something. But that's something for later. The system I was planning is still up in the air but I would like to have some more customization on the developer's side so I can tightly control damage and defense (and in turn completely get rid of soak). But it still needs some work before I delve into it. As for item revamps: There won't really need to be any DM swaps I don't think. The items will still be useful, their stats will simply be changing. I haven't decided yet but it'll be handled by script. There's no reason to rely on DMs when it can be automated. 10% of experience needed for your next level is lost and it can result in a de-level if you lose enough experience. I think that's a fair enough penalty. It's not a priority for now but the arena and the rest of the games district still needs to be coded.
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