What kind of classes is in the game?
#1
Posted 18 November 2012 - 08:13
is there like Magician, archer, melee etc. or is there something different?
Also if you could tell us about the abilities of each class, it would be awesome!
I hope you can reveal that for us.
Keep up the hard work Hunted Cow Studios!
#2
Posted 18 November 2012 - 13:07
As the game is still in full development some things may have changed a bit.
Regarding skills we have an absolute ton We have 6 archetype skill trees for combat oriented skills, each with dozens of skills which players can spec in. We also have 7 gathering skills and 7 trade skills which are used for gathering and crafting items in the game. On top of that there are also social abilities that players can perform (various dances for example).
I was wondering if there will be something like this in the skills system.
What I mean is:
Same school interaction (let's say magic school)Different schools interaction (let's say magic/melee schools)
- Mob is under a DOT burn spell.
- A Fire Ball spell is casted on this mob doing damage and increasing the DOT in a 10%.
- Mob is under a freezing spell.
- A slash skill is used on this mob, and due to the freezing state of the mob the base damage of the slash skill is increased a 15%.
Yes, our skills will have these sort of interactions. I'm not certain off the top of my head if there are "school crossovers", but "same school" interactions are definitely in place. We also have situations where some skills would stack a status effect over a mob, with other skills unleashing extra damage based on the amount in that SE stack. If memory serves me correctly that mechanic is used in the "Assassin" skill tree.
Like you guys said, it allows for tactics and strategies to come into play, rather than spamming the same thing over and over.
There are actually benefits to both specialising and diversifying your character. Specialising your character will allow your to unlock better skills giving greater damage/healing/etc., whereas diversifying may restrict you from getting those top-end skills, but allows you choose a varierty of others to enhance you in other ways.
For example, if you specialised in the Assassin type you could unlock some really brutal top-end attacks. You may decide to lean into the Paladin type instead, sacrificing those attacks to become an Assassin-Paladin hybrid. This would allow you to backup your firepower with the help of some white magic. How much you lean from one to another is your choice. You could even lean into 3 or 4 types, although you start to saturate the benefits at that point.
At this point mixing doesn't give hybrid abilities (like a healer who does melee being better at healing melee injuries), but it's definitely something we should consider. I like your idea!
The (preliminary version of the) Mage Talent Tree is at display here.
Gathering Crystal Cutting 49 | Farming 49 | Fishing 49 | Foraging 49 | Forestry 49 | Prospecting 49 | Skinning 49
Crafting Alchemy 49 | Armorsmithing 49 | Cooking 49 | Jewelry 49 | Leatherworking 49 | Tailoring 49 | Weaponsmithing 49
First person to have maxed them
Characters (all level 49)
Prophet Savanc Savavita Savavimala Mage Savanhildur Savashengli Savahathor
Warrior Savy Savanikomachos Savafionnchadh Assassin Savalina Savajahangir
Ranger Savakainda Savatakoda Savaraxka Templar Savastanislav Savasegolene
#3
Posted 19 November 2012 - 05:49
#4
Posted 19 November 2012 - 09:30
We originally had a really complicated system like that in place a few years ago. Damage & Resistance was broken into Fire/Ice/Nature/Blood/Light/Dark (for magic) and Crushing/Piercing/Slashing (for melee/ranged). A problem came with available mobs. Since the Eldevin Kingdom (main area for first 40 levels) is biased towards Nature, there are more Nature mobs available right away. So during testing a few years ago we found everyone would choose Blood spells to oppose Nature (think of the opposing forces as life and death) since it was a greater overall benefit. It was a bit of a nightmare to balace, and feedback was that it was too complicated.
What we've done is simplify it, so we have melee, ranged and magic damage. We've still grouped say fire spells to work together for example, to give added bonus damages etc. Straight away it was easier to balance, and feedback has been very positive in that we now have a really enjoyable combat system, with some depth there to allow tactics to come into play. I think we've stuck a nice balance.
Gathering Crystal Cutting 49 | Farming 49 | Fishing 49 | Foraging 49 | Forestry 49 | Prospecting 49 | Skinning 49
Crafting Alchemy 49 | Armorsmithing 49 | Cooking 49 | Jewelry 49 | Leatherworking 49 | Tailoring 49 | Weaponsmithing 49
First person to have maxed them
Characters (all level 49)
Prophet Savanc Savavita Savavimala Mage Savanhildur Savashengli Savahathor
Warrior Savy Savanikomachos Savafionnchadh Assassin Savalina Savajahangir
Ranger Savakainda Savatakoda Savaraxka Templar Savastanislav Savasegolene
#5
Posted 19 November 2012 - 11:18