1.Skill point implementation
Introducing more spells would mean the mage will be able to use all the spells if they have a certain level. I suggest that for each spell, they should need to spend a skill point. Skill point should be obtained by killing monsters, e.g.: 1 skill point=kill 100 creatures of your level. Also, the spells could leveled, either by using them a certain number of time, either by adding more skill points to them, to increase eficiency. eg: fire ball level 1-deals 50 damage, requires 1 skill point to learn...to make it level 2 you have to add 2 more skill points to it, so it will go like this fire ball level 2-deals 75 damage. This will bring diversivity and we will have mage healers and mage nukers or ofc hybrids :p
Well, atm the nexus system dictates what kind of spells and mage-specific items the mage can use. (As it does with all combat orientations)
Remember that on QELServ you'll
only ever have 3 nexus points to spend per character.
More details here:
http://qelserv.quadronyx.org/QELServ/NexusesThe idea of individual spells being leveled in some way is interesting though, might look more into it down the track.
2.Different spells for each class(fighter/mage/summ/archer)
Why shouldn't each class have something different? Why should the fighter be able to cast the same spell as a mage? I suggest each class should have its own skills, so we could have Fighter-tanker and Fighter-dps, for archer ive thought of 2 tipes of archers-scout-medium damage but able to hit multiple targets simultaneously, and ranger-high damage and concentrates his attack power on just 1 target. As for summoner there could be 2 tipes: Vicious summoner-summons creatures with high attack damage and Suport summoner-Summons creatures to heal himself and the party.
Again, due to the way the Nexus system works, a fighter cannot cast the same spells as a mage.
A pure fighter will only have access to Tier 1 magic spells, where as a full mage will have access to Tier 1, 2, 3 and 4 spells.
In regard to different types/builds within the orientation, that's what the Attribute system is for. The way one builds their attributes will be a key factor in deciding if their build will be offensive, defensive, elusive, etc.
The effects offered by different cross-attributes may be expanded on in the future. ATM the Fighter and Ranger are a bit more customisable build wise than the Summoner and Mage... but then again, the Summoner and Mage's item/spell/summons choice will offer wider ranges of effects than whats available to the Fighter and Ranger; so it is perhaps already addressed... but i'll keep an eye on it all
3.Weapons for each class & weapon ranking
First point is simple, the mage wont be able to do anything with +30 damage sword, so I suggest adding weapons that give increased magic damage and weapons that make the summoner's creatures more powerful.
Second point is item ranking. We all know the weapons/armors from the npc, plain and simple. Im suggesting adding weapons/armors that could be slightly better than the npc ones. Making an refined/elite/super sword/staff would be nice, ofc this weapons should be monster/boss/quest drops.
To your first point; yep
already planning to do it that way.
Robes, Staves, Wands and even equipable books will all be mage specific, and planning for summoner specif stuff too.
Your second point; Item ranking of some kind is an interesting idea, might consider it more so down the track a bit.
4.About spells...
In el there are very few spells that are actually used. Would love to see buff spells(increases accuracy by 5, can be cast on others), attack spells(increases damage by 20% for 1 hit), AOE(area of effect) spells(heals all party members for 50/damages every creatures in sight for 100).
All already planned for
5.Cooldown...
I dont like the restore spell being able to be used by the fighter, pots are fine. Cooldown is ok(on test server people w/ 100 a/d can kill giants easy cuz no cd).
Healing can be made by the healer, you should be able to heal yourself just with pots. Also, making the sit comand greatly increase the hp/mp regen would be great. This will make the party system to be a must for training at higher levels, and the healer by the key in a party. As for pk, I dont think costly and long fights to be very fun. Adding lifesteal or making the atributes to increase HP more can make a fight as long as it should be.
Yep, i agree.
As i said earlier, pure fighter will only have access to tier 1 spells... their primary method of healing will be potions.
As for party system for high level training; well, it's not like i'm gonna let ppl train Giants or Dragons solo, but i'm not going to force people into socialising
Some creatures will be specifically setup for group fighting... even early on; we're makin the Deer the newbie gang creature
6.Atributes
Why call the atributes like in el? Physique, coordination etc..., why not call them
Strenght-Increases melee physical damage and carry load(might in el)
Vitality-Increases hp and physical defence
Spirit-Increases mana and magic defence(magic resistance in el)
Inteligence-Increases magic attack damage and charm(gives +hp and damage to summoned creatures)
Dexterity-Increases ranged attack damage and accuracy
Agility-Increases evasion (reaction) and critical rate
Still needs work, thing is I dont really like the names/effects of el atributes.
ATM, they're called that because we'd have to release a client patch if we wanted to call them anything else.
If we use a different client or patch the EL client down the track, we prolly will rename them
7. Weapon combining
After some time we will have too many weapons in game, so I suggest that adding an npc where you can combine your weapons could be a solution, basicly because when you will atemp to combine there will be a chance of failure, failure meaning both weapons get destroyed.
Making a weapon +1 can be made by taking 2 weapons of the same tipe(2 elite, 2 normal, 2 refined...not 1 refined 1 normal) and combining it. The +1 weapon can have a slightly increase in stats. Making it +2 requires 2 weapons that are allready +1 of the same rank(two +1 elite weapons).
Also, to prevent flooding the market with too many weapons there could be an npc where you can lower the requirments for a weapon..eg: Rusty sword, requires def 35 and physique 40. To lower the requirment with 1 level would require a cost, when lowering the required level is atemp, there is a chance the weapon gets destroyed. Also you could lower the physique requirment aswell, -2 physique requires cost...etc fail chance....
Here appears a new problem, if you have a really valuable +5 super weapon and you are too high leveled to still use it. I suggest adding some sort of item/stone(rare monster drop) that can make a weapon advance in level(a tier 1 weapon becomes a tier 2 weapon).
Same things apply for armors aswell.
Well, there wont be 'too many' weapons in the game, i've planned preliminary stats for fighter weapons through to Tier 4, it's all carefully balanced.
But well look further into the weapon ranking thing and everything related down the track, if feasible and desirable.
8.Scrolls instead of ttpr spell/rings
Easy, just make a scroll for each map...like a ring, dont really like the ttpr spell.
We were thinking along similar lines
Krayon had some other more involved ideas in regard to tele'ing around too...
9.Pets
Here I have 2 tipe of pets, the 'fighting' pet or the 'bonus giver' pet.
There can either be a pet that helps you in fighting, or a pet that does nothing but giving you a bonus+10% hp/mp, +10% att damage, +1% critical rate) when he is summoned-cant attack or be attacked.
The pets should be able to level. For the 'fighting pet' leveling is done by fighting(duh)-as the pet levels his stats get higher; as for the bonus giver pet leveling is done by feeding him a number of times(eg..20 feeds=level 2, 40=level 3), feeding can only be done once a while(u cant feed ur pet 20 food at once) so there should be a time between feeding can be done(1 hour or so). As the 'bonus giver' pet levels, the bonuses he gives are higher.
Sounds pretty good, we'll re-visit the pets subject in he near future, need to focus on some other stuff for now.
Thanks for the ideas and input