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Forum Index -> Druids RPG Go to Page: Previous  1, 2, 3, 4, 5, 6, 7, 8 Next 
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Gearguru



Joined: 11/06/2008 15:48:05
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Curious if these subclasses are slated for release on the DC server anytime soon..Have we got a green light from Dru and Shantara?
Nice work so far!
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
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No comment yet, but give them chance to settle in. I think they have done a great job so far
Gearguru



Joined: 11/06/2008 15:48:05
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Yes, certainly impressed with the changes and work you and they have done to implemement them..Its a somewhat thankless job, but dont think that those of us who play regularly arent grateful for all the effort and
time invested! THANKS!!
Btw I didnt see Denial anywhere in the skills for subclasses..did I miss
this?
GEARguru
ENGguru
BEETLEjuice
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
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Denial - my current thinking is 3 for normal AM, 2 for normal WM, none for any subclass.
Elite

Godlike
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Joined: 10/21/2007 13:24:50
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Also can you add here or somewhere how to use the subclasses and what they will be... for those of us who are confused on how the subclasses will work. And what will be included and what will be excluded but in one post so like that we dont have to be looking through pages to find one or two different changes.

Well when you get the green light from Dru and Shan of course

WM: 383 Elite_Guard(AI)
AM: 381 Elite_Junkie(AI)
MM: 382 Elite_Medic(AI)
EN: 384 Elite_Engine(AI)

My skin: Elite(AI)


Most rocket launcher kills: 459
Gearguru



Joined: 11/06/2008 15:48:05
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hmm no denial even for extreme AM? I guess its a bit confusing as to the
reason behind th extreme classes not being an extreme + version of
the existing model. I would think the advantage would be addditional abbilities for a given class based upon the role without exclusions /penaltys..just my opinion

Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
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Gearguru wrote:
hmm no denial even for extreme AM? I guess its a bit confusing as to the reason behind th extreme classes not being an extreme + version of the existing model. I would think the advantage would be addditional abbilities for a given class based upon the role without exclusions /penaltys..just my opinion 
Obviously the final say comes to Druid, but in my books if an extreme AM had everything an AM had, but had more as well, it would be too powerful, and hence unbalanced.
To me an extreme AM is more of a master of adrenaline, and so less a master of weapons. So it gets more powerful adrenaline skills, but less ability with weapons. And if it is less weapon focused, then denial doesn't seem appropriate.
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
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Szlat wrote:
....It would be a lot better if the server could validate the user configuration when the player starts, and either completely remove all abilities if the subclass has gone, or just limit any abilities that are now not available or only at a lower level..... 
Ok, done that. Server admins can easily change subclass configs now.
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
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Elite wrote:
Also can you add here or somewhere how to use the subclasses and what they will be... for those of us who are confused on how the subclasses will work.....Well when you get the green light from Dru and Shan of course 
No green light yet, but the red is off.

This may of course change before it gets released, but the current principle of subclasses is as follows
  • Each class has a number of subclasses available to it.
  • Each subclass has a set of abilities available to be bought. Some of these abilities will be brand new abilities, some modified versions of existing abilities, and for some subclasses just different combinations of existing abilities
  • The list of subclasses is not hard-coded. It is configured by the server admins - so every site will run different subclasses. And each site may change its subclasses over time.
  • Currently, as a certain class you have a defined list of abilities available to you. E.g. as an AM you can buy Adrenal Surge but not Vampire. If you buy a subclass, it will change what you can buy. If for example you are an AM that buys a AM/WM hybrid subclass, you will be able to buy only those abilities available to the AM/WM subclass - this may now include vampire, but perhaps doesn't include surge - depends on what is configured.
  • The full list of subclasses and what abilities are available to each one will be published once Druid and Shantara decide what it is (assuming the green light comes on)
  • The subclasses will be balanced. They will not be more powerful than the existing class configurations - just different. You will not get all of an existing class and more besides - that would be too powerful and hence unbalanced.
  • When you sell a subclass on the stats menu page, all of your existing abilities are sold, and you get credited back with the points. You can then buy a new subclass, and what you want from the new list of abilities.
  • You do not have to buy a subclass, just as you do not have to buy a class. However, at any one time, you cannot belong to more than one subclass.
  • The stats values are not affeected by subclasses. You cannot get those points back to respend. So if you are a WM and want to play a AM/WM hybrid subclass, if you put extra points into adrenaline, you cannot get them back
  • Thè-Hättêr

    Wicked Sick!
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    Joined: 06/09/2008 23:49:41
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    herm szlat, im not rushing things, but have you done all the programing in subclasses?

    just a final cent, why not releasing the melee class with the subclasses?

    "Only a few find the way, some don't recognise it when they do, some don't ever want to."

    Cheshire, The Cat


    Alice and the Hatter: Quotes: Alice in Wonderland
    Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
    The Hatter: Why should it? Does your watch tell you what year it is?
    Alice: Of course not, but that's because it stays the same year for such a long time together.
    The Hatter: …which is just the case with mine.


    HERE IS MY NEW SKIN ... please take time to download it
    MY SKIN--

    thanks road

    working on a new skill please support and advice would be great
    [MSN]
    Szlat

    Wicked Sick!

    Joined: 05/18/2005 18:32:41
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    Location: UK
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    Thè-Hättêr wrote:
    herm szlat, im not rushing things, but have you done all the programing in subclasses?  
    For the minute yes. Of course, if there are bugs they will need fixing. Last time Druid tried a partial load of it, it didn't work, so currently waiting for Druid to have another go and generate some log files so we can see what is happening.

    Thè-Hättêr wrote:
    just a final cent, why not releasing the melee class with the subclasses? 
    There is enough new code already pending for the next release. Also, I am not sure what the melee class actually is.
    Elite

    Godlike
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    Joined: 10/21/2007 13:24:50
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    Well I got this idea for subclasses and didn't know if I should start a new thread or to continue on this one...

    I was thinking for the weapon master: A subclass would be increased quickfoot and power jump but would take more damage meaning a decrease in damage reduction this would be a "assassin" or "stealth" type of subclass... its like the less armor you have the faster you can go. That is one for the WM, the other would be kind of the opposite: An increase in damage reduction but a decrease in quickfoot and power jump, this would fit the idea of a "tank" type of subclass

    This would make it so the WM would have a little more variety perhaps? two different types of specializations but you cannot be both of course.

    For the Engineers: I think 4 types of specializations could be in order. For example 1 engineer could specialize in sentinels making different types of them and perhaps more of them but is not able to make vehicles or turrets at all. The 2nd engineer could specialize in turrets making the turrets stronger and probably better turrets but then likewise it would not be able to make any sentinels or vehicles. The 3rd engineer could specialize in vehicles making them better, stronger, and more powerful vehicles. The 4th engineer could specialize in explosives like the exploding barrels... now to compensate in power with the other specializations of engineers, the explosives could be more powerful or have a wider radius (open to ideas). But these could be different subclasses, that is already 4, and besides it did not involve mixing up the classes because they might lose what really makes them special. Also perhaps all the 4 specializations of engineers could make blocks.

    For the medics: it would be a switch off between greater healing capabilities and the pets... I have not thought this one out too well. But the most logical choice would be specializations in healing meaning they get weaker pets but stronger healing abilities, and the other specialization in pets making them stronger smarter but cannot heal them, and if you can heal them it would be very minimal hardly worth healing them.
    And I am not saying a separation of the pets and the healer just a specialization

    And I haven't thought of anything for the Adrenaline masters class

    I am open to suggestion... but mainly approval

    WM: 383 Elite_Guard(AI)
    AM: 381 Elite_Junkie(AI)
    MM: 382 Elite_Medic(AI)
    EN: 384 Elite_Engine(AI)

    My skin: Elite(AI)


    Most rocket launcher kills: 459
    Thè-Hättêr

    Wicked Sick!
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    Joined: 06/09/2008 23:49:41
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    maybe a a team AM and a solo AM (like all those weird spheres for a team AM)

    i dont know im saying just random stuff!...
    i better close my mouth!! ciao

    "Only a few find the way, some don't recognise it when they do, some don't ever want to."

    Cheshire, The Cat


    Alice and the Hatter: Quotes: Alice in Wonderland
    Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
    The Hatter: Why should it? Does your watch tell you what year it is?
    Alice: Of course not, but that's because it stays the same year for such a long time together.
    The Hatter: …which is just the case with mine.


    HERE IS MY NEW SKIN ... please take time to download it
    MY SKIN--

    thanks road

    working on a new skill please support and advice would be great
    [MSN]
    Thè-Hättêr

    Wicked Sick!
    [Avatar]

    Joined: 06/09/2008 23:49:41
    Messages: 615
    Location: Mexico
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    if the "skeleton" for the stats menu is ready, does it means druid said yes to sublcasses?

    "Only a few find the way, some don't recognise it when they do, some don't ever want to."

    Cheshire, The Cat


    Alice and the Hatter: Quotes: Alice in Wonderland
    Alice: What a funny watch! It tells the day of the month, and it doesn't tell what o'clock it is!
    The Hatter: Why should it? Does your watch tell you what year it is?
    Alice: Of course not, but that's because it stays the same year for such a long time together.
    The Hatter: …which is just the case with mine.


    HERE IS MY NEW SKIN ... please take time to download it
    MY SKIN--

    thanks road

    working on a new skill please support and advice would be great
    [MSN]
    greg11

    Wicked Sick!

    Joined: 02/10/2008 20:00:40
    Messages: 526
    Location: Hood River, OR
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    Proficiency for WMs:
    A way to specialize with a particular weapon. Once a player gets enough kills with a certain weapon (Kind of like the flak monkey message,) they become more proficient with that weapon. Weapon speed and damage goes up slightly just for that weapon. It can also be added that all other weapons become less proficient.
     
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