Author Topic: Skill Tree System  (Read 63098 times)

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Offline Prometheus

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Re: Skill Tree System
« Reply #30 on: May 08, 2009, 03:28:44 am »
And remember these changes will be beta tested so people can have a more direct input into the skill trees.

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Offline Tocharaeh

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Re: Skill Tree System
« Reply #31 on: May 08, 2009, 03:52:42 am »
Yep yep, beta testing- the most important step one can ever take when implementing such a large change.
-Tocharaeh D'Araesth
The Dirty Ol'' Drow that time left behind in fear of obliteration!

Offline Estidn

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Re: Skill Tree System
« Reply #32 on: May 26, 2009, 01:50:37 pm »
So what will happen with GM's once these changes are implemented.

Offline Tocharaeh

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Re: Skill Tree System
« Reply #33 on: June 08, 2009, 07:03:40 pm »
so what is the latest on the skill tree system?
-Tocharaeh D'Araesth
The Dirty Ol'' Drow that time left behind in fear of obliteration!

Offline Tocharaeh

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Re: Skill Tree System
« Reply #34 on: June 15, 2009, 10:34:02 pm »
So thanks to a certain someone who doesn't want to actually BE a team player here. We have lost THE coder behind this potentially epic system. Thanks to one, 4D has officially lost.

It would seem the potential skill tree is now on hold until either a miracle happens, or we forget about this.

Moral of the story: If you don't play as a team, everyone gets hurt in the long run.
-Tocharaeh D'Araesth
The Dirty Ol'' Drow that time left behind in fear of obliteration!

Offline Prometheus

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Re: Skill Tree System
« Reply #35 on: June 16, 2009, 12:31:12 am »
Yep skill trees are dead since the coder who was doing them aren't anymore. I'm locking this thread since there is no point in keeping it as an open thread.

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Offline Molly

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Re: Skill Tree System
« Reply #36 on: June 16, 2009, 01:44:13 am »
One last thing though: Please don't speak about things - neither openly nor covertly - when you don't know the entire story behind.

Malicious rumours never helped a situation.

Offline Prometheus

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Re: Skill Tree System
« Reply #37 on: July 12, 2009, 02:35:34 pm »
Opening this back up since skill trees are back as an work in progress.

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Offline Tocharaeh

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Re: Skill Tree System
« Reply #38 on: July 13, 2009, 04:48:52 pm »
w00t
-Tocharaeh D'Araesth
The Dirty Ol'' Drow that time left behind in fear of obliteration!

Offline Estidn

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Re: Skill Tree System
« Reply #39 on: July 14, 2009, 06:04:10 pm »
Well then once again, I'll ask the question about what is happening to our GM's

Offline Tocharaeh

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Re: Skill Tree System
« Reply #40 on: July 16, 2009, 09:29:22 pm »
I've a few suggestions for the skill tree system/4d in general.

We have a very basic bare bones maladdictions/curative magic system and it would behoove us to expand upon them, and make them more worthwhle.

Maladictions(malady) for anyone who does not know is a system of spells designed to hurt players on a constant basis:
Blind (broken)
Weaken (meh)
Curse (stupidly high tier)
Confuse (useless)
Corrupt Armor (meh, could be better)

Curative consists of spells that are beneficial to players:
Cure light/critical
Antidote 1/2/3
Cure Blind (useless cause blind doens't work)
Remove Curse

This is what I am suggesting for the malady/curative spell systems:

Firstly, there should be an exact opposite to all malady spells so as to remove adverse effects when in combat. Second, they should be castable DURING combat (both malady and curative). There is absolutely no reason why either of tehse packages cannot be cast during combat. It is combat, and if we can heal in combat, we can cure. If we can fireball you ass, we can also inflict malady.

This creates a more strategic player vs. mob/pk atmosphere. I also think taht basic malady/curative should be available to all players. At least melee should have something akin to first aid, and so on.

Finally, here are some spell additions I recommend:

Cancel: Self and opponent/friend. Cancels all affects except for poison (non-magical) and curse.
Plague: Acts like poison, and can be spread.
Dirtkick: nonmagical blind skill for melee/rogue. Can be made unblind is player types RUB EYES

those are my professional suggestions.

Also, we need to have it coded in where you cannot be overloaded with eq unwillingly. There is no reason why someone should be able to give you a ton of crap that you would not carry willingly. This should get fixed.

Tocharaeh
-Tocharaeh D'Araesth
The Dirty Ol'' Drow that time left behind in fear of obliteration!

Offline Estidn

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Re: Skill Tree System
« Reply #41 on: July 23, 2009, 12:52:55 am »
I'll assume that the lack of response to my questing is a lack of planning and in the end GM's will end up brushed off or merely compensated with tokens?

Offline Molly

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Re: Skill Tree System
« Reply #42 on: July 25, 2009, 03:04:42 am »
Well, personally I think that GMs should get some kind of bonus, after having gone through all the classes.
Exactly what it will be cannot be determined until the entire system is finished and balanced though. Which may take quite some time, so you will have to be a bit patient.

But yeah, if it were up to me, GM should still be something significative. Although pursuing one single class out into it furthest twig should also mean something.
So in the end, maybe it will be a question about the Generalist versus the Specialist - both powerful fighters, but with different strategies for battle.

And I think you should have to make a choice. You cannot be both a generalist and a specialist. And you should only be able to top the skills in one class at the time. It should be possible to change to another end class, but then you'd lose the top skills of the earlier one.

I'd also like to take this opportunity to support Toch when it comes to thief skills.
Strangle, throttle and garotte should be fixed ASAP to work as intended. It takes quite an elaborate quest to learn throttle and garotte, which are thief skills exclusively, so they should be good.

And what happened to poison weapon? That is supposed to be a good thief skill too.
Historically, the entire Fenizia zone was built around poisons, antidotes, the poison weapon skill and the bravos. It has always been one of our most prestigious zones, and I'd like to see it keep its importance.

I'd actually like similar class-specific top skills tied to a special zone for all the classes. In this the coders and builders should work closely together. If the coders design the top skills for each class, the builders will provide the environment and quests to learn and train them.

And I'd still like vampirism and possibly lycantropy to be an affliction that isn't tied to a certain class. Both should have powerful advantages, but also equally strong disadvantages. Subskills like FuryAttack, NightRegen and DrainBlood should be vampire skills with an epic quest tied to the vampire zones Dun-Shivaar and Mirkwood, offering a choice to become a Vampire or a Vampire Hunter.

And some day we'll need to sit out together and sort through the entire subskill system.
Which are better off as real skills?
Which do we not need at all?
And what other subskills would we need?

As it is, the entire subskill list seems a total mess to me.
Some - like the Craft skills - are way too detailed, since they will probably all be scriptrun anyhow.
There are even some that seem double - like for instance brew and brewer - and in addidion there is the ordinary Brew skill.
I am going to set up a new thread about this, so that we can discuss what should be done about them.

Offline Prometheus

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Re: Skill Tree System
« Reply #43 on: July 26, 2009, 03:39:36 pm »
From Molly's Post:
I'd also like to take this opportunity to support Toch when it comes to thief skills.
Strangle, throttle and garotte should be fixed ASAP to work as intended. It takes quite an elaborate quest to learn throttle and garotte, which are thief skills exclusively, so they should be good.

I know people have been complaining about these but I and the other coders need more details. If need be you can note me with what exactly going on and please keep it short. Then I can email our coder list and go from there.

Prometheus

Offline Tocharaeh

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Re: Skill Tree System
« Reply #44 on: August 27, 2009, 12:44:10 am »
Anyone know what the latest is on the home front? How are we coming along?
-Tocharaeh D'Araesth
The Dirty Ol'' Drow that time left behind in fear of obliteration!