Specialization.
Moderator: Developers
Specialization.
Sorry if I recently write many proposals but I have another:
Specialization, every char would have possibility to raise one crafting/combat/magic skill to 105, but only one.
In crafting some items would make only those who have specialization. In combat wear/wield items on 105 those who have specialization in skill. Specialization char would pick after reach level 100 in at least one crafting/combat/magic skill and could takes much time to raise to 105. This would be related with special quest. Same for every skill. The talents reader.
This would create unique characters.
Even if someone would become weaponmaker on level 105 he would not eliminate those who are on level 100 in blacksmithing because not every char would have weapon skill on 105.
Since we have many skills creating item on level 105 for other char would be very rare.
Specialization, every char would have possibility to raise one crafting/combat/magic skill to 105, but only one.
In crafting some items would make only those who have specialization. In combat wear/wield items on 105 those who have specialization in skill. Specialization char would pick after reach level 100 in at least one crafting/combat/magic skill and could takes much time to raise to 105. This would be related with special quest. Same for every skill. The talents reader.
This would create unique characters.
Even if someone would become weaponmaker on level 105 he would not eliminate those who are on level 100 in blacksmithing because not every char would have weapon skill on 105.
Since we have many skills creating item on level 105 for other char would be very rare.
Re: Specialization.
While I like the idea of some kind of specialization, I am not sure if this is best way. I have no strong objections against it (quite the contrary), but I think we should explore other possible options as well.
An other idea would be some kind of trait system. You get "trait" points (either with time or a fixed number upon creation) and can spend them. Maybe on +2% damage for fighting, higher chance for better quality when crafting etc.
An other idea would be some kind of trait system. You get "trait" points (either with time or a fixed number upon creation) and can spend them. Maybe on +2% damage for fighting, higher chance for better quality when crafting etc.
- Katharina Brightrim
- Cadomyr
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Re: Specialization.
To be honest specialization is a point I always wished to be implemented. We have a system in which all chars can be "master" in each crafting skill + master of all weapons and armours. My suggestion is similar, but a little different (maybe "easier"). Instead of raising the specialization-level reducing the other skills.
As an example:
Each Char can reach lvl 100 in let's say 5 skills. All other skills are maxed at lvl 90.
We won't need new items in this system and we won't have allrounders.
As an example:
Each Char can reach lvl 100 in let's say 5 skills. All other skills are maxed at lvl 90.
We won't need new items in this system and we won't have allrounders.
- Estralis Seborian
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Re: Specialization.
Some might know I like robust, simple, conservative and hence boring solutions . But in this case, please be creative. Illarion is a class free game and simply cutting/capping some skills is nothing anyone will really LIKE. A specialisation should have a benefit. We have boni for attributes on learning and it is well known that mental capacity is strained by each skill trained; so specialising is recommended. If you think we need more specialisation, how about you come up with something that is not bond to attributes and skills? I have no proposal of my own, but as a starting point, think about something that is not a punishment/drawback but something positive!
Re: Specialization.
as a side note:
* learning (maximizing) all skill does not mean to use them all
* my char has maxed all crafts (before the update) but he rarely used them --> he send most of the people (who like to have something) to OTHER masters of this craft
* and he worked on maximizing music skills too (and this skills are absolutly useless)
* learning (maximizing) all skill does not mean to use them all
* my char has maxed all crafts (before the update) but he rarely used them --> he send most of the people (who like to have something) to OTHER masters of this craft
* and he worked on maximizing music skills too (and this skills are absolutly useless)
Re: Specialization.
I don't know if I like the idea of being able to level skills past 100. I already find skilling exceedingly boring, and getting from 99 to 100 already takes long enough (or so I've been told). I hate to think how long getting from level 100 to 105 would take...
I know little to nothing about the crafting system, so I'm not even gonna go there...
However, in regards to the current fighting system: Currently there isn't much setting weapons or armor skills apart from one another aside from the rather bland (sorry Devs, but it is) rock paper scissors advantages that they have.
Here is what I personally would like to see:
Upon reaching level 100 in either slashing/puncture/concussion weapons the player could be able to select from one, or possibly a number (assuming they can be appropriately balanced) of different passive enhancements that hopefully add some diversity to end-game fighters. Here are some ideas off of the top of my heard:
Ambidexterity: You are able to wield a weapon of the selected type in either hand! Shields are for chumps. You take significantly more damage from melee attacks, but your damage output is doubled in the process.
Two-handed specialist: You have masted the deadly length of two handed weapons! All attacks with two handed weapons you use are able to reach one additional tile. Higher chance to knock foes backwards.
Shield master: You have mastered defending yourself with a shield. (maybe this could be available at level 100 parry) You take less damage from ranged attacks, and sometimes shield bash your foes backwards.
Racist: You really hate orcs! Or lizards! Or humans! Choose one, and you gain additional damage from critical hits against the selected race.
Sneak attack: You're very very sneaky, and good with your daggers. Deal additional damage to foes you attack from behind or foes that haven't yet targeted you in combat.
Witch hunter: You hate magic users, and they hate you. You take less damage from the attacks of magic users. You have a chance to reflect spells back towards their casters.
Macer: You have mastered the use of concussion weapons. You deal additional damage against medium armor(?) users, and have a higher chance to score critical hits.
Swordsman: You have mastered the use of slashing weapons. You deal additional damage against light armor(?) users, and have a higher chance to score critical hits.
Dagger master: You have mastered the use of puncture weapons. You deal additional damage against heavy armor(?) users, and have a higher chance to score critical hits.
That's all for now. I might think of more later.
I know little to nothing about the crafting system, so I'm not even gonna go there...
However, in regards to the current fighting system: Currently there isn't much setting weapons or armor skills apart from one another aside from the rather bland (sorry Devs, but it is) rock paper scissors advantages that they have.
Here is what I personally would like to see:
Upon reaching level 100 in either slashing/puncture/concussion weapons the player could be able to select from one, or possibly a number (assuming they can be appropriately balanced) of different passive enhancements that hopefully add some diversity to end-game fighters. Here are some ideas off of the top of my heard:
Ambidexterity: You are able to wield a weapon of the selected type in either hand! Shields are for chumps. You take significantly more damage from melee attacks, but your damage output is doubled in the process.
Two-handed specialist: You have masted the deadly length of two handed weapons! All attacks with two handed weapons you use are able to reach one additional tile. Higher chance to knock foes backwards.
Shield master: You have mastered defending yourself with a shield. (maybe this could be available at level 100 parry) You take less damage from ranged attacks, and sometimes shield bash your foes backwards.
Racist: You really hate orcs! Or lizards! Or humans! Choose one, and you gain additional damage from critical hits against the selected race.
Sneak attack: You're very very sneaky, and good with your daggers. Deal additional damage to foes you attack from behind or foes that haven't yet targeted you in combat.
Witch hunter: You hate magic users, and they hate you. You take less damage from the attacks of magic users. You have a chance to reflect spells back towards their casters.
Macer: You have mastered the use of concussion weapons. You deal additional damage against medium armor(?) users, and have a higher chance to score critical hits.
Swordsman: You have mastered the use of slashing weapons. You deal additional damage against light armor(?) users, and have a higher chance to score critical hits.
Dagger master: You have mastered the use of puncture weapons. You deal additional damage against heavy armor(?) users, and have a higher chance to score critical hits.
That's all for now. I might think of more later.
Re: Specialization.
Not only fighters exist, Morbius.
In example ->
And part of your proposals are just based on builts and currently exist.
One handed weapons need other built than two handed in example.
In example ->
Just put more points to Willpower...Witch hunter: You hate magic users, and they hate you. You take less damage from the attacks of magic users. You have a chance to reflect spells back towards their casters.
And part of your proposals are just based on builts and currently exist.
One handed weapons need other built than two handed in example.
I would see this so long as possible. Maybe even ~10 years. Let me explain. These five points would be for legendary chars. A profit for those who play this game by years and got maxed all main skills and have nothing to do. This is no necessary that everyone must be masters in every skills, so those who want to max specialisation would have to choose putting MC into it or starting new skill.I hate to think how long getting from level 100 to 105 would take...
Re: Specialization.
I am aware of that. I stated quite clearly that I am unfamiliar with the crafting system, so I am not sure I would have a very valid opinion regarding that.Not only fighters exist, Morbius.
Isn't that what you wanted to discuss? Ways to improve the current fighting system? I simply was offering some very very rough ideas. If you don't like them that's fine. They aren't meant to be perfect or final in any sense.And part of your proposals are just based on builts and currently exist.
Re: Specialization.
I would see in fighting rather specialisation in weapons, shields and armors. Without any strange effects like racism or other forcing to changing rp. Just bonus in percents in skill. Pure mechanics.
In topic of new fighting system: I have an idea of new bar for thirst. Char should drink to have energy to do special attacks. Like in other games to do special attack you would have to target enemy and press a button. Every attack would have cooldown and would use drinking bar's points. These moves/attacks char could learn from quests or other characters (like in magic system we had).
To be honest this idea doesn't change much in fighting. Just new items with perhaps same graphic but different stats. Three sets of armors, one bow, and for two weapons on every three skills (one and two handed). Maybe more (like axe or sword to choose, and dagger or spear, and bow or crossbow, and hammer or mace).Isn't that what you wanted to discuss? Ways to improve the current fighting system?
In topic of new fighting system: I have an idea of new bar for thirst. Char should drink to have energy to do special attacks. Like in other games to do special attack you would have to target enemy and press a button. Every attack would have cooldown and would use drinking bar's points. These moves/attacks char could learn from quests or other characters (like in magic system we had).
- Djironnyma
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