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December 4, 2014 at 3:27 pm #6181The Enlightened OneMember
Hello oortians,
Here’s an idea about skills for combat, utility and all sorts of magic!
(it’s going to be a long detailed post. wich I’ll update.)
This is the first part. getting down the basic idea. in the next part there will be skills, buffs, debuffs and more!–No everyday skill tree
First of all I would not go for a standard skill tree. One of the most interesting trees that I have ever seen was in Silkroad online, you just choose the skill you want to level up for your build. Let me explain:–Mastery points
You gain mastery points as your character levels up (in sro) have a mastery cap for lets say 50, with this mastery cap you can level different masteries. Here are some examples of masteries
-Bow mastery
-sword(shield/dualwield) mastery
-marksmen mastery
-ice/fire/wind/earth/force(healing) mastery.
-…The higher the mastery level the more powerful / advanced the skills set is.
E.g. you have 30 bow mastery, 10 fire mastery, 10 wind mastery.
Then you bow skill will be more advanced (e.g. skill with 3 shots in rapid succesion become 4 shots in rapid succession with x% chance of knock back)
compared to you fire and wind mastery (basic fire damage imbue*, small agility buff). like this you can create different classes in each class so you cna deciside what you want to be.–Skill Points
Out side of mastery points that decide you clas, you have skill points.
Skill points are gained by gaining exp (per 100xp 1 SP**). These SP are used to gain acces to skills in the mastery tree. THey can also be used to make an other already leveled skill stronger. here are 2 examples;Example 1:
you have bow mastery 50
you leveled skill “double shot(Lv1)”
because of mastery level 50 you can reinforce this skill by 5
So with the SP you level up this skill.
Now it does more damage/ is faster/ gained and effect and it will be listed as
“doubleshot(Lv5)”Example 2:
You have bow mastery 20
You leveled skill “double shot (Lv1”)
because of mastery level 20 you can reinforce this skill by 2
So with the SP you level up this skill.
Now it does a bit damage/ is a bit faster/ gained an effect and it will be listed as
“doubleshot(Lv3)”Every skill has tiers based on the Mastery level.
Each tier has a level cap based on the mastery level.Example 1: mastery level 20 allows you to level the “double shot” skill
up to Lv3, and level the “triple shot” skill to Lv1Example 2: Mastery level 5 allows you to level the “double shot” skill up to Lv3
You can’t level up triple shot because you have a too low mastery level.Example 3: Master level 40 allows you to level “double shot” skill to max Lv 5
you can also max out “triple shot” level 4, and gain a new skill “quadruple shot” Lv 1–Utility skills
Utility skills are more straight foward. when you mine you automaticly level up the mining skill(mostly passive) like 5% faster mining.
They don’t need any skill points or masterypoints, they are just skills you level up by doing stuff. (stuff… great job explaining it …)
Stuff examples:
mining
cutting down trees (woodcutting)
melting
weaponsmith
armorsmith
leatherworker
tailor
tinkerer
alchemist
… and many many more.look at them as professions
after x amount of xp you can upgrade to a next tier by just simply pressing a button. if you upgrade to the next tier you will gain a small bonus passive (E.g. 5% faster mining)
Let’s say you have 5 tiers. You can only get 3 proffesions to the max tier 5
next you have 3 other proffesions to tier 4
5 other proffesions to tier 3
and all the rest is able to go up to tier 2.This could be a great idea because people will need each other to do thing that they cannot do that well. imagine a guild that pays another guild focussed on building x amount to build a nice home town or defensive infrastructure.
that would be a lively economy! you need defenses fast, we’ll build it faster but you have to pay the price. Not a great example but it’s an example none the less.The end is near!
If you managed to get this far, I salute and thank you.
I’ll reserve the next 3 comments to further ellaborate these ideas, and give them form as real skills, passives, buffs, conditions, masteries and so forth.
Part 1: the mastery tree, mastery tree passives
Part 2: The skills of each mastery, + (on block)effects
part 3: utility skills, tiers + passivesI thank you for reading The basic idea.
More detail in the next 3 parts– The Enlightened One
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*Imbue: a glow of force around your hand/tool/weapon (if fire then flames, if ice then blue frosty glow, ect.
**SP:Skill Points- This topic was modified 10 years ago by The Enlightened One. Reason: added explanation * for some words
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December 4, 2014 at 3:27 pm #6182The Enlightened OneMember
Welcome to part 1!
Yay never thought someone would be crazy enought to read all of this.
you da real MVP!Now back to business, since i’m writing this from behind my desk at work.
(note: following masteries are ideas, feel free to give feedback or add to it with your own. we have got alot of brainzies around for something!)Mastery time!
The mastery tree: you should view this as you class system. you can pick what any number,but don’t forget the cap.
There are 2 Main branches:
Weapon mastery
Force masteryEach of the masteries within that branch hava a unique set of skills and passives.
Without further delay, let’s move on to the Weapon masteries!Weapon mastery
In this section we’ll name the different weapon masteries and the mastery passives
Not the skills, if you want those you can skip and go to part 2.+Sword (with shield/ dual wield)
-focusses on sword and shield skills, buff to tankyness and resistances
Passive:(shield) increases % chance to block depending on mastery level
Passive:(dual wield) Increases evasion depending on mastery level+Bow
-Long range bow skills, buffs to precision, summons familiar(eagle,wolf)
Passive: increases range Depending on mastery level+greatsword /warhammer/ glaive
– focus 2hand aoe skills, buffs power, debuffs
passive: increased health depending on mastery level+dagger
-focusses on quick combos, stealth, debuffs
Passive: increases % crit chance depending on level+ crossbow
-medium range bow skills, sieging, debuffs
Passive: % armor pen depending on mastery level+Staff
-focusses on aoe and boosting the force mastery. buffs
Passive: reduced cooldowns on skills depending on mastery level.Feel free to add to this list, some of these are OP** and some UP*.
Force mastery
Force mastery is all about the magical side. So much that you can just use bare hands to buff or even deal damage.+Fire
-focusses on fire spells, magic def. buffs, and the fire imbue***
passive: +x damage depending on mastery level+Ice
– focusses on ice spells, physical def buffs, and the ice imbue***
passive: increased physical defence depending on mastery level+wind
-focusses on electric spells, movement buffs, and the lightning imbue***
passive: increased % evasion depending on mastery level.+Earth
– focusses on earth spells, damage reducing buffs, and the rock imbue***
Passive: % stability depending mastery level+Force
– focusses on healing spells, regenerations and resistance buffs, revives
passive: % increased healing depending on mastery levelthese are the general ideas of the mastery tree and with the passive and general focus on what mastery brings wich skill set.
The next part will take a while because it will be a monster of a post. (read harrypotter books times 20)(seriously)
Thanks for reading
If you want you can always leave ideas and constructive critisism below!
also if you see some mistakes please do grammar nazi me, english is not my native tongue ^^
____________________________________________*UP: Under Powered
**OP: Over Powered
***Imbue: force around the hand or weapon/tool that influences you basic attacks and skills- This reply was modified 10 years ago by The Enlightened One. Reason: editing
- This reply was modified 10 years ago by The Enlightened One. Reason: Adding content
- This reply was modified 10 years ago by The Enlightened One. Reason: edit #2
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December 4, 2014 at 3:28 pm #6183The Enlightened OneMember
You made it!
Hello, it seems you have survived the onslaught of part 1
Now i have thought about this for a very very long time andi’ll try to explain it as detailed as i can, without making it complicated.Before we jump in in all the madness i’m going to inform you of the tiers.
Each skill has a few different tiers based on the mastery level.
you can level up all skills up to a fixed point.
tier 1 skills up to 5
tier 2 skills up to 4
tier 3 skills up to 3
tier 4 skills up to 2
tier 5 skills up to 1the higher the tier the more badass it looks and the more powerfull it is.
With that being said let’s view the bible of all skills (sounded more funny in my head T.T )
Bow Mastery skills
strong Arrow series
+strong arrow(T1): channels for 2 seconds to to shoot a power full arrowleveling up this skill will Increase the damage
______________
+powerfull arrow (t2): channels for 2 seconds to shoot a power full arrow,
increased crit chance +10%Leveling up this skill will increase the damage, and increase the crit % by 1
______________
+Hurlers arrow (T3): channels for 2 seconds to shoot a long range powerfull
arrow
Increased crit chance +20% + 5% increased rangeLeveling up this skill will increase damage, crit % by 3, and range by 1%
_____________
+Devastating arrow (T4): Channels for 2 seconds to shoot a long range very
powerfull arrow.
Increased crit chance +40% + 10% rangeLeveling up this skill will increase damage, increase crit % by 5 and range by 3%
_____________
+Titan Arrow (T5): Channels for 2.5 seconds to shoot an arrow with the force of
a Titan.
Increased crit chance +65% + 20% range +5% chance to ignore
all resistances
__________________________________________________________________________________Fast arrow series
+Double shot(T1): Fires 2 arrows in rapid successionleveling up this skill will Increase the damage
______________
+Triple shot (t2): Shoots 3 arrows in rapid succession,
5% knockbackLeveling up this skill will increase the damage, and increase the knockback % by 1
______________
+quadra shot (T3): Shoots 4 arrows in rapid succession,
Increased knockback chance 15% + reduces armor by 1% per hitLeveling up this skill will increase damage, knockback % by 3, armor reduction by 1%
_____________
+Penta shot (T4): Shoots 5 arrows in rapid succession
Increased knockback chance +30% + reduces armor by 5% per hitLeveling up this skill will increase damage, increase Knockback % by 5 and armor reduction by 3%
_____________
+Septa shot (T5): Shoots 7 arrows in rapid succession.
Increased knockback chance +55% + reducing armor by 8% per hit range + if all arrows hit last arrow bonus damage +50%
__________________________________________________________________________________piercing Arrow series
+piercing shot(T1): Fires an arrow that pierces through the targetleveling up this skill will Increase the damage
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+Piercing cloud(t2): Fires an arrow that pierces through the target
ignores 5% armor, ignores half the amount on second hit.Leveling up this skill will increase the damage, and ignores % armor by 1
______________
+Piercing sky (T3): fires an arrow that pierces through the target and turning into shrapnel.
Ignores 15% armor, ignores half the amount on second hit, if first target is hit 2 shrapnel pieces will be created that can pierce up to 2 more targets.Leveling up this skill will increase damage, ignores % armor by 2%, increases second hit ignore % by 1
_____________
+Piercing Heaven (T4):Fires an arrow that pierces through the target and turning
into shrapnel
Ignores 30% armor, ignores half the amount on second hit, if first target is hit 3 shrapnel pieces will be created that can pierce up to 2 more targets.Leveling up this skill will increase damage, ignores % armor by 4%, increases second hit ignore % by 2
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+Piercing world (T5):Fires an arrow that pierces through the target and turning
into shrapnel
Ignores 45% armor, ignores half the amount on second hit, if first target is hit 5 shrapnel pieces will be created that can pierce up to 2 more targets.Leveling up this skill will increase damage, ignores % armor by 5%, increases second hit ignore % by 2.5
__________________________________________________________________________________exploding Arrow series
+Exploding shot(T1): Fires an arrow that explodes on contactleveling up this skill will Increase the damage
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+cluster shot(t2): fires an arrow that explodes on contact dealing aoe damage
aoe around the bomb increased by 5%Leveling up this skill will increase the damage, and Aoe range % by 1
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+blackpowder shot (T3): fires an arrow that explodes on contact dealing aoe damage
aoe around the bomb increased by 10%, 10% chance to blind nearby foes (3sec)Leveling up this skill will increase the damage, and Aoe range % by 3, and % blind chance by 2
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+demolishing shot (T4):fires an arrow that explodes on contact dealing aoe damage
aoe around the bomb increased by 25%, 20% chance to blind nearby foes (3sec), can shoot it on terrain to detonate afterwards(5s) 5% chance to destroy blocks 3×3 radiusLeveling up this skill will increase the damage, and Aoe range % by 5, and % blind chance by 3, + block destruction chance % by 5
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+Piercing world (T5):fires an arrow that explodes on contact dealing aoe damage
aoe around the bomb increased by 40%, 35% chance to blind nearby foes (3sec), can shoot it on terrain to detonate afterwards(5s) 15% chance to destroy blocks 5×5 radius, when bomb explodes there will be small explosions in the radius.__________________________________________________________________________________
focus series
+focus(T1): increases projectile speed, (wich improves accuracy)
5% projectile speed for 2,5 minleveling up this skill will Increase projectile speed % by 1 increases buff 10 seconds per level
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+improved focus(t2): furtherly increases projectile speed(buff), (wich improves accuracy)
15% projectile speed for 3.75 minleveling up this skill will Increase projectile speed % by 2 increases buff by 10 seconds per level
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+perfected focus (T3): furtherly increases projectile speed(buff), (wich improves accuracy)
30% projectile speed for 3.75 minleveling up this skill will Increase projectile speed % by 4 increases buff by 10 seconds per level
_____________
+enlightened focus(T4):furtherly increases projectile speed(buff), (wich improves accuracy)
50% projectile speed for 4.30 minleveling up this skill will Increase projectile speed % by 5 increases buff by 10 seconds per level
_____________
+astral focus(T5):furtherly increases projectile speed(buff), (wich improves accuracy)
65% projectile speed for 5 min_________________________________________________________________
familiar series
+White hawk(T1): summons a white hawk to aid you.
hawkeye marks enemies on the minimap withinin a 30 block radius 1 minleveling up this skill will Increase radius of hawkeye by 5 blocks, and prolongue the duration by 10 sec
______________
+black hawk(t2): summons a black hawk to aid you.
hawkeye marks enemies on the minimap withinin a 60 block radius 2 minleveling up this skill will Increase radius of hawkeye by 10 blocks, and prolongue the duration by 10 sec
______________
+thunder hawk (T3): summons a thunder hawk to aid you.
the thunder hawk will protect you from any projectiles for 5 secleveling up this skill will Increase the duration of the thunder hawk by 2 seconds
_____________
+fire hawk (T4):summons a fire hawk to aid you.
the fire hawk will protect you from any projectiles for 10 secleveling up this skill will Increase the duration of the thunder hawk by 2 second
_____________
+lucifer(small dragonlike creature)(T5):summons Lucifer to aid you.
lucifer will protect you from any projectiles by reflecting them to their original casters for 15 sec, If lucifer kill someone with a reflection he’ll grow bigger and stay 15 bonus seconds(max 3 times)
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sword mastery skills
knights strike series
+Knights strike (T1):
+Knights slash (T2):
+general strike (T3):
+General slash (T4):
+General Fury (T5):trouble strike series
+Double strike (T1):
+Triple strike (T2):
+quadra strike (T3):
+penta strike (T4):
+Dragon strike (T5):Ram strike series
+Ram strike (T1):
+bull strike (T2):
+Rhino strike (T3):
+Rusher strike (T4):
+titan strike (T5):Serpent strike series
+venom strike (T1):
+stone venom strike (T2):
+blood venom strike (T3):
+ancient venom strike (T4):
+creator venom strike (T5):Wind strike
+Wind strike (T1):
+Gust strike (T2):
+whirlwind strike (T3):
+Storm strike (T4):
+Hurricane strike (T5):star rush series
+star Rush (T1):
+Moon rush (T1):
+Sun rush (T1):
+Galaxy rush (T1):
+Universe rush (T1):greatsword mastery skills
strong Arrow series
strong Arrow series
strong Arrow series
strong Arrow series
strong Arrow series
strong Arrow series
strong Arrow series
strong Arrow serieswarhammer mastery skills
strong Arrow series
strong Arrow series
strong Arrow series
strong Arrow series
strong Arrow series
strong Arrow series
strong Arrow series
strong Arrow seriesglaive mastery skills
strong Arrow series
strong Arrow series
strong Arrow series
strong Arrow series
strong Arrow series
strong Arrow series
strong Arrow series
strong Arrow seriesdagger mastery skills
strong Arrow series
strong Arrow series
strong Arrow series
strong Arrow series
strong Arrow series
strong Arrow series
strong Arrow series
strong Arrow seriescrossbow mastery skills
strong Arrow series
strong Arrow series
strong Arrow series
strong Arrow series
strong Arrow series
strong Arrow series
strong Arrow series
strong Arrow seriesstaff mastery skills
smite series
field series
enhaced spell series
deflect seriesfire mastery skills
Fire imbue series
fire shield series
fire trap series
fire wisp series
blaze series
fire ball series
fire dome series
strong Arrow seriesice mastery skills
Ice Imbue series
snow shield series
Ice wall series
snow trap series
Ice shot series
ice dome serieswind mastery skills
Static imbue series
shock shout series
wind walk series
wind dash series
piercing force series
lightening strike seriesearth mastery skills
sand imbue series
sand shield series
sand shot series series
sand trap series
sand barrier
sand castle
sand ruptureforce mastery skills
self heal series
cleansing series series
group heal series
resurection series
enhancing series
therapy series- This reply was modified 10 years ago by The Enlightened One. Reason: SKills coming soon!
- This reply was modified 10 years ago by The Enlightened One. Reason: added the first skill of the bow mastery
- This reply was modified 10 years ago by The Enlightened One.
- This reply was modified 10 years ago by The Enlightened One. Reason: added second skill of bow mastery
- This reply was modified 10 years ago by The Enlightened One. Reason: Added third skill
- This reply was modified 10 years ago by The Enlightened One. Reason: correction of mistakes and spacing
- This reply was modified 10 years ago by The Enlightened One. Reason: added 2 more skills
- This reply was modified 10 years ago by The Enlightened One.
- This reply was modified 10 years ago by The Enlightened One. Reason: named alot of skills to make further progress easier
- This reply was modified 10 years ago by The Enlightened One. Reason: named some of the skills
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December 4, 2014 at 3:28 pm #6184The Enlightened OneMember
Still Alive?
Man you guys are really something, eating these walls of text for breakfast.
Anyway, part 2 needs alot of work so i’ll finish this chapter first.Let’s get on with it!
Utility skills general
Utility skills are skills learned by just doing all the stuff you do.
You mine to get the mining utility skills, you make things for crafting utility skill and so on and so forth.These utility skills are passives, passives that rewards players with small bonusses depending on the tier you are in ofcourse.
Tiers
Talking about tiers, there are 5 different tiers.
Each time you reach a certain tier you will be rewarded for it and be able to start your way up to the next tier.
There is a catch though:
All skills can reach tier 1 to 2
Only 5 skills can reach tier 3
Only 3 skills can reach tier 4
And 3 skills can reach tier 5This means that you’ll have to choose what you passive utility skills you want more. cool thing about this is that people will need each other because everyone is specialized in a different way.
Now Bob has a question for me: “But what if I want to change?”
Well bob, I’ll explain.
Each tier will keep leveling untill it reaches tier 5. so say instead of building you want mining as one of your tier 5 passives. you just demote building to rank 2 and promote mining to tier 5, this comes with a fee.The fee
The fee is necessary for some reasons:
-We don’t want people to just freely change, that makes the tier system unnecessary
-it would undermine the economy of the game (paying players for services because they can do it better / faster)
-It would be awesome if we could see some build focussed guild working for a trade focussed guild, to put down a mega structure and get payed for it. without tiers we won’t have these, with them we might have em.Now what kind of fees are we talking about?
Well I have a few ideas, and feel free to add your own.
+Currency or items(precious)
We could let them pay x amount to switch things up or give x amount of diamond to let them reset tiers.+Loss of exp:
let’s say each tier is 10000 xp, then by degrading from tier 5 to tier 2 would cost you 30000 exp to let you switch tiers(50000(t5)-20000(t2). this can be done in different ways.Example 1: building is tier 2, crafting is tier 5, To make building tier one(if building has 50000exp ready) you will lose 30000 exp out of 50000 from crafting, making it a tier 2, while building can be upgraded to tier 5
Example 2: Building is tier 2, crafting is tier 5, cooking is tier 4 and weapon smith tier 3. To make building tier 5 you have to lose 30000 exp, so you coulddrop weapon smith to tier 2 giving 10000 xp, drop cooking to tier 3 giving another 10000 xp and dropping crafting to tier 4 giving 10000 xp aswell. so what happens is 3 skills will drop one tier to make the trade.
HOWEVER there is a catch!
This might be good to keep the skill that’s being replaced in tier 5 i nanother high tier like 4 but all other skills that down grade will lose ALL xp from their current progress towards tier 5 to the tier they downgrade to.
Let me put it this way.You have all skills at 50000 xp
Skill A, B, C are tier 5
skill D, E, F are tier4
skill G, H, I, J, K are tier 3
skills L-Z are tier 2 or lower (nothing changes for this tier.)Now you want skill L to be tier 5
You need to give 30000xp to be able to make L tier 5
you lower skill A to tier 4 (50000-40000= 10000) 1 tier 10000
You lower skill D to tier 3 (50000-30000= 20000) another tier 10000
You lower skill G to tier 2(50000-20000=30000) another tier 10000this means that dropping in different tiers, while each tier is theoretically 10000 xp, will cost you alot more -> 60000 xp
Here’s how it looks now
Skill L*, B, C are tier 5
skill A*2, E, F are tier4
skill D*3, H, I, J, K are tier 3
skills G*4,M-Z are tier 2 or lower (nothing changes for this tier.)*: Skill L went to tier 1 and has gained 30000 xp
*2: SKill A dropped a tier and lost 10000XP
*3: Skill D dropped 2 tier and lost 20000Xp
*4: Skill G dropped 3 tier and lost 30000XpThis means that before they will be able to switch again, they will need to spend some time gaining the exp back they have lost. this implies that people cannot insta switch all the time.
+Talent point
Talent points are points when you level up a skill to a certain tier and then resetting. receiving 1 tallent point for every x amount of exp. 1 talent point equals 1 tier.let say it would take 15000 exp to gain 1 talent point, so resetting a tier 3 skill will give you 2 talent points. With those 2 you can climb 2 full tiers (basicly gaining 10000 exp per talent point)+A mixture
maybe a mix of all the ideas.Utility Skills!
That last part was hard to digest, so I’ll keep this one as simple as I can.
So let’s get started on utility skills.Mining!
Tier 1: The sound of excavation -> You mine 5% fasterTier 2: Waste less find more -> 10% chance of increased drops (depends on value)(10% on least value 1 % on most value)
Tier 3:Precision mines perfect -> Keeps the block the way you mined it.( coal ore block stays coal ore block instead of coal and cobble stone)
Tier 4: The sound of miners -> you mine 10 % faster
Tier 5: Waste nothing find everthing -> 20% chance of increased drops (depends on value- (20% on least value and 4% on most value)
woodcutting!
Tier 1: chop chop! -> 5% faster woodcuttingTier 2: I wood like that -> 5% chance on precious wood (hard wood, ancient wood, depends on rarity (5% not so rare, 0.5% rare)
Tier 3:Insert sapling here -> when tree is cut down, automaticly plant a sapling.
Tier 4: Chop chop chop! -> 10% faster woodcutting
Tier 5: I wood like it alot. -> 15% chance on precious wood (hard wood, ancient wood, depends on rarity (15% chance not so rare, 1,5% rare
Crafting
Tinkerer
Weaponsmith
armorsmith
leatherworker
tailor
carpenter
alchemist
Cooking
trader
Builder
fishing
hunting
farmer
Enchanter_________________________________ Still Work In progress
- This reply was modified 10 years ago by The Enlightened One. Reason: updated explanations and some ideas
- This reply was modified 10 years ago by The Enlightened One. Reason: Added some utility skills and names of future utility skills
- This reply was modified 10 years ago by The Enlightened One. Reason: Clarified some things, fixed uber mistakes due to malfunctioning brain
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December 4, 2014 at 3:46 pm #6188ThorbjornMember
Hey cool idea i am not sure this is how i would want the skills to be set up but it is a well set up system 🙂
Also: If you set coma between your tags they will become separate words 🙂
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December 4, 2014 at 3:52 pm #6189The Enlightened OneMember
LOL! thanks i’ll change that 😀
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December 4, 2014 at 9:11 pm #6214KumaMember
I said it in many posts and I will say it here again^^
I’m completely and absolutely against any form of level cap. There should be nothing, apart from hard, really hard (I mean really really hard) work, that prevents me from mastering every single skill, spell whatever in this game.
I’ve played so many MMOs and in almost every single one you had to choose a profession, a master skill, something which would lock the other branches of the skill/profession tree. Why? Why not make it really really hard to even master one skill? It might take a year or longer for the first player to master any skill at all. Would that be a problem? No. But it would be the solution. So everybody could skill whatever he/she likes without worrying about what they might miss because the other skill paths are locked. And there wouldn’t be thousands of players with every skill maxed out even years after release.And think about it. What an event that would be if someone after maybe 10 years or more (and I really believe we’ll play Oort that long and longer) has maxed out the last skill? It would be massive, fantastic and this person would be a legend forever. Maybe the Devs would give this person something special, nothing valuable just fancy. There will be tales told long after, from player to player. Maybe even Monuments. (Yea my fantasy is a bit overboarding^^)
TL:DR No lvl Cap, Bad lvl Cap
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December 4, 2014 at 9:35 pm #6215The Enlightened OneMember
Alright, fair enough!
keep an eye out for the skills then, i’ll try to get part 2 up tomorrow.
you can just ignore the level cap things then 😉greetz!
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December 5, 2014 at 6:35 pm #6240KumaMember
surprise me^^ the rest of your ideas doesn’t sound bad at all^^
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December 6, 2014 at 3:42 am #6254Patfor333Participant
I completely agree with Kuma.
I was about to say myself that I liked all of your ideas except I don’t like level cap and I really don’t like the idea of mastering only some professions. I like your post and I can see you put some work into it.
Usually I don’t play magic in games and just go 2h weaponry, but this seems cool, fun, and new to me. How could you implement this magic system in Oort and how could you select and cast spells?
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December 6, 2014 at 12:02 pm #6268The Enlightened OneMember
GOing to get started on the skills now, haven’t had alot of time but now I do,
nd for the skills system, i think the trditional wone can fit our needs…
But i have an experimental one aswell. You know the ping interface of league of legends. it’s kinda like that when you press a key a round inter face pops up and you can just drag you mouse to the skill, and let go so you would use that skill…
May be a bit tricky at first but from the moment you get the hang of it it’s quite fast… may put 8 skills there who knows.
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December 6, 2014 at 8:59 pm #6297Havok40kParticipant
Oooh this gives me some exciting ideas to share and see what yall think, but im at work and browsing from a phone. Ill edit this post with some thoughts tonight! Excellent ideas and possibilities here, possibly the best I’ve seen yet!
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December 6, 2014 at 10:11 pm #6299The Enlightened OneMember
Thanks still working on skill trees, leave alll of your ideas the more the better!
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December 7, 2014 at 6:09 am #6318GreyMember
So I had an idea why not just not have SP and just base mastery on training you could probably do away with levels altogether and possible just do titles
you could train a certain skill by fulfilling a certain amount of requirements
Perform crit on strong enemy 0/10
Successfully use skill 0/100
fail to use skill 0/1
???????? ????
and how well that skill is developed depends on what you have to do or how many times you have to do it and if higher up in the development like if a play favors that skill then some of the requirements can become unknown and you have to figure them out as you go and I’m sure after a while people who also like that skill will post what that unknown for that skill tier is on some sort of wiki. You also wouldn’t need to lock any skills or professions just leave it all open for the player to decide what they want to work on.
Think if fire mastery could also boost your resists would be cool to like if it was mastery over all aspects of that mastery so like offence and defence and possible even putting that into some type of crafting boost. just have items set as numbers so that your mastery could be like 300% resists to fire and that just boost the number of the items resists like gloves are +10 fire resists and your mastery gives you 300% so you end up with 30 or something like that :3
As for titles you could get rid of lvls and and there caps altogether and if you train certain skill groups then your title for that group goes up. Possibly even have some of the titles mix together so if one set is at a certain level and that other is at a different then the player would get a new title that would let people know how strong they were and kind of an idea of what skills they like to use. And the player could decide what title group they want to use or if they even want to use titles they could just leave them off. This could lower the amount of higher lvl players picking on and killing lower lvl players because at first glance it you wouldn’t have a sure way of knowing they were super weak or not. Of course if requirements on items were in Oort then you would have to some type of system for that but one example could be just do it off of player base stats like 25 dex or somthing like that.
Just some ideas forgot some too sure some will be bad and other parts good. Feel free to pick what you think is good out and maybe you could add it to your idea?????????
A skill tree could still be used I like all of your ideas by the way.
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December 7, 2014 at 10:06 am #6327The Enlightened OneMember
this could work i haven’t seen anything like that yet, butthey could know the level by titles, i they have had their own title, also there’s going to be a wikia (like for every game) and people are goign to put all titles in there so you can just look them up. titles are still a good idea but not (like i interpret it) to bind them to a skill set. but soley on “achievements in general”
The leveling of skills by performing the skil succes full for x amount times before gaining a level makes sense aswell. you only get better after you have practised so i really like that idea.
I’ll make a section in part 3 with player suggestions but i really need to finish all the rest first.
Thanks!
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December 8, 2014 at 3:58 am #6360TrollacoasterParticipant
This seems great and the effort put into it is also amazing. But I think you slaughtered the skills by making way to much “magic” related skills such as “Earth”. I think the level cap is great because having a player focus on every skill is horrible. A player should increase his or her skills to focus on one type such as being an archer. The player should be able to reset these skill points for a large fee.
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December 8, 2014 at 11:04 pm #6432GreyMember
Well having it open and having it to were you training it (of course making training much harder as you go on) would not mean you would be a jack of all trades for some players the training in areas that they don’t want would probably be a turn off. Having it open would merely allow players to dabble in all skills.
For example say someone doesn’t like magic and is a tank well having to train magic when you don’t have a use for it and you don’t like it why would you waste you time on it specially when the requirements get harder and more challenging as you go.
On the other hand say you’re a tank and you what better critical or for them to happen more often and say that dex helps with then then you could dabble in skills that have dex to fix that issue. A real life example would be like if you were a boxer and they wanted to try archery as like a hobby then they could it doesn’t mean they’re going to a pro at it or give up boxing. Also if they were many skills in oort then it would make players work towards what they want to making unique classes and you could make some type of main cap point if you must have that just have a way to keep going after but you only get like a 5% or a 2.5% boost on that skill and if you had to have it or you were bored then you could get that boost nut that would involve crazy training that would take hours of training or even time trying to figure what the unknown tasks were seeing as you could be one of the highest levels for that skill. I think having some type of formula would be nice to have that depends on what the next boost is after the main cap.
Say a player chooses to be an archer but wants to try being a tank they would not have to reset their skills to get there SP back nor would they have to make a new character to have a tank.
If done correctly then it could take away the whole issue with one race being better than the other allowing a character to overcome the begin boost of that race just by training.
and it would be up to the player to choose what to focus on. having all the skills wouldn’t matter if it took work and time which it takes work and time just to lvl now so do you want to focus on what you like best or waste that time on stuff you don’t even have a purpose for.
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December 8, 2014 at 11:10 pm #6433TrollacoasterParticipant
The problem with this system is it’s going to be hard to be in a game such as this. I don’t think a system such as this should be added at all. It’s way too complicated. This game should have concepts that differentiate it from other games but this can’t be too complicated. Skills should be added but not so complicated ones. Skills like herbalism, mining, grappling, and such should be focused on.
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December 9, 2014 at 3:01 am #6452GreyMember
There’s games with much more complicated systems then even this and I don’t think its too bad id say let the devs see and if they can do it and make it look good why not.
If it works and its great its just something to help with gaming progression. and the devs seem to have worked on other good games so I don’t think there complete amateurs I wouldn’t sell them short just yet at least see what they can do as time goes by.
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December 9, 2014 at 3:41 am #6456GreyMember
Also they will or could have skill funding set like Skill I, Skills II, Estrada, Estrada
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December 9, 2014 at 9:00 am #6465The Enlightened OneMember
It may seem very complicated, but once you understand the beauty of it things become fun and easy. you can experiment with alot of builds, lets say a swift ranger class with arrows that slow.
you just get into bow mastery, add the movementspeed buff from the wind mastery and the ice imbue of the ice mastery.
there are limitless possibilities. but i do understand your point too. this seems like alot …
Thanks for you feedback!
- This reply was modified 10 years ago by The Enlightened One. Reason: baeuty is not a word it's an atrocity :D
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December 9, 2014 at 9:12 am #6470The Enlightened OneMember
hmmm yeah it seems that way.
maybe we can change that, ofcourse there’s alot of magic, but maytbe we can balance things out.Let’s say we can put strength points and int points on armor pieces.
the more str points you have the more damage you’l ldo with the weapon mastery trees and less with the force mastery trees (while still retaining the effects)More int points means more Force mastery damage and less damage with the weapon mastery trees.
hmmmm damn you now i have to rethink everything
Thanks for the feed back!
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December 9, 2014 at 5:21 pm #6514
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December 8, 2014 at 2:47 pm #6376NakaMember
Hello community
Not sure if I’m using the most appropriate thread, nor am I sure if I’m hysterical over nothing, BUT:
As far as I could tell, Oort is going to be about exploring, gathering, crafting and building. The MMO aspect is about connecting and sharing player creations and having lots of trading happen. The collaborative and interconnected player driven creation-process in a beautiful world is the “selling point” that drew me in and I hope it is what interested other players as well.
Combat is an important part of the equation as well, but I’m not at all keen on typical MMO style level-grinding. By having 50 or 80 or 100 levels to tediously grind through while collecting 13 ostrich anuses or whatever and having to have level-appropriate gear that maxes out my dps may lead to a very uncompelling experience. Because you would then need level-appropriate zones and monsters and lvl 124 players will have 91k hp while lvl 1 players will have 4hp, etc etc… This means the game is frustrating before max level, which becomes a chore to get to.
Would it not make sense to keep the rpg elements toned down? For example: fewer levels (if any), smaller power discrepancy between high and low level characters, abilites and power tied to race abilities and crafted items (that are NOT level dependent), etc.
In summary:
I would rather play a beautiful minecraft-clone with mmo elements than another beautiful wow-clone with building elements.Of course, just an opinion of one guy. Any are free to prefer something different. Apologies if I completely missed the point…
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December 8, 2014 at 3:04 pm #6380SilkMember
“while collecting 13 ostrich anuses”
Ah, the Ostrich-Anus Pie quest from WoW, classic. 🙂
I definitely wouldn’t want to see Oort become a wow clone, or mc clone, but there are things that both do amazingly that we could surely take inspiration from.
Accessibility from Minecraft, Social structures from WoW, are two things that stand out.Anyways, great post Naka!
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December 8, 2014 at 11:24 pm #6434GreyMember
Having multiple good points to a game is fantastic and the players will be facing titans and fighting all kinds of enemies based on what the devs have already say. on top of that players will want to dual as well as have PVP matches so I do think it would be good for oort to have a good combat set up while trading and building and all that is great and I think it is equally important, but having all the bases covered will just add to oort making it better than everything else
As for it being a clone you can take stuff from other games and tweak and add to it that doesn’t make it a clone all games started as something and other people too those ideas and changed them and added to them to make something new that’s a part of coming up with and making something better
So why not use what we love from other games and make them into oort own thing and oort is already too different from wow for it to be a wow clone with everything you can do in oort. So taking little things and tweaking them probably wouldn’t hurt it in that sense and if the other parts like social and all that would pull it away from mine craft. Coming up with something new that works will only help oort and future games be even better.
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December 8, 2014 at 3:08 pm #6382TrollacoasterParticipant
Completely agree. But this game needs something to differentiate it from other games.
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December 9, 2014 at 8:55 am #6464The Enlightened OneMember
Hmmmm you have an interesting and valid point.
We could make it so that you don’t need to level up.
But just be rewarded by doing things that you love to do. -
December 9, 2014 at 9:01 am #6466NakaMember
Yes “oh enlightened one”! That sounds infinitely more fun and intuitive!
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December 9, 2014 at 9:05 am #6468The Enlightened OneMember
Why don’t we just drop the levels.
Like in minecraft no levels that influence how strong you are.
This game should be fun and easy to hop on to and just enjoy yourself.
I absolutely DO NOT wnat it to be a grind fest.That’s why i have been thinking about a way to gain exp – sp for everything you do.
You’re a builder well get exp for building wich can be exchanged for skill points.
you love to mine, battle monsters, or just trade things with people, same thing reaward the player. it’s much more satisfying to be rewarded for the things you love to do.THank you for the feedback!
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December 9, 2014 at 9:37 am #6471NakaMember
Gosh this tangent is exciting
“sometimes less is more…”
Combat can be fun and multifaceted without a laborious level up system – in fact it will probably be easier to keep the game balanced and fun for old and new players playing in the same areas. You won’t need mobs for lvl 1 to 80 and contrived mechanisms for keeping the areas playable for everyone. No lvl 79 hamsters being stronger than lvl 3 robo-bears and no clicking 20000 times to kill a dingo 3 levels higher than you…
I love the idea of being rewarded with skills (or perks/feats/abilites) as you engage in activities you enjoy. Maybe skills can lean towards adding flavor and utility over raw power, reducing the need to min-max as a “berzerker” to be relevant.
Or if these skills are tied to gear, players are able to change what they are good at on the fly while promoting the crafting of lots of items and collecting lots of materials for the recipes. And because you can only wear a set amount of gear pieces at a time this imposes a natural and tangible power cap.
If the parity between high and low level is fairly small we can all play together in the same areas, fight the same monsters and engage with the same content. If combat is straight foreward and intuitive (and doesn’t rely on creating macros for skill rotations) it is more accessible to everyone.
…
Bran-fart completed
P.s. If we really need to have experience maybe it can be a crafting component?
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December 9, 2014 at 12:27 pm #6474ThorbjornMember
I really like the idea of abilities tied to peoples gear, but this would give people who likes to craft a huge advantage over people who likes to fight.
The crafters would be able to improve what they do while the fighters would need to buy new weapons from the crafters to acquirer new abilities.
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December 9, 2014 at 12:55 pm #6476NakaMember
Well… Lemme think…
If the standard mmo model is used (hopefully it won’t imo) where players have to specialize in what they do, then, presumably crafters will need to acquire materials, and perhaps many of the materials come from mobs or farms or mines. So miners and fighters will buy gear from crafters who will buy materials from farmers, fighters and miners. It’s an economy that results in everyone having to buy something. Additionaly, to afford this shopping everyone will need to produce or acquire something to earn gold. If the game ends up requiring even further specialization so that all players aren’t able to craft all gear, then even crafters will have to buy some gear.
If a more minecraftian system is used (which would be my preference), players who like to fight are still able to craft their items, but can spend gold on gear if they don’t enjoy resource gathering and crafting. If everyone can gather anything and craft anything they can chose to put in the time to build their gear from scratch or give other players gold in exchange for gathered materials or finished items.
So we CAN have our cake AND eat it 🙂
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December 9, 2014 at 2:22 pm #6490ThorbjornMember
The thing is if we use @Kuma idea (check the link a few posts below) we would all be able to do the basics but people who wants really advanced top of the line weaponry would need to go to a prof crafter.
Crafter would stop being a serious profession if everyone could just make what they want. The trade of tools and materials would basically stop if everyone could do everything easily. I never find myself in a situation in mincraft where i really need to buy something from anyone else, maybe exempt silk tough enchanted tools but that is more because i never ever get that one.
(Me and my little brother can in 2-3 hours reach the enderdragon the enderdragon beat it and complete a temple with a diamond pedestal, without help. For me the minecarft economical system is not well made for a multiplayer world where people are supposed to trade)Also i don’t really understand the problem with everyone buying from everyone? Isn’t that the point of a player driven economy.
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December 9, 2014 at 2:51 pm #6495TrollacoasterParticipant
I don’t understand how this is gives an advantage to crafters. It’s not like fighters aren’t allowed to craft.
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December 9, 2014 at 3:08 pm #6497ThorbjornMember
The reason i thought (Yes in past tense) the crafters would have an advantage was that if you bound fighting skills and such to weapons the you would need to be a crafter to get better at fighting (Ability wise). Then i discovered that he meant that no-one should have abilities or skill exempt the ones in their tools.
Now i just think it will destroy the crafter as a profession who would want to pay someone to craft his weapons if he could just do it himself? That would be a srious hit to the economy.
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December 8, 2014 at 3:01 pm #6378TrollacoasterParticipant
This “Naka” fellow has a huge valid point.
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December 8, 2014 at 3:25 pm #6387PharoahParticipant
I never understood the need of players to be able to master all skills. No single human is a master of all trades, their jacks of all trades at best.
Like the old expression, Jack of all trades, Master of none.
For a community based game, it would remove the community aspect if everyone can do everything themselves. Furthermore, it would remove anything trade, as everyone can get/do everything on their own.
I think a “Master All Skills” system is the worst. It’s a system that divides communities more than brings them together.
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December 8, 2014 at 3:40 pm #6394ThorbjornMember
To no repeat that discussion:
http://oortonline.com/forums/topic/crafting-pick-one/Also this is somewhat related:
http://oortonline.com/forums/topic/tools-and-weapons/ -
December 8, 2014 at 3:42 pm #6395KumaMember
There won’t be a “Master of all” skills for a long time if it is implemented as I suggested. And if a human had the time it would take he could be a Master of everything. Unfortunately, we die before we can accomplish something like that in RL. But this is Oort and if someone is willing to level for 10+ years to max every skill then he should be able to do that. While every casual player will be “Master of one” skill at most.
And if this didn’t convince you then how about that, to level something to the max you’ll need a community to enjoy it unless you like to be alone and then you didn’t want the community aspect anyway.
Edit: thanks Thorbjorn^^ you’re kind of the link fairy xD
- This reply was modified 10 years ago by Kuma.
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December 8, 2014 at 3:45 pm #6398ThorbjornMember
Woo i am a pretty pretty fairy 🙂 Said the guy with the Richard avatar
(it isn’t hard though the forums search mechanics are quite easy to use)
Also i really liked you idea and as that was what came out of the half a month long discussion it would be sad if we needed to do it once more.
- This reply was modified 10 years ago by Thorbjorn.
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December 8, 2014 at 4:00 pm #6401
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December 8, 2014 at 3:37 pm #6392Clayton_EstesParticipant
This is a good idea, I think it might be easier for a leveling system built mainly on successful hits, or if it was for mining or farming, it’d be based on the number of blocks tilled or destroyed (farming should also give EXP. for crops grown by the player and harvested). Different levels could have certain skills that are unlocked once you reach that level.
I believe the Indie game “Total Miner: Forge” has something quite like this.
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December 8, 2014 at 3:39 pm #6393TrollacoasterParticipant
This is a smarter choice.
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December 9, 2014 at 9:55 pm #6533GreyMember
Honestly don’t like the idea of a SP system that i can only get a certain amount of SP it makes me feel restricted iv played games with open systems that you can always get more SP adding to your total and even after 8 years of playing was never able to master all the skills and if a training system in were u have to fulfill requirements that give you exp and go up as you train then i would be fine with it and it would take much longer for someone to master all traits. also if the devs of Oort add updates to the game after the release then you could always have new skills making this much much more unlikely to achieve Example Skill set XII could be a release of ninja like skills. A SP system would be great for perks but not to restricted the players growth.
Also I think some type of leaking system and what I mean is say you making a 2 handed war hammer and that hammer has a wooden handle well you woodworking is godly so have a leak of boosted durability on it and your fire mastery and blunt mastery are not bad either so you get fire dmg and extra physical dmg added. This will add for players that making their characters items special in there own way and you would be able to hunt down what ever item you want based on what you like. Another thing which would be cool is like if you had the crafters name on the bottom of the item info as well as maybe under that a paragraph of what leaked that way the crafter would get credit.
Example : warhammer
so so damage
blah stat
blah
blahforged by (players username here)
leaks:
woodworking: +3 durability
Blunt mastery: +13 dmg
ice mastery: +25 ice dmg and 20% chance to freeze enemyAnother thing is i like the idea of if maybe there was a main Cap however you could still improve mastery after that like for mining you could have requirements were you have to mine 1000s of blocks and rare blocks to get like a 5% boost in mining speed something to help with getting mats while for the crafters they get boosts in whatever they are doing for the kill like more dmg or higher armor rating that way if they are dedicated to that skill even after the main cap they can still work on mastering that profession or working on other skills to make these items special/stand out and all that.
I am against the idea of having the gap between lower levels and higher levels to be small and also having them train and play in the same worlds. With the gap of power small that would mean that a solid cap would have to be set as well as having that cap no higher then like lvl 10 or 15 which would make any type of skill system have major limitations. As for having low players with higher players would make it annoying for the better or longer term players and the higher players tend to be mean and rude to lower players if they had neutral areas fine that’s ok. but it would be a nice reward to work hard and got to harder worlds and have the stories and challenges get better and more interesting as you go. while the new lower players can relax and have fun experiencing Oort with their fellow peers that are around the same level not have to worry about sucking or getting blamed that they are not good enough by more experienced players that have grown and played longer. For thous higher lvls like my self can go dress like a lower character and blend in and help them.
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