[Crossfire-wiki] [Crossfire DokuWiki] page changed: user:saru:balance
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Sun Sep 14 04:18:26 CDT 2014
A page in your DokuWiki was added or changed. Here are the details:
Date : 2014/09/14 04:18
User : saru
Edit Summary:
@@ -131,9 +131,9 @@
===race===
as per [[user:mwedel:characters]].
===class===
- Class really represents the skills that a character would be likely to be proficient at. The current skill system does not lend itself to specialisation, there I suggest moving to [[user:mwedel:characters#new system|mwedel's advancement approach]].
+ Class really represents the skills that a character would be likely to be proficient at. The current skill system does not lend itself to specialisation, there I suggest moving to [[user:mwedel:characters#new system|mwedel's advancement approach]].
Each class should be associated with a primary attribute that has an affinity with their specialisation:
{{user:saru:class_attribute_affinity.png|}}
@@ -146,11 +146,36 @@
|Power | Ability to outwit an opponent | No personality is able to resist their views | Summoner/Demonlogy |
|Intelligence | Ability to think creatively | No puzzle or spell is too complicated to master | Wizard/Sorceror |
|Wisdom | Ability to use knowledge | The wise need little help, they've seen it before | Priest/Cleric |
|Memory | Ability to retain knowledge | These characters are firm in belief and let that empower their actions | Paladin |
+
+ ===class selection===
+ Forcing a player to choose their class before they have played the game is inherently challenging. How does a new player know they want to be a paladin when they haven't had a go at one yet? of course they can pick and play, but when to make the decision a character is not for them? Even the rolling of stats is a turn off for new players who have no idea what stats they should be aiming for. It has been proposed in the past that players should instead choose their class after they have started playing. I would therefore propose a new approach to character creation as
+
+ - A new player is first presented with the race selection and is welcomed wi their race based on aesthetic. All classes can be mastered by all races, therefore, primary attribute maximums are NOT affected by race (**GASP**). Instead other statistics can be played with like speed and resistance.
+ - The new character now selects a name
+ - the character is shown how to use the client and what commands are available. This should probably be a cheat sheet that can easily be brought up throughout the game.
+ - the character is shown food and how to use it.
+ - The character is walked through the newbie map and given the opportunity to learn the controls and how to interact with the world in a basic sense
+ - The character learns about shopping and items
+ - the character learns about sleeping
+ - the character learns about questing
+ - the character is given 8 quests, each focused around a primary attribute
+ - Str - The character must lift a heavy rock and uncover a lost axe. With this axe he will carve his way through a room of opponents and return the axe.
+ - Con - The character must survive an attack from a wyvern by finding a piece of heavy armour that protects from fire and attack
+ - Dex - The character must shoot a fast moving target and beat an opponent in a street battle unarmed
+ - Cha - The character must go in to the tavern and find a target, they lull them into a false sense of security and pick their pockets. They get knife which they then use to sneak in and assassinate a political target.
+ - Pow - The character must summon a small demon and let it show them a secret door. The demon and player fight a stronger opponent.
+ - Int - The character learns how to use a wand to channel fireballs which they promptly use to clear a room full of opponents
+ - Wis - The character adopts a god (limit to 2 options?), they use their gods power to clear a room of undead
+ - Mem - The character must remember a sequence to get through to an armoury which has a holy shield and mace relic. They use this to defeat an ancient evil before rightfully returning the weapons to a church.
+ - The character is now summoned to guilds meeting where advocates of each class implore the candidate to join their numbers.
+ - the player selects their class and enters the bad old world. They are now a level 4 of their chosen class and must focus on the skills granted by their guild (rangers vs thieves)/order (each god)/school (elemental, summoners etc).
+ * there is obviously a lot of expansion that can be made to each class.
+
===skills===
- Skills need to be simplified into much tidy categories. I suggest following mwedel's approach here: [[user:mwedel:skills#Specific Skill Ideas]].
+ To support a more class oriented approach, the skills need to be simplified into much tidier categories and clarity around which skills are accessible/preferable to particular classes should be made. I suggest following mwedel's approach here: [[user:mwedel:skills#Specific Skill Ideas]].
I would like to add //proficiency// in to each category which enables users to further specialise skills based on time in use. A character that kills a lot with an axe should get better at using an axe. Proficiency could possibly have a lower bounds based on level such that a level 100 character doesn't have to level a new proficiency as if they were level 1.
I have summarised the changes in the table below.
IP-Address : 59.167.121.117
Old Revision: http://wiki.metalforge.net/doku.php/user:saru:balance?rev=1410684006
New Revision: http://wiki.metalforge.net/doku.php/user:saru:balance
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