The UI development is going well and I can already use it to preview world maps directly in the game. As I keep developing it, I decided to make a brief pause to unleash my creativity so I could have something meaningful to post here ;). Below is the current set of planned classes that will be accessible for warrior-type characters.
The specialization classes are unlocked by joining guilds associated with the base class. Characters will need to increase their rank within the guild and pass a challenge related to the specialization class they wish to unlock (side quest). The Eye of the Warrior class is an exception to this as it will require other ways of unlocking it, which I won't spoil, for now. :)
Good work on those icons - they have a coherent look to them, very nice!
ReplyDeleteSo any character of a certain class can choose 1 specialisation class in addition to her base class, right? It seems, both can be switched for another later on at some penalty?
Everything is subject to chance, sure, but shouldn't the screenshots title say "subject to change"? ;)
Thanks! Yes, you can unlock all classes, but once you leave a class behind, you won't be able to go back to it.
DeleteGosh, you are right! It should be 'change'. I'm going to fix it!
The icons do look cool, good job!
ReplyDeleteThe relative cost of skills in regards to Specializations makes sense. As most skills will be 300%, at least until players switch around Specializations, it might be more appealing to make the 300 a 100, and accordingly change the "discount" to 50% and 33%, respectively.
The names could also be trimmed: just Class and Specialization. Both names having "class" in them is a bit confusing.
As for the Specializations themselves, I'd definitely pick the Inquisitor! I'm not sure how would a Guardian play out. Heavy Armor + Athletics somehow don't add up, although I suppose the latter is supposed to provide flexibility together with Light Armor.
What does a Guardian with a Polearm do when enemies get up close? or is distance not a factor for Polearm?
ReplyDelete> "The relative cost of skills in regards to Specializations makes sense. As most skills will be 300%, at least until players switch around Specializations, it might be more appealing to make the 300 a 100, and accordingly change the "discount" to 50% and 33%, respectively."
There is a reason for using the 100%, 150% and 300% instead of values below 100%, which is tied with the speed that characters can level up. Lets consider that, unlocking 1 skill costs 6 LP and you get 10 LP when a character levels up. This means that you can only unlock a skill per level at 100% (6 LP) but you would unlock a staggering 5 skills in total at 33% (2 LP) in a single level up.
>"As for the Specializations themselves, I'd definitely pick the Inquisitor!"
The idea is that you should unlock all specializaion classes in a strategic manner leveling up their class skills before moving to another class. Whenever you change class, you retain all previous training and perks (perks add unique bonuses). If you unlock the 4 specialization classes you benefit of having a warrior that has now access to Psycrum abilities from 4 realms: (Sun, Stone, Heart & Leech) as well as having accessing pretty much to every combat skill at 150% and 100% for the active class. Once you exchance specializaion, there is no turning back though; it's up to the player to decide when character should exchange class.
>"I'm not sure how would a Guardian play out. Heavy Armor + Athletics somehow don't add up, although I suppose the latter is supposed to provide flexibility together with Light Armor. What does a Guardian with a Polearm do when enemies get up close? or is distance not a factor for Polearm?"
I'm not sure which incompatibility you have in mind regarding Heavy Armor and Athletics. Athletics affects strengh power and endurance providing bonuses in combat. The guardian is the tankier unity in the game and can use polearms to attack foes from the back row in the tactics grid. Its 'Bastion' perk provides resistance bonuses to adjacent allies while the Inquisitor uses its 'Intimidation' perk to provide penalties to adjacent foes. Unlocking both, means you get to enjoy both perks.
> ...you would unlock a staggering 5 skills in total at 33% (2 LP) in a single level up.
ReplyDeleteAh XD that makes sense. All related parameters will have to scale accordingly, but that might throw other things off in turn.
> The idea is that you should unlock all specialization classes
Oh? I didn't get the switching-class thing either. That sounds revolutionary, dare I say! So you end up as an ultra-hybrid, having experienced all classes and specializations, with abilities and perks from everything?
> I'm not sure which incompatibility you have in mind regarding Heavy Armor and Athletics.
I think it's due to my definition of Athletics: I associate to endurance, but then also with agility and mobility (like running and jumping), and less so with strength and power (for heavy, stationary tanks).
> "Oh? I didn't get the switching-class thing either. That sounds revolutionary, dare I say!"
ReplyDeleteActually, this is exactly how Wizards & Warriors 2000 does it ^^.
> "So you end up as an ultra-hybrid, having experienced all classes and specializations, with abilities and perks from everything?"
Consider that, if you unlock a specialization class for the first time, lets say at level 10, you will only be able to earn 10 LP when the new specialization class reaches level 11. You will still learn 1 LP per level though. This also means that, if you stay too long on the same class, It will get take longer for you to advance on newer classes. The highest level available for each learned class will be taken into account when trying to advance a new class. So, yeah, you can definately unlock all 5 sub-classes but you will never be a God-like character. The level limit will reflect this but I still need to decide which one will be. Perhaps there won't be a level limit but you will earh a limited amount of LP after a particular level.
> " think it's due to my definition of Athletics: I associate to endurance, but then also with agility and mobility (like running and jumping), and less so with strength and power (for heavy, stationary tanks)."
Ahh, I see. When I say athletics I mean having a stronger build: more muscles and cardio efficiency, swinging a sword with more power (strength) and for longer periods of time (stamina). This has strong impact on someone holding a heavy shield blocking strong blows while making violent spear thrusts, even if the character is stationary.