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Agility, stats, classes, properties

PostPosted: Thu Mar 26, 2009 1:14 pm
by marzuku
Well i tried lvling with the General agility stat and i found it rather troublesome, this is why:

If we are going to have assasins/rogues/rangers we need a special stat which they can call their own which always has been "Agility"
Ranger on Xen was a big letdown cause they were hard to lvl and they were not easy to fight with, which is why we should have a good class like that.

With a ranger/rogue/assasin we could introduce dualwield with swords or the usage of a bow.

On every game you probably have played, every class has their own priority stat which they should increase, Xen had that.

Xen, didnt let players increase their speed by each level instead Ej made it so that with 30 agility fighters/paladins could get fast spin which was a boost of spin.
Casters got fast beam, and dunno fast lightning.(though we could do it so that to get fast beam you need a amount of 30 wisdom( f. ex Wisdom of magic usage)

Xen was created this way to make a path for players who had skills, which was how it ended people on lvl 25 battling lvl 40's and winning etc.

Agility should only be attack power for a ranger/rogue/assasin class.

Re: Agility and stats?

PostPosted: Thu Mar 26, 2009 1:17 pm
by marzuku
A image that features the properties a Xen weapon would have if it was 7 proped which is what i think we should be using aswell instead of these random props with 600% mp steal etc, this way weapons could be blank or up to 3 prop and you would have to prop it yourself at a shrine.
Weapon properties
Image
Helmet properties
http://xenimus.com/shots/shot13.jpg

and i think armors had
2 mp reg
2 hp reg
7% reflective
10 protection

Re: Agility, stats, classes, properties

PostPosted: Thu Mar 26, 2009 2:18 pm
by Joe M.
So you suggest: (a) "Agility should only be attack power for a ranger/rogue/assasin class" ; (b) "i think we should be using [a prop system like Xen's] instead of these random props."

But why should either be the case? I don't see any reasons given for why things should be this way, other than "Xen did it this way." That's fine, but what about the way of doing things itself should make us do it that way?

Re: Agility, stats, classes, properties

PostPosted: Thu Mar 26, 2009 2:44 pm
by marzuku
Joe M. wrote:So you suggest: (a) "Agility should only be attack power for a ranger/rogue/assasin class" ; (b) "i think we should be using [a prop system like Xen's] instead of these random props."

But why should either be the case? I don't see any reasons given for why things should be this way, other than "Xen did it this way." That's fine, but what about the way of doing things itself should make us do it that way?


Well at least the "General agility" a class like Rangers/rogues/assasins are supoused to already be fast, whats the point if you can make every class faster?
anyhow just thought of dualwield and bows.

and we dont need to have the same properties as xen.. but making the properties in a manner that makes use of some enchantment/prop shrine.. and not making them so crazy? so that one player actually has to kill a monster at his lvl before it kills him.

my thoughts are just of lvl 1's using Epic/ominex items etc, which brings us to lvl requirements.

Re: Agility, stats, classes, properties

PostPosted: Thu Mar 26, 2009 3:36 pm
by Joe M.
So if I'm understanding you correctly:
(1) You're concerned that there's not enough room in the current system, with AGI affecting speed (general, attack, cast), for a "speed" class like a Rogue.
(2) You want a prop shrine.
(3) You want Lvl and Attribute (and Class?) requirements on items.

Well, (2) and (3) will happen eventually. I'm not certain what form the item requirements will take, but we can't have lvl 1's running around with, say, Spirit Swords. :P As for (2), we will of course have some way to enchant items, but whether that will take the form of a shrine or some enchantment skill or perhaps both, I'm not certain.

As for (1), it is of course a concern that we be able to create distinct classes, but I'm not certain how the current system inherently precludes a "speed" class: such a class could easily have abilities that rely on AGI that other classes don't have, the same way that WIS affects everybody's MP, but only a defensive magic-user really needs it for its other function. Does that make sense? We may, of course, have to make AGI have less of a difference as regards speed.

Re: Agility, stats, classes, properties

PostPosted: Fri Mar 27, 2009 6:54 am
by Karl G.
Geonite will be used for propping items. It isn't implemented at the moment, but items already have special properties--what you see on the items right now are just innate properties I assigned to make items more unique.

Attribute, level and skill requirements on classes will happen. However, I'm strongly averse to a class requirement. If you're high enough level and have the stats/skill points necessary to use an item, you should be able to use the item.

As far as agility goes, although all classes benefit from increased agility the Hunter will be different. Joe pointed out that defensive mages need wisdom, even though all classes have MP affected by wisdom. Similarly for the Hunter, many of its abilities will be based on agility (particularly the chance of critical strike). I can't say much more because I haven't finished designing it.

Re: Agility, stats, classes, properties

PostPosted: Fri Mar 27, 2009 1:34 pm
by deathstalker
ok let me settle this debate
first of all aligity wasnt the rangers thing
hide skill was.
and second of all i dont think that you need a
prop shrine.
but if you wanted to add props to items
maybe there could be gems added to the game
for this purpose.like ifyou had a blood
diamond it would give you +20 protection
or maybe a black onyx that would
let you do like 10% more damage
or some thing.
i mean when you can go and prop gear then the
value or a rare item is depleated. i mean if you
can find any item and just prop it. as apposed to
just finding an item that maybe someone else has fouhd
but yours has special props.

Re: Agility, stats, classes, properties

PostPosted: Fri Mar 27, 2009 1:39 pm
by marzuku
deathstalker wrote:but if you wanted to add props to items
maybe there could be gems added to the game
for this purpose.like ifyou had a blood
diamond it would give you +20 protection
or maybe a black onyx that would
let you do like 10% more damage
or some thing.
i mean when you can go and prop gear then the
value or a rare item is depleated. i mean if you
can find any item and just prop it. as apposed to
just finding an item that maybe someone else has fouhd
but yours has special props.


Sounds like Diablo, and i like it, especially since karl says he does not like class restrictions, you could prop it to fit your style :)
2 thumbs up from me!

Re: Agility, stats, classes, properties

PostPosted: Fri Mar 27, 2009 2:09 pm
by Joe M.
F*** gems, f*** Diablo.

Just my two cents. :P

Re: Agility, stats, classes, properties

PostPosted: Fri Mar 27, 2009 2:37 pm
by Rabit561
Joe M. wrote:F*** gems, f*** Diablo.

Just my two cents. :P


\playing d2 right now/