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Community Discussion: Character Types (Classes) - CD I
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Stant
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PostPosted: Sat Dec 04, 2004 11:04 pm    Post subject: Reply with quote

1. What class types would you like to see in Daria?

Truth be told there are really only two types of characters, those that use physical methods to get what they want, and those that use more mental methods. As for specific classes I'd like to see an expansive list, I cannot name more then a few classes outside of the base classes like fighters, monks, clerics, wizards, rogues, and archers.

2. What class types would not work in Daria?

That depends on Daria itself. Once we start getting a look and a feel for the game we can more accurately decide what doesn't work. If dragons are common place, then choosing a Dragon Dider class or Dragon Slayer class may be a way to go. If dragons just don't exist, then obviously there's no need for those classes.

3. Should some classes be restricted to certain races (like World of Warcraft and other games have done?)

Again it depends on the class. Obviously all the general classes can be obtained by anyone, but as you progrss up that class list, the only way to become a beserker is if you come from a race that has no real society and lives in the wild, and the only way to become a beserker knight is if you involve yourself with a church or faction in a society that teaches you more skilled arts in fighting as you complete their quests. Maybe that wasn't such a good example... Simply saying you can only be a rouge if you're a hafling is insane. Every races has thiefs among them. But if it went that a special rogue style class known as a Ghost Hand for instance, that had the ability to read your inventory and have a chance to steal a specific item from it, only went to races of people known to be thieves, then that would be ok because naturally, that race would eventually evolve the special skills needed for it, or already evolved those skills and are now using them for another purpose.

4. Should an original class be expanded through a skill tree.. such as starting as a Fighter you can branch off to a Swordsman, Pikeman, Axeman, Archer and then possibly Paladin, Master Archer etc.. If yes see 5.

Yes, but I don't think you should start off as a fighter. Starting off as mundane was great because it let you have no inclination for anything. It's like starting with a clean slate. You have no where to go but up. In time we should probably have a skill tree discussion on its own and see what we can come up with requirement wise, what class does this progress from, and is there a possible future for it meaning can other classes be expanded from it. An Idea that conflicts with a class tree is this: I once played a game where it was skill based. There were no true classes. you trained with the sword skill and once you reached a certain level of experience with that skill others became available. If you trained a variety of skills then a combination of two could possibly open up another skill.

5. Should these expansive classes have new bonuses and skills or should they be just for character progression down a certain path?

Bonuses and penalties. A knight is a good warrior, a Paladin is a Knight that has clerical spells at his/her disposal. What is the point of progressing throughout a class if the only difference is the name? If that's the only reason for it, then why not just make a sign up sheet that says after you reach level 75 email us and we'll give you the class name you want off this list. There has to be a reason to make a choice and progress. If I choose to become a fighter, then I start getting access to a variety of physical combat skills, but I now lose the ability to consider training in magics (for now). Later on as my character has progressed I'm faced with the choice of leaving the knight class and following a more virtueous path to the paladin, or the darker path to the dark knight. I decide Dark Knight. The bonus is that now I have the ability to learn basic elemental magics again, the penalty is now I have no chance at ever learning a clerical spell. Upon further progression I'm faced with another choice, becoming a warlord, or an executioner. I choose executioner and death magics become available to me as a bonus and I reach the end of my progression. I no longer have the option to become a warlord and learn stronger elemental magics, and them possibly progress further by completing special quests and becoming a Warlord Noble. Basically there has to be an advantage and a disadvantage for there to be a real choice. Those advantages and disadvantages become the motivation to progress through the classes and eventually make those choices.
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Trunks
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PostPosted: Sun Dec 05, 2004 10:01 am    Post subject: Reply with quote

You should still keep the idea of the sword dancer....That was what I wanted to be in akarra anyways. The idea of wielding two one-hand weapons was the best idea I thought, but it is all up to you guys. Cool
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BudMan
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PostPosted: Sun Dec 05, 2004 10:41 am    Post subject: Reply with quote

..

Last edited by BudMan on Tue Dec 07, 2004 10:41 am; edited 1 time in total
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Chybi
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PostPosted: Sun Dec 05, 2004 8:45 pm    Post subject: Reply with quote

Quote:
1. What class types would you like to see in Daria?


Pretty much the Basics like Fighter mages, clerics, etc... But also Mixed classes like a mix between fighters and mages. Personnal Request: Ranger

Quote:
2. What class types would not work in Daria?


It all depends on how the world is created and how they can be balanced.

Quote:
3. Should some classes be restricted to certain races (like World of Warcraft and other games have done?)


Nope, but maybe have bonuses for certain races in certain classes, Kinda like the Best class in Dungeons and Dragons

Quote:
4. Should an original class be expanded through a skill tree.. such as starting as a Fighter you can branch off to a Swordsman, Pikeman, Axeman, Archer and then possibly Paladin, Master Archer etc.. If yes see 5.


Ya that would be fun. Fighter Branch for Example:

Starts of Fighter, Has basic weapon profiency, At class Change can choose to go for a specific weapon mastery like Archer/ swordmanr/etc. or can choose to keep being a generalist.(If he specialises, he gets more bonus in what he chose but on the other hand if he stays in general weapons, he can still keep up since he has a more diversified arsenal and tactics). At next class Change, he can specialise in a different branch or continue down the one he has allready chosen. (ie, Fighter A Becomes Swordman who then chooses Archery would be the equal of Fighter B who chose Archery and later to become a Swordman)

Quote:
5. Should these expansive classes have new bonuses and skills or should they be just for character progression down a certain path?


Of Course, The Archer, Could be a great shot with his bow Having special skills like Multi shot and Etc but in melee COmbat he could get his Ass handed to him Since one specialised in melee could do double attacks/spinning strikes.
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Thanquol
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PostPosted: Mon Dec 06, 2004 10:21 pm    Post subject: Re: Community Discussion: Character Types (Classes) CD 1 Reply with quote

Quote:
1. What class types would you like to see in Daria?


The basic stuff.

Quote:
2. What class types would not work in Daria?


Meh. *Shrugs*

Quote:
3. Should some classes be restricted to certain races (like World of Warcraft and other games have done?)


NO.

Quote:
4. Should an original class be expanded through a skill tree.. such as starting as a Fighter you can branch off to a Swordsman, Pikeman, Axeman, Archer and then possibly Paladin, Master Archer etc.. If yes see 5.


Obviously yes, take a page from WiA and use a similar tree.

Quote:
5. Should these expansive classes have new bonuses and skills or should they be just for character progression down a certain path?


What manifold said.
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Hexedian
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PostPosted: Tue Dec 07, 2004 2:13 am    Post subject: Re: Community Discussion: Character Types (Classes) CD 1 Reply with quote

Kalorian wrote:

1. What class types would you like to see in Daria?

Same as everyone : a little of everything. Diversity is good, and WiA had a good start at that.
Kalorian wrote:

2. What class types would not work in Daria?

Like Archosseus said, a class able to steal from other players. That would just be PK-bait.
Kalorian wrote:

3. Should some classes be restricted to certain races (like World of Warcraft and other games have done?)

Restricted? No. But getting extra bonusses is always good. I like that idea of having every single race/class combination being equal in power. I know it's not always feasible, but it certainly gives more options to players.
Kalorian wrote:

4. Should an original class be expanded through a skill tree.. such as starting as a Fighter you can branch off to a Swordsman, Pikeman, Axeman, Archer and then possibly Paladin, Master Archer etc.. If yes see 5.

Yes, definetely.
Kalorian wrote:

5. Should these expansive classes have new bonuses and skills or should they be just for character progression down a certain path?

I'd agree with most and say you gain new skills as you progress in levels. One idea I particularly like is cross-class combination. For example, a Paladin, being a fighter with clerical knowledge, could start as a fighter, then knight, then Paladin; OR, he could start as a neophyte, then a cleric, then a Paladin. How you went to get to your last class could change some of the skills you have access to when you're at your final class-destination.

If we take it a little further, we could say that every class is a combination of different classes. For example, you could take a point in cleric, then later add a point in fighter and become a paladin; or, you could add a point in mage and become a druid; or, add a point in rogue and become... Whatever a cleric-rogue is. I don't know about the feasibility of this though (Especially since I have no idea how the class system is coded down there ^^ ), but that would certainly be nice.
On a side note, the more 'class points' you get, the more classes you have to name. Yes, I know it's obvious... Maybe limitting second (and third?) classes to non-opposite would help, where, for example, cleric is opposed to rogue and mage is opposed to fighter.
(Using that, a 2-level would have 8 end-classes and a 3-level would have 8 mid-classes and 12 end-classes. It may not seem right intuitively, but it's true on paper, and paper is always right =P )

And here's another of Hex's long and boring posts. Enjoy the reading.
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Manifold
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PostPosted: Tue Dec 07, 2004 9:05 am    Post subject: Reply with quote

I like the idea of cross-classing. It'd create a huge variety of classes - huge interest. However, there'd need to be something to prevent useless cross-classes being made..
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thewreck
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PostPosted: Tue Dec 07, 2004 10:05 am    Post subject: Reply with quote

well.. logically, there wouldnt be any 'useless' cross classing. i mean, if every class in its own is good somehow, combining two cant be useless?
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Pre
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PostPosted: Tue Dec 07, 2004 1:01 pm    Post subject: Reply with quote

Wouldnt there be an advantage with people cross classing since they would have more skills. Or would each class be weaker than a regular character?
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Rech
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PostPosted: Tue Dec 07, 2004 2:47 pm    Post subject: Reply with quote

1. What class types would you like to see in Daria?

I'd like to see some kind of a background system (nomad, magical, religious, etc) and all those backgrounds would have a number of classes/guilds/whatever (priests, templars, clerics, etc in good religious backround). Then those classes would have a number of layers/levels (and also a maximum number of levels), the higher level you are in the guild, the better skills you would get to train. You could also join multiple guilds/classes.. for example a full level templar might wanna get couple levels in some healer to guild to get healing spells.

You should also be able to take just few levels in like 2 guilds if you cant afford to max one guild and still want some flexibility. For examble some newbie civilized backround merchant might like to get some fighting skills from some guild to defend himself from wolves and stuff when mining/cutting wood/collecting seashells/whatever.

All the backgrounds could also have similar guilds/classes civilized could have these rich merchants who have shops and very good trading skills and nomads might have some trader (with poor trading skills.. they're still dumb, you know) who they send in the cities to sell their animals skins and get ripped off by the city merchants.

I really hope the level system wont be the same as in most other games, just getting level after level and improving skills by repeating them over and over again. A level cap doesnt mean it's 'game over' after you reach it, you can pour your exp in skills/spells/abilities. These level cap systems have worked perfectly in muds for years.. cant understand why these mmrrprmoorgpg's or whatthefuckyoucallthem always seem to have this boooring 'highbies have 4568766894768947 levels' system. Highbies would still have better skills and stuff so dont have to worry you coulnt PWNZOR newbies like in these 'other games'. Bohoo.

2. What class types would not work in Daria?

Mages with pointy hats throwing fireballs, rangers with bows and green tights, big fighters with big swords and boring bashing skills and, GRIM and EVIL necromancers with a horde of skeletons following them. I think you got the point.. something original. Akarra at least had disguised boring fighter guilds with names like 'sword dancer' and necromancers were 'shadows' or some crap like that (:E). Please, none of that old fantasy crap, I really hate it.

3. Should some classes be restricted to certain races (like World of Warcraft and other games have done?)

I dont think Daria should have races.. maybe some different types of humans, each with some special flavour. Some players could be grim and frostbitten barbarians from the northern wastelands and some mages might be scrawny cityfolk. Especially not booooooring elves, orcs, dwarves, hobbitses with hairy feet and shit like that. (Did I already tell you I hate the old fantasy crap?)

4. Should an original class be expanded through a skill tree.. such as starting as a Fighter you can branch off to a Swordsman, Pikeman, Axeman, Archer and then possibly Paladin, Master Archer etc.. If yes see 5. (Those examples sound like boring city militia, we want grim and frostbitten barbarians, damn it!)

5. Should these expansive classes have new bonuses and skills or should they be just for character progression down a certain path?

4 & 5:

Yes, each guild/class could have some special branch that could take couple levels, or be just a bonus. Of course you could choose only one of those. For example some healing guild could have some different "mastery" levels so you could choose if you want some bonus to your curses, healing spells or some offensive spells. Maybe they could give completely new skills or just "masteries" to some skills you can already train from the main guild.

Maybe something like:

Nomadic background (~5 levels)
-> barbarian (basic training :), ~10 levels)
---> shaman OR fighter (like ~30-60 levels)
-----> different weapon skill masteries for fighter (can choose only 1, grandmaster of bashing, king of crushing or headmaster of hacking :P) and some curse/healing/whatever focused for shamans) (~5-10 levels)

And after you have maxed that barbarian guild you might want to join some other guild/class in the nomad background.

I hope someone got the point so he can go explain it to the others!



- Rets En'Dak-kae, the dumb mudder (Who broke his internet before posting this, so he just sits here typing more crap and waiting to get back online... he also hates old fantasy crap.)
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