[COMMUNITY PROJECT] MISSIONGARDE -- CLASS REFINING IN PROGRESS

Posts

author=kentona link=topic=3474.msg72582#msg72582 date=1240867817
5) Fuck you God Hand*

Gimme some time and I'll whip this up. I did a quick test to make sure the concept was possible but I never did half the moves (not sure if I can do Guts but I'm not too worried about cutting it)


Also for scan use agility instead of int. This gives unique values AND it prevents a bunch of enemies acting on the same 'tick' (pet peeve) (curse you Rm2k3 for not getting an enemy ID)
Craze
why would i heal when i could equip a morningstar
15170
I support AGI-based identification.
Well, I avoided AGL since we have a fixed range for AGL (50~80). I chose INT over any other stat because it probably would change the least in balance testing. Although, DEF would be my second choice as an ID.
Craze
why would i heal when i could equip a morningstar
15170
Oh okay. I kind of jumped in after several pages so I missed a bit!
Fall back: Max HP?

Did we ever decide the range of numbers? Like, HP goes from 50->500 or something? If we're using small numbers max hp isn't as good but if we're going to have enemies that later on have 1000+ HP then MaxHP is pretty easy to make unique with pretty much no future balancing issues (whoops 1338HP is taken lets make it 1342 hp)
If you don't mind enemies having costless spells at their disposal, you can use Max MP as the ID.
Well, only in the original post did I mention anything. I said that I'd be using the growth rates from Generica as a guide. So, yeah, HP for heroes would be 50 -> 500, but monsters ranged from 25 -> 1600 (for a game that maxed out character levels at 25), which is plenty for an ID.

However, I found Max HP to be one of the more volatile numbers in balancing testing for my games - "Wow this dude was way to hard/long/easy to kill. I'm going to increase HP 25% across the board for these monsters!"
author=AeroGP link=topic=3474.msg72612#msg72612 date=1240871203
If you don't mind enemies having costless spells at their disposal, you can use Max MP as the ID.

There is one or two classes that use MP damage/draining attacks so no MP cost for enemies would basically fuck those classes up. Maybe enemy skills could use MaxMP% so that the number of times they can cast a spell would be limited and be independent of their max mp making it easier to restrict their max MP, but this can cause hijinks with stealing MP from enemies that shouldn't have that much MP

Maybe we should just stick with Defense.



God I hate accidental complexity so much
author=kentona link=topic=3474.msg72582#msg72582 date=1240867817
2) DUALITY/2MANDOLINS - why is this a battle command? Seems redundant.

I was thinking along the lines of something like the impact/pummel/whateveritwascalled command from Hero's Realm, you have to spend a turn to start using it and then every attack thereafter you get two regular attacks, only that the command can only be used with a certain type of weapon.

Also, can we use the names I came up with for the songs in the Sing command?

Edit: I think that it would be best to somehow balance out the number of times a spell can be used/MP affecting magic and use Max MP as the ID.

As long as there doesn't end up being 9999 monsters, there's no reason for the MP to get very unnecessarily high.
Max McGee
with sorrow down past the fence
9159
Edit: I think that it would be best to somehow balance out the number of times a spell can be used/MP affecting magic and use Max MP as the ID.

This doesn't work because several monsters will need 0 Max MP (the ones with no skills, lest they become easy targets for osmoses-type-effects.). I think Int is a great choice and also the idea of using INT as an index variables is pretty fucking brilliant, if I do say so myself.
I want so damn much to participate on this, but i´m awfully lost!
I read what was written, i noticed you´re having problems with graphics.. I tried something..



To make a template out´of Rosa´s sprite... I think it can be improved though. And, by the way, i discord with the DQ graphics, because they´re too gritty, but, if editted, they can be cool. The template i have TRIED to do is female.. Still on work, will you use it?
Also, can i make a class? I´m confuuuused with all this...


Edit: By gritty, i mean, colourful. I used to love the DQ games but my eyes... Ugh.
Too saturated ^^
Indeed. I plan on toning down the grass soon.

Anywho, I remember someone (FG?) mentioning something about setting a battle command to Attack and then trapping it in a battle event and using the Wait command to nix it but leaving the targetted monster in scope? Or something?
Max McGee
with sorrow down past the fence
9159
As it has been twenty days since a post...would anyone be offended if I were to make a similar but less ambitious topic/project (i.e. with community input) some time in the near future?
I'm in the middle of a move. I'll have more time next week.
Max McGee
with sorrow down past the fence
9159
It will not be competing with this topic because it is a different sort of game with a different (and less intense) level of community interaction.
I shall SMITE YOU!

I say go for it! I'm tired of doing 90% of the community games.
Double post of updateness!


So I've taken a hard look at all the class ideas, taken a carving knife to the classes and skills, and have come out with a workable list of 18 classes, two tiers (instead of 3), and a nerfed God Hand.

I haven't finalized it quite yet, but this is what I have (WIP):



Brawler formerly "Soldier" (IMPACT/x2 attacks per round)
Knight (RALLY/defensive battle cries)
Raider (RUSH/haste self LOOT/loot after battle DUAL WIELD)

Cleric (DIVINE/healing, revive, remedy, HOLY (anti-undead) + buffs)
Mage (ARCANA/attack magic + debuffs)
Druid (NATURAL/healing, remedy, earth, poison)

Freelancer (ESSENTIAL/basic healing, black, debuffs)
Infiltrator (STEAL/steal items HIDE/Self-invisible)
Artificier (MUSKET/random damage ARTIFICE/tools)


ADVANCED:

Carnitank (SHIELD/self-healing, self-defending, defend all, remedy, healing, fire ? RAISE/chance to revive dead allies)
God Hand (IMPACT/x2 per round BATTLECRY/rallying + boosting GODFIST/roulette face punching!)**

Wizard (ALLSPELL/all magic)
Archmage (ARCANA/attack + debuffs DOUBLECAST/arcana x2)

Monk (MEDITATE/recover MP AURA/healing, steal HP/MP)
Mageslayer (ANTI/MP damaging/draining, reflect)

Harlequin (ROULETTE/random effects STEAL/steal items)
Agent (EXECUTE/death + demi spells HIDE/self-invisible ARTIFICE/tools)

Mentalist (PSYCH/effect + healing + teleport LEARNED/monster attacks SCAN/scan enemies)*

*Not entirely sure if Blue Mage-like with Time Mage is the direction I want to take the Mentalist. I was also considering something new, like as a psychic, he learns/mimics skills of the other party members, combining them into unique skills. I was also considering giving him Evokation abilities.
** The God Hand is more like the old Gladiator class, with a GODFIST skill



The advancement tree:

Brawler -> Carnitank, God Hand, Monk
Knight -> Carnitank, God Hand, Mageslayer
Raider -> God Hand, Mageslayer, Agent

Cleric -> Monk, Wizard, Carnitank
Mage -> Wizard, Archmage
Druid -> Monk, Wizard, Mentalist

Freelancer -> Any advanced class
Infiltrator -> Agent, Harlequin, Mageslayer
Artificier -> Agent, Harlequin, Mentalist

Flipped around:

Carnitank <- Brawler, Knight, Cleric
God Hand <- Brawler, Knight, Raider

Wizard <- Cleric, Mage, Druid
Archmage <- Mage

Monk <- Cleric, Druid, Brawler
Mageslayer <- Knight, Raider, Infiltrator

Harlequin <- Infiltrator, Artificier
Agent <- Infiltrator, Artificier

Mentalist <- Artificier, Druid

*** Notice the Archmage is only accessible by the Mage class
**** The Freelancer can advance to ANY class




Skillwise, we have no conflicts (yet), in that we don't have a Magic and a Magic Subset collision.

Brawler
IMPACT - Link to event

Knight
RALLY - Magic subset

Raider
RUSH - Link to event
*DUAL WIELD - checkbox
*LOOT

Cleric
DIVINE - Magic subset
HOLY - Magic subset (combine with DIVINE?)

Mage
ARCANA - Magic subset

Druid
NATURA - Magic subset

Freelancer
ESSENTIAL - Magic subset

Infiltrator
STEAL - Magic subset with Link to Event
HIDE - Link to event

Artificier
MUSKET - Link to event
ARTIFICE - Magic subset? Link to event?

---------------------------------

Carnitank
SHIELD - Magic subset
RAISE - Link to event

God Hand
IMPACT - Link to event
BATTLECRY - Magic subset, includes RALLY spells
GODFIST - Link to event (Roulette power attack!)
*DUAL WIELD - checkbox

Wizard
ALLSPELL - Magic subset/Magic?

Archmage
ARCANA - Magic subset
DOUBLECAST - Link to event

Monk
MEDITATE - Link to event
AURA - Magic Subset/Magic?
*DUAL WIELD - checkbox

Mageslayer
ANTI - Magic subset

Harlequin
ROULETTE - Link to event
STEAL - Magic subset/Link to event
*DUAL WIELD - checkbox

Agent*****
EXECUTE - Magic subset
HIDE - Link to event
ARTIFICE - Magic subset

Mentalist*****
PSYCH - Magic subset
LEARNED - Magic subset
SCAN - Link to event/Common event

*****The Mentalist and Agent is still in development

I toasted a lot of the Advanced classes, as it wasn't apparent that they were that differentiated from each other/basic classes, nor significantly advanced that the player wouldn't just jump to an Elite class. I still might distribute their concepts to the remaining classes.
I agree with the majority of your adjustments. I'm going to recommend these changes, though:

* Cleric: Merge HOLY into DIVINE
* Archimage: Add COMMUNE (from Summoner)
* Mageslayer: Add VANISH (from Cyromancer)
* Agent: Stats {5/4/5/4/4/6/28}; Remove ARTIFACE; EXECUTE is now DARK and HUNTING skills (from Ritualist and Poacher, respectively)
* Mentalist: merge LEARNED into PSYCH (for now)

I have other changes in mind, but this is a community project, so I'm going to wait until people catch onto it again. You, being the project starter, are in a good position to step on some toes - me? Not so much...
What bothered me is the lack of a strong healer class.

I know that we have the Monk (healer/warrior) and the Wizard (healer/mage) hybrids, but we don't seem to have a dedicated advanced healer. I was thinking of turning the Mentalist into an advanced support class, with focus on buffs, debuffs and healing. The LEARNED skills would then be the vessel to deliver the Mentalists offensive firepower.

I'm cool with the changes to the Cleric, Archimage, and Mageslayer. I think we should keep ARTIFICE for the Agent, as no other advanced class has access to it, but am fine with EXECUTE being DARK and HUNT.