An aura fully healing nearby people sounds too easy. Granting them regeneration bonus (as long as they're in range) will be better.Skillz wrote:Healing Aura sounds the same as a medic blast =)
Fun artifact Ideas
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
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- DW Clan Member
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How about a subclass for each class a player has already chosen. The subclass can be along the lines of WM, AM, and MMed and once chosen it can not be changed. If you were to pick a subclass of WM you you can purchase an artifact that would run for about a 20-30 seconds (In a small radius) to give others ammo and would then have to take 5 min and maybe 250 adren to power up again. Same with an AM subclass you purchase an artifact that would give adren for 20-30 seconds and MMed would give health for 20-30 seconds. If you had 2-3 players of the same subclass they could spread out the radius and provide Adren, Ammo or Health to others within the radius. You would have to use XP to purchase the subclass as well as the artifact but other artifacts for each class could be added to the subclass of artifacts. Bt limiting the time the artifact works and the time it takes to use again you would be able to ensure that a player or players do not have unlimited ammo, adren or health.
Just an early morning thought while I drink my coffee. :cheers:
Just an early morning thought while I drink my coffee. :cheers:
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- Killer in Training
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Wow that does sound like a really good idea.
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I kind of like the idea of subclasses. Particularly with the Medic / Monster Master, there really are two branches there, and if each side gets more development there may have to be a split. The only one that doesn't have an obvious split to me is the AM.
Regardless, there are a couple of issues that need to be ironed out before anything like that happens.
-Refundable. I don't like the idea of people making choices on an ability they want, only to find out they don't like it in practice and then being stuck with it.
-Interclass balance - If we've got two or three subclasses they all need to be roughly equally appealing.
-Character building - When should a subclass start to produce meaningful distinctions in characters? By level 100-150 most of the classes have their major abilities. If we want subclasses to be meaningful prior to that, we need to make them more appealing than current choices in the sub-100 level range. If not, then it needs to be considered that subclasses are only going to show up on characters who are already mostly "complete."
-Development time/cost - Kronos is level 500 on server 1, so if I end up writing 3 artifacts I could put one at level 300, one at 400, and one at 500. If I split them up into subclasses there's less to buy for any one individual character (and thus more blank space where you can't buy stuff)
Regardless, there are a couple of issues that need to be ironed out before anything like that happens.
-Refundable. I don't like the idea of people making choices on an ability they want, only to find out they don't like it in practice and then being stuck with it.
-Interclass balance - If we've got two or three subclasses they all need to be roughly equally appealing.
-Character building - When should a subclass start to produce meaningful distinctions in characters? By level 100-150 most of the classes have their major abilities. If we want subclasses to be meaningful prior to that, we need to make them more appealing than current choices in the sub-100 level range. If not, then it needs to be considered that subclasses are only going to show up on characters who are already mostly "complete."
-Development time/cost - Kronos is level 500 on server 1, so if I end up writing 3 artifacts I could put one at level 300, one at 400, and one at 500. If I split them up into subclasses there's less to buy for any one individual character (and thus more blank space where you can't buy stuff)
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I was only drinking coffee when I came up with the idea maybe someone else can provide some answers.
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Mind if I chime in and share what I think on this topic?
(Before I go off topic, I think some of the artifact idea's are cool)
Anyways, I have 3 concepts so far, and Each one has it's flaws and strengths.
Concept 1 Tries to do a direct approach, adding subclasses right below the classes.
Note, I've never finished these concepts yet. There are some MAJOR holes that need to be fixed.
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CONCEPT 1
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There are holes, yes I know. I dropped this concept like a hot potato after I realized that there is imbalance. The Commando Subclass has 1 less weapon that he specializes in, and the weapons he has are more or less, sub-par. (?) It MAY work for another class, but not for the Weapons Master in my opinion. Onto Concept 2
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Concept 2 again uses the Weapon Master as the guinea pig, but takes a different approach. While as the First Concept had specific subclasses, and abilities to complement them, I've tried using the abilities themselves as subclasses. For example, While the C1 (concept 1) Commando had a shield gun with abilities he could get, Concept 2 gives you specializations that you could learn for the class. You could specialize in Shield Guns for Example, and learn new abilities. However, if the base UT2004RPG system is used, then only one specialization could be picked (?), and this could lead to problems with wanting to be a jack of all trades, for example.
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CONCEPT 2
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And finally, Concept 3 would be the hardest to implement, but In my opinion, it is the best concept I've came up with. I've tried to add alot to concept 3. It is fairly large.
Oh, before I forget:
(No Special Abilities Granted through use) means that I haven't thought of anything for said ability. Either I didn't think of any, or I simply didn't find any that would fit
Concept 3 would require alot more time to code, and this system is experimental. Not sure if it will even work.
Likewise, no easy fix.
(Before I go off topic, I think some of the artifact idea's are cool)
Monster Madness has a system where you could just refund all your skills/points, without resetting your character. Of course, there are some flaws with it (It doesn't reset if you are at starting level (?) )Not sure if there is a similar system with refundable points available in Death Warrant's Invasion.WailofSuicide wrote:-Refundable. I don't like the idea of people making choices on an ability they want, only to find out they don't like it in practice and then being stuck with it.
And that is the main problem (in my eyes) with subclasses. In a game like Guild wars, you see some people just following a certain build due to ease of use or something. Same(ish) concept with Invasion 04. People generally (Or so I've seen in the time I've spent specing) sway towards the mine layer because of ease of use, Fire and forget (?), and nearly limitless ammo (With Resupply). Now, I've been working on several concepts ever since I've seen this post on subclasses, and I've come to discover: There is no "Easy" way to Implement the subclasses. If there is/was a way, I'm most certainly doing something horribly wrong and you guys can call me out on that.WailofSuicide wrote:-Interclass balance - If we've got two or three subclasses they all need to be roughly equally appealing.
Anyways, I have 3 concepts so far, and Each one has it's flaws and strengths.
Concept 1 Tries to do a direct approach, adding subclasses right below the classes.
Note, I've never finished these concepts yet. There are some MAJOR holes that need to be fixed.
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CONCEPT 1
Code: Select all
<---Weapon Master--->
(specializes in Weapons, Has access to Most Weapons, and can specialize in certain weapons)
--Commando--
Shield Gun
+Defense Field enhancement (May pick ONE)
- Additional Shield Strength
- Cloaking Field
- Repulsor Field
+Primary Melee Enhacement (May pick ONE (Or two?))
- Pulverizer (Additional DMG/Knockback/Possible AoE)
- Crosive Gas Bubbles (Damage Over Time)
Bio Rifle
Sniper Rifle
--Defender--
Grenade Launcher
Link Gun
Lightning Gun
Mine Layer
--Commando--
MiniGun
Assault Rifle
Shock Rifle
Flak Cannon
There are holes, yes I know. I dropped this concept like a hot potato after I realized that there is imbalance. The Commando Subclass has 1 less weapon that he specializes in, and the weapons he has are more or less, sub-par. (?) It MAY work for another class, but not for the Weapons Master in my opinion. Onto Concept 2
-------------
Concept 2 again uses the Weapon Master as the guinea pig, but takes a different approach. While as the First Concept had specific subclasses, and abilities to complement them, I've tried using the abilities themselves as subclasses. For example, While the C1 (concept 1) Commando had a shield gun with abilities he could get, Concept 2 gives you specializations that you could learn for the class. You could specialize in Shield Guns for Example, and learn new abilities. However, if the base UT2004RPG system is used, then only one specialization could be picked (?), and this could lead to problems with wanting to be a jack of all trades, for example.
-------------
CONCEPT 2
Code: Select all
<---Weapon Master--->
(specializes in Weapons, Has access to Most Weapons, and can specialize in certain weapons)
Shield Gun Specialization
-Defense Field enhancement (May pick ONE)
+ Additional Shield Strength
+ Cloaking Field
+ Repulsor Field
-Primary Melee Enhacement (May pick ONE)
+ Concussion Wave (Additional DMG/Knockback)
+ Crosive Gas Bubbles (Damage Over Time)
+ Reduced Self Damage
-Special Abilities (May Pick ONE) (Ability Dependant) (Artifacts?)
+ Pulverizer (Shockwave AoE, Need Concussion Wave to purchase)
+ Organ Desintergrator (Damage Over Time, Damage Penalty to Monsters, Need Crosive Gas Bubbles)
+ Ultra Shield Jump (Passive, No Self Damage firing it, 25% fall DMG, Need Reduced Self Damage) (?)
And finally, Concept 3 would be the hardest to implement, but In my opinion, it is the best concept I've came up with. I've tried to add alot to concept 3. It is fairly large.
Oh, before I forget:
(No Special Abilities Granted through use) means that I haven't thought of anything for said ability. Either I didn't think of any, or I simply didn't find any that would fit
Code: Select all
--------------------------
INCOMPLETE: MOST OF THE INFORMATION IS JUST TO GET IDEA'S DOWN AND IS NOT SET IN STONE, ALSO NOT AN OFFICIAL DEATH WARRANT CONCEPT
--------------------------
SubClasses/Proficiency Concept 3
By: QuadraxisMark2
Concept 3 uses a different system than the Previous 2, in that Subclasses are gained through use of
Artifacts/Abilities/Weapons. Rather than allowing people to train subclasses for points, Concept 3 requires
people to literally 'train' skills in subclasses through use of them. Standard abilities such as QuickFoot, Loaded Artifacts/weapons, And Denial (?)
will still require points to purchase. However, using the weapon master as a example, with the Weapon proficency(?) system, it will be possible to learn new skills for
your weapons as you use them. Likewise, It will be possible for M/M masters and Adren Masters to learn new skills through this system, though I haven't worked out the details for said classes
To prevent People from Gaining "all" the skills/Abilities/proficencies, there will be a balanced scale system
If a player is good in one field, he would not be so well at another field opposite of that.
Every level or so, A player gains points (P-Points, as opposed to the X-Points which I will explain later on)
These P-Points can be used to boost the proficiency of a weapon and are refundable, should the player choose to scrap them
X-Points is Experience with a skill/weapon that CANNOT be refunded and is Permenant on a character.
In order to 'purchase' certain skills, you must have a certain amount of P-Points/X-Points or a combination of both.
Abilities are divided into two catagories, passive and active. Passive Abilities are allways on, while active abilities can be activated by an artifact (?)
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Solider Tier
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-Weapon Master-
Abilities
For Reference And modification
WM-Proficency(?) (auto learned on All chars by default, Abilities vary with class)
-(1)Shield Gun
*PASSIVE*
+ Additional Shield Strength
+ Concussion Wave Enhancer (Additional DMG/Knockback)
+ Crosive Gas Bubble Canister (Damage Over Time)
*ACTIVE*
+ Cloaking Field (Adren Master Only Ability?)
+ Aura Field (Specialist (M/M Master) Only)
+ Repulsor Field
+ Pulverizer (Shockwave AoE, Need Concussion Wave to purchase)
+ Organ Desintergrator (Damage Over Time, Damage Penalty to Monsters, Need Crosive Gas Bubbles lvl ?)
-(2)MP5
*PASSIVE*
+AP Bullets
+Fusion Explosive's (Additional Sec Fire Rocket Damage, Doesnt apply to Shotgun lvl 1-2)
*ACTIVE*
+Shotgun Sec Fire
(Scatter Spam, AP fire, Explosive Shells)
+Rocket Upgrades (RL May or may not share this Tier, If so, Should damage Penalty be applied?)
(Scatter Rockets, velocity Upgrade, *More to be added?*)
-(3)Mine layer
*PASSIVE*
-(3)Bio Rifle
*PASSIVE*
-(4)Shock Rifle
*PASSIVE*
-(5)Link Gun
*PASSIVE*
-(6)Minigun
*PASSIVE*
-(7)Grenade launcher
*PASSIVE*
-(7)Flak cannon
*PASSIVE*
-(9)Rocket Launcher
*PASSIVE*
-(8)AMRiL
*PASSIVE*
-(9)Lightning Gun
*PASSIVE*
-(9)Sniper Rifle
*PASSIVE*
WM-Advanced Damage Bonus (Abilities Granted through Damaging Monsters with this skill purchased)
-Critical Strike(?)
-
WM-Loaded Weapons
(No Special Abilities Granted through use)
Airmaster
(No Special Abilities Granted through use: ^Dodge Jumping^?)
Awareness
(No Special Abilities Granted through use)
Cautiousness
(No Special Abilities Granted through use)
CounterShove
(No Special Abilities Granted through use)
Denial
(No Special Abilities Granted through use)
Ghost
-Suicide Gost Bomb (Need Ghost in order to work, does not work with vengeance)
Iron Legs
(No Special Abilities Granted through use)
Power Jump
(No Special Abilities Granted through use: ^Dodge Jumping^?) (?)
Quickfoot
-^Dodge Jumping^?
-Mega Sprint
-FootBall Tackle (:P) (Requires Mega Sprint)
Regeneration
(No Special Abilities Granted through use)
Shields Up!
- Spiked Armor
- +Shield Resistance
Smart Healing
- Additional Health per Kit
- Useable First Aid Kit (Dropable)
- Auto Stim Pack (Auto uses when health is low, gives adren/health NOT ARMOR)
Speed Switcher
(No Special Abilities Granted through use)
Likewise, no easy fix.
Pick a class, then a sub class at the beginning. GW style. Though I'm Totally sure how to implement this without stepping on Guild Wars Copyright land mines. Maybe someone could answer this?WailofSuicide wrote:-Character building - When should a subclass start to produce meaningful distinctions in characters? By level 100-150 most of the classes have their major abilities. If we want subclasses to be meaningful prior to that, we need to make them more appealing than current choices in the sub-100 level range. If not, then it needs to be considered that subclasses are only going to show up on characters who are already mostly "complete."
Not sure about this one. :pale:WailofSuicide wrote:-Development time/cost - Kronos is level 500 on server 1, so if I end up writing 3 artifacts I could put one at level 300, one at 400, and one at 500. If I split them up into subclasses there's less to buy for any one individual character (and thus more blank space where you can't buy stuff)
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- 1337 Haxor
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i doubt guild wars people are watching the dw server for people using their ideas, but i dont actually think it was GW idea in the first place lol since alot of GW is taken from WoW, i play GW and have played WoW once and they are incredibly similar with GW being the more recent game. Cant remember if WoW uses a subclass thing aswel. but im sure the subclass idea that guild wars uses is used on other games aswel, i highly doubt they have a copyright to stop any other game developer from using a subclass in their game.QuadraxisMark2 wrote:
Pick a class, then a sub class at the beginning. GW style. Though I'm Totally sure how to implement this without stepping on Guild Wars Copyright land mines. Maybe someone could answer this?
The subclass does seem like a very good idea but as everyone said its getting the appeal and the balance of them rite to fit in with the spirit of MM. Hope in time it can be worked out would be good for people to have even more choice of things to purchase.
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And thats another thing too. We could have the whole sub class thing BALANCED, coded, and working perfectly, and the player base would reject it completely leading to problems.
I haven't played enough MM in order to figure out the balance yet. But I do have more idea's on the way.
Edit: I think WOW does have a form of subclasses called professions or something. Not sure though.
I haven't played enough MM in order to figure out the balance yet. But I do have more idea's on the way.
Edit: I think WOW does have a form of subclasses called professions or something. Not sure though.
the only problem with this is since it is easy to start a medic that i could make a medic get it to 100+ and then change it to a adren master...it might work if u could only reset the points u put in skills instead of classes... and also in stats which would be nice.WailofSuicide wrote: -Refundable. I don't like the idea of people making choices on an ability they want, only to find out they don't like it in practice and then being stuck with it.