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11/24/2015 0:37:23   
Rezilia
Member

As in, Adventurer, Blacksmith, Fisher, Enchanter, etc.

These would have no combat abilities. Since AQ3D lets you easily change your class, this would provide more versatility with the class system.

The devs might already be planning this, but I want to know what everyone thinks about these kinds of classes.
DF AQW  Post #: 1
11/24/2015 0:46:28   
kaziboca
Member

why this instead of rep. the only reason i see this being true is if those mechanics (were they to exist) all used the 5 action buttons instead of a specialized interface
AQ DF AQW  Post #: 2
11/24/2015 1:36:51   
Rezilia
Member

^

Yeah, that's what I was thinking. Making it so that non-combat actions like crafting could be affected by skills.
DF AQW  Post #: 3
11/24/2015 11:18:54   
LyRein
Member

I'd prefer Alchemy, Blacksmith etc not be classes or armours.

I'd be muuch better if you get enough [insert point name] and your specialization rank increases on milestones, every milestone you get a new set for that specialization and some other groovy stuff.

To use your specialization just go to your respective trainers (Cy, Alina, Faith etc) and go up to the Anvil, Brewery etc. Clicking on it let's you do the tasks.

Oh and randomized quests for your trainers to boost your specialization.

So with Blacksmithing you could craft recipe armours or weapons (PLAYER-STALLS), for Alchemy boost enhancements (not AQW style .. more like raid boss style bonus on armours) and create potions to sell at a Bazaar like shop or idk player-stalls?

To make things fair and not have one person excel at everything (we know how that worked out for AQW) the more rep you have in one specialization the more difficult it is to rep in certain others.
Post #: 4
11/24/2015 12:07:20   
Gjappy
Member

I do see actual possibilities here.

If we can get AQ3D s secure that we are able to implement a trading system then classes like Enchanter, BlackSmith, Alchemist, Jeweler, Tailor, Crafter, Herbalist, Fisher, Forester etc. might be viable.
Then it will encourage players to interact and trade. Go in a party together with your Blacksmith friend and quest for the drops needed to craft your new armor.

Will need to be worked out though, and very likely has to be introduced as a profession rather than a class.
AQ DF AQW Epic  Post #: 5
11/24/2015 22:39:56   
Rezilia
Member

quote:

I'd be muuch better if you get enough [insert point name] and your specialization rank increases on milestones, every milestone you get a new set for that specialization and some other groovy stuff.


Well, that's part of what I was thinking, too.

Since they'd be non-combat classes, they wouldn't get exp in combat. The idea would be that increasing specialization levels would eventually increase class levels.

If we expanded upon Gjappy's idea (great idea btw), this would make it so the classes would naturally increase the rate of material drops...but would also increase the chance of getting better grade materials the higher your class level is, with this chance only influencing materials based on your equipped class. So a class lvl 10 blacksmith would have the chance to get excellent blacksmithing materials and creating items through those materials would give far better specialization experience than lower grade items.

While many people could say that this would only make it so that non-combat classes have to be carried, a bypass would be making them support classes that give buffs/debuffs based on their theme, such as blacksmiths increasing weapon/armor benefits and alchemists increasing potion effects. Adventurers would be able to share typical speed/jump buffs, etc.
DF AQW  Post #: 6
11/25/2015 9:26:32   
Thade
Member

I'm the topic of the interactions between professions [or non-combat classes] and classes, consider an entire tier of class that are only available to players who have high enough levels in both combat and non-combat classes. Mages that train in blacksmithing become artafacers, while rouges with high enough herbology become assassins.

It would be something remenicent of that old class tree from the original AQ, only with your mandatory MMORPG skills and professions thrown in.
Post #: 7
11/25/2015 11:12:17   
Rezilia
Member

Excellent idea Thade! The Rank 5 -> New Class system is def something I want returned. Mixing it with non-combat is cool as well. o.o

Are you thinking of having it where these classes would use up materials made in the profession, like assassins using up actual poisons?
DF AQW  Post #: 8
11/25/2015 13:15:39   
Thade
Member

Well there would actually be two ways AE can go about integrating together combat and non-combat classes.

The first would be exactly as you described it, high tier classes would require resources in order to activate certine functions, not just mana or some kind of SP. Assassins requiring actual poisons in order to use poison blade, as you postulated, would be an excellent example of that. However, this mechanic strikes me as something that would be rather finiky to implament, and difficult to balance.

The other method would be to simply have certine crafting recepies be restricted to those with a high enough class level. Remember, a non-combat class would still retain its usefulnes even after a character has moved up a level tier. So, let's say, a rouge has a high enough level in rouge and herbology to become an assassin. That assassin would then have access to a number of assassin only crafting recepies in herbology.

This strikes me as the kind of thing to bring up during the Q&A on Friday, I'll make a mental note of it.

< Message edited by Thade -- 11/25/2015 13:20:18 >
Post #: 9
11/25/2015 13:24:35   
kaziboca
Member

during the early time of aqw, it was intended for classes to have their own inventory and not count against your bag space. if you wish to make non combat classes, which unlike other classes seem like a mandatory thing to own, you would have to compensate players using inventory space on these near mandatory items somehow. basically the inventories of all players should be fluid, but these noncombat classes seem like fixed point in everyones inventory. it should tare out
AQ DF AQW  Post #: 10
11/25/2015 13:45:09   
Thade
Member

Actually, if non-combat classes did I fact take up inventory space, that would be a perfectly sound mechanic. Recall, most MMOs do put a cap on the number of professions one is aloud to take up. By having non-combat classes took up inventory space, it would essentially act as a "soft cap" on professions.
Post #: 11
11/25/2015 13:50:43   
kaziboca
Member

a very very very soft cap
AQ DF AQW  Post #: 12
11/25/2015 14:22:12   
LyRein
Member

@Thade

I don't know how Herbology makes Assassins but sure.
Post #: 13
11/25/2015 17:09:49   
SonicTbear
Member


Wouldn't a tradeskill system be better?
AQ DF MQ AQW Epic  Post #: 14
11/25/2015 21:15:58   
Rezilia
Member

@Ly

Herbology is used to create potions and poisons. Assassins dab their weapons with poison, making small cuts on their enemies that force poison into the opponent's system, causing "wound" and "poison" DoTs.

@Sonic

I'm not sure what you mean by that but I'm sure that AQ3D will have trading, even if it's limited to player-made items. They wouldn't be putting in so many professions otherwise.

@Kaz

Atleast it's better than restricting the number of professions you can learn. That is one of the things I hate most in gaming.
DF AQW  Post #: 15
11/26/2015 12:12:09   
LyRein
Member

@Above

ik but since this is high-fantasy, assassin seems too easy and overused.

maybe something like

Necromancer + [HIGH SUPPORT-MAGIC BASED CLASS] + Herbology = Creator/Binder, able to create and manipulate earthly beings (i.e Human + Horse = Centaur minion).
Post #: 16
11/26/2015 22:41:46   
Thade
Member

Slow down their speed racer, lets look at this on a base level. While we can go on for hours about cool combos, and all the ridiculous ways we can mix together 3 or 4 top tier classes, we need to start small.

So far there are only 3 classes, rogue, warrior, and mage, with the possibility for Ninja, Dragon Slayer, Paladin, Pirate, and Necromancer, assuming the kickstarter goes well.

From there we can take the classic MMORPG professions, and apply them to the base classes.

So, for example, warriors with high enchanting might become something along the lines Runesmiths or Runepriest from warhammer or DnD, respectively.
Post #: 17
11/27/2015 10:57:49   
Rezilia
Member

Great idea, Thade! :D

If enchanting is made to use runes, it would make sense that Rune Knights could pull the maximum amount of power from the runes on enchanted items. In this system, the traits of different skills would depend on how many times an item had been enchanted rather than requiring consumable items like poisons. I can see this working where each skill was based on one (or a few) equip slots, like weapon, arms/boots, armor, helm, etc.
DF AQW  Post #: 18
11/27/2015 14:22:15   
Thade
Member

I like the logic behind that. Artix did say that weapon fusions would be taking the place of enchanting, after the AQW system failed spectacularly, but if a better one could be designed, who's to say both can't be implamented.
Post #: 19
11/27/2015 18:37:30   
LyRein
Member

@thade

was just an example
Post #: 20
11/27/2015 19:59:08   
Thade
Member

And it's a solid example. So solid in fact that I would recommend talking about it on Thursday.

I'm sorry if it looked like I was trying to stifle you in any way.
Post #: 21
11/27/2015 21:41:00   
Rezilia
Member

I was actually talking about enchanting with how it works in other MMOs, with the +1 to +10 system. :)

Weapon fusion would work in the same way, though I'm not sure how it would relate to an enchanter profession.
DF AQW  Post #: 22
11/28/2015 9:18:59   
LyRein
Member

@above

I think we should just merge Alchemist and Enchanter, would make a pretty interesting profession.
Post #: 23
11/28/2015 11:37:43   
Rezilia
Member

Would it? Alchemist in AE focuses on potions and poisons, not improving items.
DF AQW  Post #: 24
11/28/2015 13:18:16   
kaziboca
Member

you mean aqw. ae has no standard for such things
AQ DF AQW  Post #: 25
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