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JustNoOne wrote on 2010-07-25 06:13
- Don't do anything to Adventurer's damage output/whatever, it encourages people to mirgrate to classes which makes the game lass "fantasy life"-ish
- Give the clasees stat bonuses and increase damage or whatever they specialize in
- Don't make content (current or future) class restricted
- Don't make the player forced to change classes to get x content or to get to be able to do x thing
- Don't make this update suck
I just hope for this to happen *prays to DevCat god
Mmmmm... merchant class, maybe double drop rate and double amount of gold? And probably something like slower gain on STR, Will or something per level... that's how I in-vision them o.o
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Moppy wrote on 2010-07-25 06:15
Hmm... My ideas for Merchants:
-They will probably not good at any specialty skills but I expect high intelligence.
-Increased drop rates on everything
-All NPC products and services are cheaper.
-Maybe a few unique, odd skills that cause debuffs and buffs with fewer skills for actual damage dealing.
We'll see, but the stuff I wrote sounds like a unique and cool class.
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Phunkie wrote on 2010-07-25 06:20
Quote from Moppy;104051:
I think we can agree with that. But as a giant, I'm kinda used to to this limiting stuff. Humans will be the ones having the hardest time with it. :D
You lucky dog! :P
Giants get the upper hand here. haha
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pkMaster wrote on 2010-07-25 06:23
I though about this a little more and I think the class system might not be that bad. As long as they don't restrict any of the pre-G12 skills, I'll be ok with whatever DevCat decides to do with this. That way, people can still create strong hybrids while giving each class a small buff that boosts their class's skill/capabilities. Let's hope that they don't place any unreasonable restrictions on these classes.
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Andy-Buddy wrote on 2010-07-25 06:25
Quote from Moppy;104077:
Hmm... My ideas for Merchants:
-They will probably not good at any specialty skills but I expect high intelligence.
-Increased drop rates on everything
-All NPC products and services are cheaper.
-Maybe a few unique, odd skills that cause debuffs and buffs with fewer skills for actual damage dealing.
We'll see, but the stuff I wrote sounds like a unique and cool class.
I think merchants will become producers, like weavers, blacksmiths, and other producers.
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Hiccup wrote on 2010-07-25 06:27
I think branching off into a "class" should be a choice at birth. Instead of forcing people into picking a class every week, or 3 weeks, if given the chance to play like we have been pre G-13 it'd be much better. But you could always have the option of choosing a "class".
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Phunkie wrote on 2010-07-25 06:27
Quote from pkMaster;104090:
I though about this a little more and I think the class system might not be that bad. As long as they don't restrict any of the pre-G12 skills, I'll be ok with whatever DevCat decides to do with this. That way, people can still create strong hybrids while giving each class a small buff that boosts their class's skill/capabilities. Let's hope that they don't place any unreasonable restrictions on these classes.
Yeah, I'm pretty optimistic about it as well.
I'm for the no nerfs on pre-G13 skills.
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Moppy wrote on 2010-07-25 06:28
Quote from Andy-Buddy;104093:
I think merchants will become producers, like weavers, blacksmiths, and other producers.
Well that too. But what can they really get from life skills other than increased success rates?
Quote from bradstrt;104096:
I think branching off into a "class" should be a choice at birth. Instead of forcing people into picking a class every week, or 3 weeks, if given the chance to play like we have been pre G-13 it'd be much better. But you could always have the option of choosing a "class".
But that's what adventurers are for... They are pretty much what we are now except they won't get all the future skills.
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Phunkie wrote on 2010-07-25 06:31
Quote from bradstrt;104096:
I think branching off into a "class" should be a choice at birth. Instead of forcing people into picking a class every week, or 3 weeks, if given the chance to play like we have been pre G-13 it'd be much better. But you could always have the option of choosing a "class".
It's like Demigod.
When G12's Morrighan skills come out, you will be given a choice of using the Light skills or the Morrighan (Raven) skills.
If you choose one set, you cannot use or train the other.
It's the same example.
I like choices though, instead of absolutes.
Also, you can change your "alliance."
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Hiccup wrote on 2010-07-25 06:31
You double posted Moppy XD
I still don't like the choice of classes D:
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oddy231 wrote on 2010-07-25 06:33
Quote from Moppy;104077:
Hmm... My ideas for Merchants:
-They will probably not good at any specialty skills but I expect high intelligence.
-Increased drop rates on everything
-All NPC products and services are cheaper.
-Maybe a few unique, odd skills that cause debuffs and buffs with fewer skills for actual damage dealing.
We'll see, but the stuff I wrote sounds like a unique and cool class.
That seems sort of broken. My guess is they get bonuses in life skills and that's all. They probably will get things like increased success rates and better outcomes with items produced, like a black smithed sword with a little extra attack power, or more potent potions.
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pkMaster wrote on 2010-07-25 06:39
Quote from Moppy;104098:
Well that too. But what can they really get from life skills other than increased success rates?
Don't you also get more Dex and Int from most life skills?
Quote from Moppy:
But that's what adventurers are for... They are pretty much what we are now except they won't get all the future skills.
I'm pretty sure they'll add more skills for adventurers. And besides, what would be the point of having classes if they were all similar to each other?
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Moppy wrote on 2010-07-25 06:42
Quote from pkMaster;104113:
Don't you also get more Dex and Int from most life skills?
I'm pretty sure they'll add more skills for adventurers. And besides, what would be the point of having classes if they were all similar to each other?
1. But all the other classes most likely will be able to still use life skills. Do you really think DevCat would only allow one class to do one of the main functions of the game?
2. They may. But it seems like the main idea of the adventurer is to have an all around class with nothing special other than the ability to be flexible.
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Zid wrote on 2010-07-25 06:47
Merchant EvG: camping prices until ragequit deflation.
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pkMaster wrote on 2010-07-25 06:49
Quote from Moppy;104122:
But all the other classes most likely will be able to still use life skills. Do you really think DevCat would only allow one class to do one of the main functions of the game?
That's not what I said, I simply said that you can also get Dex and Int from life skills. My guess is that they might might make life skills easier to train for merchants, maybe? IDK, it still seems like an awkward class to include.
Quote from Zid;104128:
Merchant EvG: camping prices until ragequit deflation.
LOL, that would be pretty funny. It's like a dramatised version of
Spice and Wolf
:XD: