I understand in Ryzom there are over 250 levels to unlock. All the changes to spells, skills, items & the different types of encounters they come across throughout the lifespan of the game can become consuming. One of the concerns I see with this system is that it will require tremendous amounts of editing on the users part. Now your in combat and in PVP, hit F2-F5 based on the type of different enemies your are facing. Say your crafting, hit F1 and that will swap to your archetype skills that give + armorsmith bonus, blacksmith, etc. People should be able to share this information and link the abilities they created for others to see.į1-F12(any key-bind) could allow for fast swap out based on the activity your are doing. This can really make people stand out by /con a mob and designing a custom action that best suits the encounter/situation. This helps with character customization & alleviates people using the same standard builds between classes. I also think this will create vast differences in the archetypes, which is welcomed. I like the idea of allowing us to create our own spells that compliment the many different play-styles that define our character. This type of system is extremely flexible & highly customizable which I'm a big a fan of. Or they could just use each individually as the were earned. So, a mage/rogue could hypothetically add the melee based lightning spell to their sneak attack, adding a mana and probably a slight stamina cost. In this case, two credits, "flanking strike" and "stealth".without these credits, the attack would probably not be possible because of the extreme stamina cost. It is a melee strike only usable when behind an opponent and stealthed, it is composed of a really expensive (stamina wise) melee attack that does massive damage.to counter the massive cost of this attack, the action comes with credits.which in some way dampen the costs (and once learned can be added to any relevant type of action). "Sneak attack" is another skill available to rogues. It is a base melee attack with melee based lightning spell. To illustrate, in the previous example about the sneak attack with lightning, "Lightning strike" might be a mage or sorcerer skill that can be earned. From that point on, the subskill components could be used to build future actions. #Ryzom generic craft plans full#Then there are the basic, no archetype "trees" that add more generic subskills, perhaps more in harvesting and crafting.Īs mentioned in another thread, I think as long as a player knows all the relevant subskills, they should be able to learn a preconstructed skill from another player.Īnd, it could even be done so that earning a badge does get you full skills that can be used as are, but these skills are just preconstructed ones. They truly will be a combination or synthesis of their respective archetypes. Massive attacks will result in huge drain of whatever type of reserve(s) are appropriate.limiting the attacks use.then leaving the character drained (and unable to use anything but the base attack).Īdding to this, give each archetype access to specific melee, spell, harvest, and craft subskills.and allow a character to add any melee subskills they know to any melee attack. Why not add shock magic subskill to your rogues sneak attack? This would drain both your mana and stamina, but you could.and since you balance each subskill with an action cost, the game will always remain in balance because players pay for what they use. Where this gets really interesting (and where I suggest PFO can move beyond Ryzom) is that this allows for the addition of stanzas from differing archetypes. So, you could build attacks that are massive, but drain your stamina quickly, or you could build a different type of character, one that uses quick precise, low stamina drain attacks for extended combat. Each subskill has a cost, stamina and/or mana, and when you add a sybskill to an existing (or new skill) the costs stack. To illustrate, I earn the "might swing 1" badge and what it gives me is +2 to melee damage that I can then add to any melee attack, even those which other special skills added (such as "precise attack 1"). The training of skills and earning of merit badges results not necessarily in the receipt of whole skills, but rather the receipt of components that could be used to build new skills. This is a sandbox innovation that stands head and shoulders over the action stanza systems of any other MMO (and this game came out at the same time as WoW).įor those who cannot be bothered with the link, what I am suggesting is that PFO have a way to customize actions. Of course, I hope it is not done exactly like Ryzom, but this is one of the things Ryzom did right. I hope PFO will have customizable actions similar to what is described here.
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