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That'd be nice, if it had an MP thing going for it.
Could also have like some type of rage mode, where the Lizadion's strength and speed increases a bit in exchange for rapdily draining either MP or HP. Might be too strong though. |
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That would work if other races didn't have defensive passive powers. They would get obliterated with the current balance. Could fall back on the Rage NPCW you made back in the day, Tyhm...that was fun. |
No MP. Races = before Magic by a lot, Nations = after Magic by a lot.
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Okay, so to recap, what's the final list of Races and Nations, along with their attributes (just want to make sure the ones that are thrown out are staying out so I can stop thinking of ideas to fix them)?
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Human - newbie saint, normal speed, normal for all attacks, no regen, no respawn advantage, no free diving, no special vulnerabilities.
Ceres - newbie saint, normal speed, attacks start slower (but by level 3 they're normal), go a little farther, but do no direct damage - well, maybe to baddies. Regen underwater, no respawn, free diving, no special vulnerabilities - or should I make them vulnerable to like, fire and pestilence or something? Alien - newbie saint, 1/2 speed off the moon, all attacks are slower but have longer range, larger radius, and eventually do more damage. No regen, respawn where they fall, no special vulnerabilties. Gnome - newbie saint, normal speed, slower attacks on a smaller area with more damage (hammer), throw hammer with spin. No regen, no respawn, no vulnerabilities - they seem to be screwed over here, should I make them resistant to magic? Vampire - no newbiesaint, faster at night/indoors (basically all quests), normal for all attacks, no diving, some regen (when hurting another player), no respawn advantage, vulnerable to all magic - otherwise just a pumped up human, I'm thinking of just putting them on the Human quest with no changes, save Sister Gertrude fretting over the fate of their immortal soul. Baddy - no newbiesaint, 3/4 speed which increases to almost normal, instant/constant/automatic attacks by running into things, seismic blast for spin, slow regen, no respawn advantage, no vulnerabilities - think the lack of newbie saint and initial slowness will make up for their not having to use the sword button practically ever? And should I force skins, ie you can customize race but not color - gray at newbiesword, blue at lvl2, red at lvl3...? Or just have it setbaddy baddygray.png (with skin confirming)? Remaining Nations: Graal Ninji Avalon/Ceres Gaia/Nimda SardonBadland |
Sounds nice. I think you should make it so they can choose what skin they have. Other wise you'll eventually end up with like 100's of red lizardons and no other colors. Then people will target you because they know you're weaker.
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yep
Well this sounds fun and all but, just like EQ and each race has a weakness so I guess im going to be just a normal Graalian like always.
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Hmm, could give Gnomes Magic Resistance plus some kind of slow regen rate thing when underground. Zorbis would be vulnerable to Thunder Magic if we had it, that could actually be a nice addition to Graal, causing like some damage + paralysis for a short time. Fire would be a resistance most likely as water extinguishes fire.
Baddies having armor color according to their sword power would be nice, as I could already tell how strong you are swordwise just by right clicking you. So it would just fit in. Also wanted to add some kind of posion thing to the Ninjis' stars, just because they're Ninjas. |
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Pain in the arse to add yet another magic type, so no
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They(Zorbis) could take damage from being frozen, since water doesn't befriend ice very well. Or they could take damage from rock/stone magic. Also, now that I look at it, they could take double damage from being start on fire, but it'd be just a tad harder to set them on fire, since they are water beings and all.
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Doubledamage from water (ice) and fire magic. Makes sense.
I'm not as concerned with realism as I am with balance. |
Even if it sounds balanced on the drawing board, we still have to have test results. It can vary quite a bit.
Ceres shouldn't be vulnerable to fire. Fire and water should be ineffective for them (maybe heal with their element while fire remains ineffective), while lightning, stone, and the other magics not directly related to them do regular damage, except damage from jolt bombs and stone magic might be more since they are related weaknesses. |
There IS no lightning magic, and there will BE no lightning magic while I'm running this show!
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And what, I'm supposed to invent the condition if(playerhitbyajoltbombexplosion) ? I can, but it's gonna suck...
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Mleh. Suit yourself. It's not really a need, and it'll probably lag (judgement with baddies, anyone? ^_~).
Now that races are settled, back to Nations. No more passive? Just affiliation and weapon? Makes all the sense in the world, but it feels like it's missing a piece. |
Weapon and passive. Gotta balance it. No good even working on that until we get some better security. Imagine nations with the current hacker situation. :(
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Oh...Dang..Wait..
Now we have Nations...AND Races? |
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Ideas for Nations/Races are constantly being updated and modified for balance and fairness in actual gameplay, so it'll be a while before they are released to the public. |
Before you get too far into nations, I have an idea.
If Zorbi are out of the water, a bar appears, and gets slowly drained. If it's empty, zorbi die? The bar grows longer if you have more fullhearts. Water Canisters would be a good idea. |
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It wouldn't be fair for them to just die. I wanted them to just get slower and weaker as the bar dwindles, but I don't think Tyhm wants to do that. |
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Idea. They only slow down if it's sunny out (They get burnt to a crisp). Indoors and when it's not sunny (night), they're fine. |
Nope. Dun wanna add yet another bar. Plus, again, makes the quests impossible. Until further notice, Zorbi will be just like humans with bubbles in place of their swords, and A to dive once they get the Zorbi Ring. Why do Zorbi need the Zorbi ring to swim and dive? Because I'm too farging lazy to make an entire new branch of quests for Zorbi, and otherwise once they get the glove they can swim wherever the sod they want...Babord, Avalon, Nimda, totally bolloxing the quest and plot system.
Aliens may be the first race. They need the least work and have fun attacks. ^__^ |
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And shouldn't HUMANS be first? |
Humans are default, therefore already done.
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Yay. Alien race is cool. Can't wait to see Zorbi.
So, will Vampire still be a Nation even though it's a race? Or Gaia? |
Vampire-race
Gaia-nation, mostly because I don't want to be bothered with making Elves. |
The classic elements are these (I think)
Death Life War Famine Fire Water Pestilence Stone The races are these Human Ceres Alien Gnome Vampire Baddy So.... This is going from the current magic on classic and how it could change depending on the race... Human + Life = Heals 1 instead of 0.5 - Famine = More chance of their life being halved (15% more chance) Ceres + Water - Doesnt effect them - Fire - They take double damage when not in water Alien + Pestilance = Doesnt effect them - Water = When they are turned to ice they also lose 1 heart Gnome + Stone = 50% less chance of becoming confused - Famine = More chance of their life being halved (15% more chance) Vampire + Death = Kills if opponent is at half life. If not then it takes away 20% of their remaining life. - Fire = They take double damage Baddy + War = Does double damage - Life = Damages by 0.5 instead of healing by 0.5 |
Hm. Could work.
Thinking about changing Famine. As it stands it's kind of weak, it randomly does half damage...war does that reliably, more or less...might have it reliably turn target into a zombie for a few seconds or until hit. |
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As it stands, famine is still pretty powerful. But you *could* change the pumpkin into a ghost image or something, stealing away hearts and magic points. Maybe make it do less damage, but steal more magic and make the victim confused for a longer time than stone magic. |
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You should allow them to choose 2 races in order to become half something half something else, or if they pick 2 of the same they are fully that race.
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We're not talking about your standard D&D races here, these are vastly different races, I just don't think it'd work out. Anyway, it'd complicate the weakness and ability system. |
Just don't make half-vampire. It doesn't make any sense =\
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And you know that's exactly why he said it.
If you want to be a half-vampire, play yourself as a half-vampire. Obviously if I give the option of being a vampire and drinking blood or being a halfvamp with all the powers and none of the weaknesses, everyone's gonna opt for halfvamp anyway. Elves...blah. They're identical to humans anyway, so what's the point? I mean, just humans with different heads. Maybe I'll classify them as Humanoids. All other unlisted humanoid races are humans, including dwarves and elves and halfelves and.... A human in Gaia is basically an elf anyway. *shrugs* I'mma have enough problems just getting the 6 mentioned races together and working without adding make-your-own-race's to the mix. |
Elves are faster and use bows.
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You can use bow anyway and the Lizardon shield speeds you up :-P
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