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| Ogordemir99 | Posted: 12/28/2009 10:38:11 PM UTC | Message Detail | Filter | Author Profile | # 001 |
| Level: 49 Liberal Arts Major | Originally I intended to go over classes alongside the changes to experience and leveling, but since I wasn't able to put navigation into its own write-up I'll leave that to tomorrow. Before I get into the classes, let's talk about navigation. Getting There The changes are fairly simple and best presented in list form, starting with the most important change: 1. Previously, you were able to "jump" (i.e. enter the field in the address bar) anywhere in the overworld and nowhere in dungeons. Now you can jump anywhere so long as you have a map. This includes the overworld. You don't start with any maps, but the overworld map will be easily accessible. 2. Owing to my failure to implement boating and so on, you can walk on water right off the bat. Expect this "feature" to remain for the foreseeable future. 3. All types of worlds (the overworld, dungeons, houses) have been condensed into area.php; dungeon.php and edifice.php have been eliminated. "Sub-worlds" are now referred to in-game as enclosures and the game treats them all the same. 4. "Signposts" have had a change of functionality. Now instead of being custom-made indicators of whatever, they indicate the region you are currently in. I won't have every region in place by release time; currently, only a third of all areas have one assigned, and I don't expect that number to change much if at all between now and January 1st. 5. With the exception of the fields in The White City, there is neither rhyme nor reason in the assignment of IDs to fields. They were all assigned randomly. The fields are now organized internally on a two-dimensional coordinate plane. 6. A few things were pushed off my to-do list because of time constraints. Of these, the most important to me is "elevation" differences between fields, e.g. mountains and so on. These would create a slight functional difference in that it would allow me to create ridges, cliffs overlooking the sea, etc., that would have relevant implications to map-less navigation but would be mostly for flavor. I elected not to bother now namely because the map of the overworld is basically given to you immediately, but I'll get to this in the near future maybe. The Trouble with Special Classes The class system was one of the first things I changed, and it's driven a number of other changes. Initially I thought I would rather just add to the existing system, but then I realized there were two major problems with that: (1) special classes sucked and (2) hybrid classes were a mess. There are three main reasons I came to so dislike special classes. First, I had already decided to change the race system to allow NPCs to grant unusual races, and special classes took up most of the same territory. Second, they were a total clusterfuck from the standpoint of items, spells, leveling, everything. I didn't find the need to have a separate listing of class histories for every character just to coordinate all of that, nor did I like that there was basically no reason not to get a special class. Third, coding them and their requirements was a bitch. Now let's talk about hybrid classes. There were roughly ten of them, a number that in some way was supposed to cover 91 different combinations. Most paths lead to Paladin. Others went absolutely nowhere. This was ridiculous to me, and given that you could just get a special class and go nuts, hybrid classes under the old model became just an intermediary step to, say, becoming a Lich. I could have changed the special class system in a few ways to ameliorate these problems, but I decided it would be a better idea to eliminate it entirely and focus on combinations of base classes. This, in turn, led to some changes in the bases. The Seventeen Bases First, here's a list of the bases: Soldier • Pikeman • Spiremage • Weaver • Warrior • Summoner • Ninja • Spellbinder • Cleric • Archer • Horseman • Tamer • Bard/Dancer • Apprentice • Pirate • Druid • Initiate As Kenri noted, Pirate, Druid, and Initiate are new classes. These each came into being in slightly different ways but all of them have to do with the elimination of special classes. Pirate was originally destined to be a line of special classes, and because that line was three classes long it fit neatly into the linear pattern; and, since I wanted a few Pirate-theme hybrids, it was a shoe-in for the position. The other two were added because of existing special classes. Druid came in because there was otherwise no sensible way to get to Hermit, and Shaman was in need of a distinguishing ingredient. Initiate was added so that Necromancers/Liches, Arcane Knights, and Arcane Colossi could exist.Pure Classes Meanwhile, I made a slight change to the structure of class changes to allow base classes to be repeated in order to get a unique third class, e.g. Ninja -> Ninja -> Assassin. These I have personally called pure classes, but you can call them whatever. Thus, when choosing second classes, you get a choice from all seventeen bases and an intermediate. Linear Classes and Intermediates If you choose the intermediate, you're locked into the same linear path you were locked into before. So, your Spiremages will still become Winterkeepers, your Spellbinders will still become Dawnbreakers, and so on. Below is a list of intermediates in the same order as the bases above: Knight • Officer • Frostcaster • Wizard • Dragoon • Herald • Shinobi • Enchanter/Enchantress • Steward • Marksman • Rider • Beastmaster • Magician • Blackbelt • Marauder • Sower • Necromancer HybridsThe biggest and most annoying problem, in my eyes, with the old hybrid model was the lack of them. That problem has been solved: there is now a unique hybrid class for every base class combination. And, now that there are 17 bases, that means there are, let's see... add the ten... carry the one... 136 hybrid classes. Tiers If you add in the pure and linear classes, that gives a hefty 170 possible third classes. Because this could prove problematic if left alone, I decided to group every third class into eleven tiers based on mechanical similarity. Although each class can obviously get its own spells and items, there will also at some point be general tier spells and items, so the placement of a class is actually important. Additionally, there are/will be spells available to whole tiers (and races) that have different effects depending on what classes a character had previously. Here is a list of the tiers, the classes in them, and a very brief mechanical description. Tier I This is the healing/"tank" tier. Most of these classes will have high HP and the capacity to heal. Rose Knight • Magus • Commander • Sensei • Matriarch/Patriarch • Paladin • Archon • Swordsman • Evangelist • Bourgeois • Martyr • Apostle • Pontiff • Caretaker • Templar • Daimyo Tier IIIn contrast, this tier is weak in most stats, however it's the fastest overall. There was a mechanic slated to be unique to this tier, but that had to be cut; expect it... eventually. Jester • Jonin • Doshu • Monk • Fighter • Thief • Spy • Revelator • Ronin • Assassin • Ascetic • Brigand • Entangler • Adept • Scout • Baron/Baroness Tier IIIThis is the jerk tier. Winterkeeper • Adjudicator • Arbiter • Cutpurse • Specter • Rector • Liege • Warden • Sentry • Puppetmaster • Dominator/Dominatrix • Zealot • Councilor • Chancellor • Mime Tier IVHere we have a tier based on an entirely new mechanic that I'll discuss later, although the gist should be fairly obvious from the names of the classes alone. Viking • Dominus • Ambassador • Tactician • Sorcerer King/Queen • Adventurer • Monarch • Emperor/Empress • Explorer • Ranger • Hero • Hunter • Sovereign • Sojourner • Navigator Tier VThis is kind of the "blegh" tier: these classes don't have any real common quality except perhaps their lack of one. In other words, this is the tier equivalent of Pikemen. Marshal • Captain • Elite Marksman • Commodore • Samurai • Sniper • Privateer • Longbowman • Envoy • Stormchaser • Arcane Knight • Lieutenant • Duelist • Messenger • Fletcher Tier VIThis is the summoning tier. Grovetender • Soulshaper • Sciomancer • Progenitor • Visionary • Shepherd • Painter • Poet • Hermit • Artificer • Weaponsmith • Recruiter • Guide • Dramatist • Wrangler • Conjurer Tier VIIThis is the enchantment tier. Dawnbreaker • Musician • Stormcaller • Crusader • Dreamwaker • Spellcrafter • Revolutionary • Illusionist • Lyrist • Wavewaker • Odist • Alchemist • Catalyst • Harbinger Tier VIIIThis could be described as the "diversity" tier, as many of these classes have effects based on races. Many are also based on mounts. Hussar • Master • Admiral • Rabble-Rouser • Emissary • Plaguelord • Gamekeeper • Chieftain • Noble • Legate • Legionnaire • Champion • Cavalier • Overseer • Minstrel • Medium • Stablemaster Tier IXLike Tier IV, this tier is based on a new mechanic. Unlike Tier IV, this mechanic will not be implemented by the initial release. Anyone want to take a stab at what that mechanic might be? Occultist • Prophet/Sibyl • Witness • Gambler • Augur • Stoic • Seer • Patron • Ritualist • Haruspex • Vaticinator • Seeker • Soothsayer • Oracle • Scryer Tier XThis is the generic magic-oriented "DPS" (or perhaps DPT?) tier. Sage • Lich • Transfigurist • Warlock/Witch • Archmage • Exorcist • Praetor • Thaumaturge • Reaper • Overlord • Abolisher • Magister • Inquisitor • Mystic • Extinguisher • Sorcerer/Sorceress Tier XIThis, on the other hand, is the generic non-magic-oriented "DPS" tier. Warlord • Stormcrasher • Dragon Knight • Berserker • Lancer • Shaman • Galerunner • Siege Captain • Patrician • Valkyrie • Alarmist • Paragon • Arcane Colossus • Artillary Captain • Brigadier The Class Deluge vs. ContentIf you include all of the possible classes, bases and all, there are 204 of them. Factor in that I left/am leaving spell and item development as the very last thing to get done, and you have a system that isn't going to look done by the New Year. The lists of third classes provided may themselves may not be identical to a list generated after release: classes may be moved into other tiers, a few names may change, and alternate names may be added. (Indeed, I can add alternate names at any time. Only the male variants are actually coded into and stored in the system; the female ones are generated when the class is displayed.) But in the end, what you see here is almost identical to what you will see later. Will other bases be added in the future, a la Pokemon? Maybe, but as far as this goes, my goal is going to be to make the existing classes look as complete as possible. As for the combinations that generate each third class: like in previous versions, I prefer not to give you that right off the bat, but owing to the sheer volume of classes I can provide that information if you would like. As it is, naming schemes and tier group should help you figure out what's what, although a number of classes are just random. Next up... Tomorrow I'll get into experience, levels, and probably something else. ___ ~ Ogordemir ~ "The sciences have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality that we shall either go mad from the revelation or flee from the light into the peace and safety of a new dark age." ~ H.P Lovecraft, The Call of Cthulhu Message last edited by Ogordemir99 on 1/12/2010 at 03:32:06 AM |
| Kenri of the Yuri | Posted: 12/29/2009 2:53:29 AM UTC | Message Detail | Filter | Author Profile | # 002 |
| Level: 43 Editor | If you add in the pure and linear classes, that gives a hefty 170 possible third classes. dear god --- "There's a pony in the shop, but don't buy it. It might do something unfortunate to you." ~from the first Summoner's Seal topic |
| Ogordemir99 | Posted: 12/29/2009 3:24:24 AM UTC | Message Detail | Filter | Author Profile | # 003 |
| Level: 49 Liberal Arts Major | You get used to it. ___ ~ Ogordemir ~ "The sciences have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality that we shall either go mad from the revelation or flee from the light into the peace and safety of a new dark age." ~ H.P Lovecraft, The Call of Cthulhu |
| Kenri of the Yuri | Posted: 12/29/2009 7:12:31 AM UTC | Message Detail | Filter | Author Profile | # 004 |
| Level: 43 Editor | Anyway, if I may offer up a criticism that is probably pointless considering I'm basing it entirely off a short preview... The idea seems to be that items can be mass-created for each tier, thus limiting the "dear god" factor of 170 classes. Obviously everything in Tier X can launch a Magic Burst or equip some sort of robe-like thing. This idea was even implemented - albeit only slightly - in v.<3 with the super-weak equipment that all classes could use. However, this idea seems to break down in certain tiers, such as (for example) Tier III. I can't think of many similarities, mechanical or flavor-wise, between say... Winterkeepers and Mimes. (Granted I don't know exactly what a Mime does, but I think I can make an informed guess >_>) Actually, scratch that, they could both theoretically reflect attacks. But you get the idea. <_< Is this a valid concern? --- "There's a pony in the shop, but don't buy it. It might do something unfortunate to you." ~from the first Summoner's Seal topic |
| Ogordemir99 | Posted: 12/29/2009 7:51:20 AM UTC | Message Detail | Filter | Author Profile | # 005 |
| Level: 49 Liberal Arts Major | Is this a valid concern? Not as far as I can tell. There are two things at play here: items and spells. Equippable items are subdivided into thirteen categories, as they have basically always been: helms, scarves, wings, accessories, dolls, weapons, shields, gloves, books, armor, legs, mounts, and boots. Of these, all but weapons, armor, and mounts can be generalized across tiers without any trouble, if necessary; and of course, individual items could be made for each class in any category. Spells are trickier. Let's take Tier III (I would be more concerned about Tier V myself, however). The only current spell accessible to this tier is Stifle, a generic spell that cancels the target's next action (and was originally restricted to Winterkeepers, I believe). Flavorwise, all of the classes have a justification for access to this, although the flavor differs for each. In general, for each tier: I: All of these classes will have access to buffs and/or healing spells, so tier-wide spells can be made that do either in a very general sense. II: These guys are unified by spells like Swiftstrike, which deals generic damage based on speed, and the mechanic that I cut. III: See above. IV: Unified by their own mechanic. V: The problem is that there's a pretty even split on the base classes that form these, and there's really very little (read: nothing) that e.g. Longbowmen and Officers have in common. These are likely to share a lot of items and very few spells. VI: Unified by their mechanic. VII: Unified by their mechanic. VIII: This is an open-ended tier and there's a good deal of room for generic buffs, enchantments, and so on that have to do with mounts or races. IX: Unified by their mechanic. Whereas Tiers VI and VII are loosely unified, IV and IX are far closer together. I could, if I wanted, just have generic tier spells for the classes in both tiers, but that's no fun. X: Unified by big damage spells. XI: Unified by big damage spells. Thus, using really generic effects is one solution. Another is the type of spell I mentioned that has a different effect based on class history (tagged "heritage"). All but three Tier III classes have Spiremage as a prerequisite, so the effect will be 50% identical for the majority of the tier. These don't have to break down into an analysis of each individual class, either: they could be as simple as a modal effect that decides whether or not the character has been a Spiremage and then has one of two effects depending on the answer. (There aren't any heritage spells as of writing, though, but there will be eventually. Incinerate, for instance, although that may not be locked into a tier.) Plus, keep in mind that the majority of a third class's spells will be from the two previous classes (especially now), which is another simplifying effect. Ultimately, though, some classes will fit less well together than others (e.g. those of Tiers V, VI, and VII) and will necessitate more spells. But even these will have some thematic similarity. Most of the Tier VII classes, for instance, will be focused on building up a base of enchantments. That's another motivation for the tier grouping: if I say such and such class is in such and such tier, if you have an idea of what the tier is based on, you not only have a general idea of what the class does but also what base (and possibly intermediate) classes are used to get that particular class. Of course, sometimes your idea will be off, but generally you'll be close enough so it doesn't matter. Lastly, there's the library, which is a sortable (though not yet searchable) in-game reference for all of these spells, classes, tiers, items, and so on. It's a lot easier to manage all this when the data is easily available and always reflects the immediate state of the game. ___ ~ Ogordemir ~ "The sciences have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality that we shall either go mad from the revelation or flee from the light into the peace and safety of a new dark age." ~ H.P Lovecraft, The Call of Cthulhu Message last edited by Ogordemir99 on 12/29/2009 at 02:52:21 AM |
| Kenri of the Yuri | Posted: 12/29/2009 8:33:02 AM UTC | Message Detail | Filter | Author Profile | # 006 |
| Level: 43 Editor | Ah, I see. Good to hear. I suppose, absolute worst case scenario, the same equipment could be available under multiple names to fix any flavor incompatibility. As an aside: Tier X This is the generic magic-oriented "DPS" (or perhaps DPT?) tier. Transfigurist I forget if I ever posted the last batch of items/spells I made for this guy, because IIRC SS development was shut down while I was working on it, but... the direction I was going was that the Transfigurist line can A) give status effects, B) turn enemies into animals (often as part of the status effect), and C) do things to enemies that have status effects/are animals (I think the only spell I actually made for this just did heavily increased damage if the target had been turned into an animal). Either way, I don't think there were very many offensive spells for the line, so its placement in Tier X confuses me - unless the line has been changed, which wouldn't surprise me since it was sorta weird and not-really-developed to begin with (something that was entirely my fault >_>). --- "There's a pony in the shop, but don't buy it. It might do something unfortunate to you." ~from the first Summoner's Seal topic |
| Ogordemir99 | Posted: 12/29/2009 8:39:14 AM UTC | Message Detail | Filter | Author Profile | # 007 |
| Level: 49 Liberal Arts Major | The "turning things into other things" effect is dispersed through Tiers VI and VII, so Transfigurist could be there, but since Transfigurist is the end of the Tamer->Beastmaster line I decided it should be more along the lines of changing itself into other things, which to me evoked "Bedragon" effects and at that point I figured it belonged with the Sages and so on. EDIT: Although I'm fairly certain as it stands that Transfigurist will have an epic total of 0 unique spells by Friday, so the flavor/mechanics involved are pretty open to interpretation. ___ ~ Ogordemir ~ "The sciences have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality that we shall either go mad from the revelation or flee from the light into the peace and safety of a new dark age." ~ H.P Lovecraft, The Call of Cthulhu Message last edited by Ogordemir99 on 12/29/2009 at 03:41:38 AM |
| Kenri of the Yuri | Posted: 12/29/2009 9:24:55 AM UTC | Message Detail | Filter | Author Profile | # 008 |
| Level: 43 Editor | The "turning things into other things" effect is dispersed through Tiers VI and VII, so Transfigurist could be there, but since Transfigurist is the end of the Tamer->Beastmaster line I decided it should be more along the lines of changing itself into other things, which to me evoked "Bedragon" effects and at that point I figured it belonged with the Sages and so on. I like this and don't know why I didn't consider this. >_> There could even be special enemies/bosses that, if you defeat them with a Transfigurist of a high enough level in your party, grant you the ability to turn into them(/turn into their species). It combines my love of catching things with my love of optional bosses! EDIT: Although I'm fairly certain as it stands that Transfigurist will have an epic total of 0 unique spells by Friday, so the flavor/mechanics involved are pretty open to interpretation. Fair enough. There are many more important things than my bizarre pet project classes. Like making Pikeman the most broken class in the game! And ignoring the classes of xp's characters when implementing new items/spells! --- "There's a pony in the shop, but don't buy it. It might do something unfortunate to you." ~from the first Summoner's Seal topic |
| Ogordemir99 | Posted: 12/29/2009 9:31:27 AM UTC | Message Detail | Filter | Author Profile | # 009 |
| Level: 49 Liberal Arts Major | There could even be special enemies/bosses that, if you defeat them with a Transfigurist of a high enough level in your party, grant you the ability to turn into them(/turn into their species). It combines my love of catching things with my love of optional bosses! The majority of the bosses will be optional by way of the nature of the game itself. Also this isn't a bad idea: it could be accomplished by having the bosses drop the appropriate spell. Although in that case it would happen regardless of the level or existence of your Transfigurist(s). Alternatively I could have certain item drops be influenced by the composition of your party, but that's a feature that's far off if at all. Like making Pikeman the most broken class in the game! And ignoring the classes of xp's characters when implementing new items/spells! These two seem unlikely. ___ ~ Ogordemir ~ "The sciences have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality that we shall either go mad from the revelation or flee from the light into the peace and safety of a new dark age." ~ H.P Lovecraft, The Call of Cthulhu |
| xp1337 | Posted: 12/29/2009 6:35:50 PM UTC | Message Detail | Filter | Author Profile | # 010 |
| Level: 49 Liberal Arts Major | And ignoring the classes of xp's characters when implementing new items/spells! Actually, if this was the old class system, not only would I not mind this, I'd probably encourage it unless they were actually wanted around. However, with this new system that seems like it's not an issue. Unless by that you meant, "Figure out what classes I use and then abandon development on them." Like making Pikeman the most broken class in the game! Pfft, calling it now, 4 Paladins (or any Tier I) will be the greatest team. Tanks with healing? Aww yeah. Of course, I like "DPS" type classes so I'd probably have 4 of Tier X and Tier XI teams or something equally unbalanced and easily defeatable. >_> --- xp1337: Don't you wish there was a spell-checker that told you when you a word out? |
| Ogordemir99 | Posted: 12/29/2009 6:40:23 PM UTC | Message Detail | Filter | Author Profile | # 011 |
| Level: 49 Liberal Arts Major | Unless by that you meant, "Figure out what classes I use and then abandon development on them." I've already wiped all existing data, so this was my personal interpretation. ___ ~ Ogordemir ~ "The sciences have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality that we shall either go mad from the revelation or flee from the light into the peace and safety of a new dark age." ~ H.P Lovecraft, The Call of Cthulhu |
| Kenri of the Yuri | Posted: 12/30/2009 12:49:49 AM UTC | Message Detail | Filter | Author Profile | # 012 |
| Level: 43 Editor | Unless by that you meant, "Figure out what classes I use and then abandon development on them." This is what I meant. <_< Anyway, for no reason, random attempt by me to guess all the pure classes based only on names: Soldier = Archon Pikeman = Lancer Spiremage = Adjudicator Weaver = Archmage Warrior = Berserker? Summoner = Progenitor Ninja = Assassin (given) Spellbinder = Dreamwaker Cleric = Emperor/Empress Archer = Longbowman Horseman = Cavalier Tamer = Warden Bard/Dancer = Musician Apprentice = Sensei Not even going to try for Druid/Pirate/Initiate. Feel no obligation to tell me whether I'm right or wrong if you'd rather keep it a secret. <_< --- "There's a pony in the shop, but don't buy it. It might do something unfortunate to you." ~from the first Summoner's Seal topic |
| Ogordemir99 | Posted: 12/30/2009 12:54:43 AM UTC | Message Detail | Filter | Author Profile | # 013 |
| Level: 49 Liberal Arts Major | Soldier = Archon Pikeman = Lancer Spiremage = Adjudicator Weaver = Archmage Warrior = Berserker? Summoner = Progenitor Ninja = Assassin (given) Spellbinder = Dreamwaker Cleric = Emperor/Empress Archer = Longbowman Horseman = Cavalier Tamer = Warden Bard/Dancer = Musician Apprentice = Sensei Italics indicate a pure class with a wrong assignment. Bold indicates success. EDIT - Fun fact I just noticed: no classes in Tier IV are pure classes. ___ ~ Ogordemir ~ "The sciences have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality that we shall either go mad from the revelation or flee from the light into the peace and safety of a new dark age." ~ H.P Lovecraft, The Call of Cthulhu Message last edited by Ogordemir99 on 12/29/2009 at 07:58:16 PM |
| Kenri of the Yuri | Posted: 1/1/2010 1:34:28 AM UTC | Message Detail | Filter | Author Profile | # 014 |
| Level: 43 Editor | Second attempt! Soldier = Swordsman Pikeman = Paragon Spiremage = Abolisher Weaver = Witch/Warlock Warrior = Berserker (correct) Summoner = Conjurer Ninja = Assassin (given) Spellbinder = ? Cleric = Archon Archer = Fletcher Horseman = Crusader Tamer = Gamekeeper Bard/Dancer = Musician (correct) Apprentice = Sensei (correct) As an aside... Sniper strikes me as Ninja + Archer. Rose Knight strikes me as Steward + Horseman. Stablemaster seems like Tamer + Horseman. Duelist seems like Horseman + Apprentice. Hence, I'm hesitant to guess any of those as pure classes... As a second aside, I am slightly annoyed that Sensei was rejected as the third tier of the Apprentice line, and is now the pure class, considering Doshu is the worst name in the world (well, the worst name out of the 170+, at least). I really should have bitched about that name more when it was being proposed. <_< And actually, speaking of Doshu, I'm curious why it's in the healing/tank tier considering the class was a Glass Cannon in v.<3. http://thefluxnet.com/boards/detail.php?board=4995&topic=2571&message=39481 As a third aside, the Lancer class needs the following ability: Name: Battle Continuation SP Cost: ?? Cost: ?? Level: ?? Tier: Lancer Targets: Self-only Description: Effect: Puts an enchantment on the caster that allows them to continue fighting after being reduced to 0 HP. The enchantment's duration is three turns. Enchanted character remains in the battle as normal and can receive damage as normal until reduced to -(Max HP/2) or three turns pass, whichever comes first. Also allows caster to exert themselves unless doing so would put them at -(max HP/2). If the enchantment is removed, the character instantly dies if at 0 HP or lower. >_> (augh, this message wasn't supposed to be so long and whiny) --- "There's a pony in the shop, but don't buy it. It might do something unfortunate to you." ~from the first Summoner's Seal topic Message last edited by Kenri of the Yuri on 12/31/2009 at 08:43:07 PM |
| Ogordemir99 | Posted: 1/1/2010 1:50:15 AM UTC | Message Detail | Filter | Author Profile | # 015 |
| Level: 49 Liberal Arts Major | Soldier = ? Pikeman = Paragon Spiremage = Abolisher Weaver = Witch/Warlock Warrior = Berserker (correct) Summoner = Conjurer Ninja = Assassin (given) Spellbinder = ? Cleric = Archon Archer = Fletcher Horseman = Crusader Tamer = Gamekeeper Bard/Dancer = Musician (correct) Apprentice = Sensei (correct) You got another one! Rose Knight strikes me as Steward Horseman. This is way off: Steward is the intermediate class in the Cleric -> Steward -> Matriarch/Patriarch line. As a second aside, I am slightly annoyed that Sensei was rejected as the third tier of the Apprentice line, and is now the pure class, considering Doshu is the worst name in the world (well, the worst name out of the 170 , at least). I really should have bitched about that name more when it was being proposed. <_< I thought Sensei gave a smoother progression (Apprentice -> Sensei) as a pure class. I don't know what Doshu means so I'm basically treating that as whatever. And actually, speaking of Doshu, I'm curious why it's in the healing/tank tier considering the class was a Glass Cannon in v.<3. Yeah, that needs to be changed. I'm going to switch the tiers of Sensei and Doshu: when I was assigning tiers I confused the two classes. As a third aside, the Lancer class needs the following ability: Is there a reference here I'm missing? ___ ~ Ogordemir ~ "The sciences have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality that we shall either go mad from the revelation or flee from the light into the peace and safety of a new dark age." ~ H.P Lovecraft, The Call of Cthulhu |
| Kenri of the Yuri | Posted: 1/1/2010 2:09:21 AM UTC | Message Detail | Filter | Author Profile | # 016 |
| Level: 43 Editor | You got another one! I give up. <_< I thought Sensei gave a smoother progression (Apprentice -> Sensei) as a pure class. I don't know what Doshu means so I'm basically treating that as whatever. "Keeper of the Way" or something. This is way off: Steward is the intermediate class in the Cleric -> Steward -> Matriarch/Patriarch line. ...Bah, Cleric + Horseman, Cleric is what I meant. I don't even know how I did that. <_< Yeah, that needs to be changed. I'm going to switch the tiers of Sensei and Doshu: when I was assigning tiers I confused the two classes. This makes more sense to me. The Doshu line doesn't perfectly fit "weak in most stats but goesfast" since it has a lot of raw power, but I think it fits there in practice (it needs to hit hard and fast because it can't survive very long). Also, it doesn't really go anywhere else so. <_< Is there a reference here I'm missing? Yes. >_> --- "There's a pony in the shop, but don't buy it. It might do something unfortunate to you." ~from the first Summoner's Seal topic |
| Ogordemir99 | Posted: 1/1/2010 2:13:22 AM UTC | Message Detail | Filter | Author Profile | # 017 |
| Level: 49 Liberal Arts Major | "Keeper of the Way" or something. That doesn't fit my impressions at all! I think I'll stick with not knowing anything. ...Bah, Cleric Horseman, Cleric is what I meant. Ah, well, that's close but not entirely accurate. I'll give you a hint: Rose Knight. doesn't perfectly fit "weak in most stats but goesfast" since it has a lot of raw power, Yeah, it's kind of a sore thumb on a literal basis, but if it has high ATK/MATK and decent speed but terrible everything else, it fits pretty well in a tier where some spells (like Swiftstrike) use speed to calculate damage. Yes. >_> =( ___ ~ Ogordemir ~ "The sciences have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality that we shall either go mad from the revelation or flee from the light into the peace and safety of a new dark age." ~ H.P Lovecraft, The Call of Cthulhu |
| Kenri of the Yuri | Posted: 1/1/2010 2:34:34 AM UTC | Message Detail | Filter | Author Profile | # 018 |
| Level: 43 Editor | That doesn't fit my impressions at all! I think I'll stick with not knowing anything. We could replace it with a name like... I dunno, Ki Master or Divine Fist or something. <_< Ah, well, that's close but not entirely accurate. I'll give you a hint: Rose Knight. ...Druid? For some reason I associate Rose more with like... healing/knighthood/chivalry/royalty than nature, especially in a construct that already plays to that like Rose Knight. I can practically smell them being part of an organization called like... the Order of the Gilded Rose or something. <_< --- "There's a pony in the shop, but don't buy it. It might do something unfortunate to you." ~from the first Summoner's Seal topic Message last edited by Kenri of the Yuri on 12/31/2009 at 09:37:13 PM |
| Ogordemir99 | Posted: 1/1/2010 2:39:24 AM UTC | Message Detail | Filter | Author Profile | # 019 |
| Level: 49 Liberal Arts Major | We could replace it with a name like... I dunno, Ki Master or Divine Fist or something. <_< Wouldn't be worse than some of the names! But I don't know, I think Doshu is fine. Most people who don't read this particular conversation will be as clueless as I am. For some reason I associate Rose more with like... healing/knighthood/royalty than nature, especially in a construct that already plays to that like Rose Knight. I can practically smell them being part of an organization called like... the Order of the Gilded Rose or something. <_< Flavorwise, the class is like that. Druids are very close to Clerics in function and somewhat in flavor (they're healers, but nature-oriented ones). So I chose a more nature-y name for the class in an attempt to differentiate it. ___ ~ Ogordemir ~ "The sciences have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality that we shall either go mad from the revelation or flee from the light into the peace and safety of a new dark age." ~ H.P Lovecraft, The Call of Cthulhu |
| Kenri of the Yuri | Posted: 1/1/2010 2:43:46 AM UTC | Message Detail | Filter | Author Profile | # 020 |
| Level: 43 Editor | Wouldn't be worse than some of the names! But I don't know, I think Doshu is fine. Most people who don't read this particular conversation will be as clueless as I am. Yeah, it's not a big deal. Though I hardly think "people will be clueless about what a name means" is a positive (and yes, I have proposed a number of names like that myself over the years). <_< Flavorwise, the class is like that. Druids are very close to Clerics in function and somewhat in flavor (they're healers, but nature-oriented ones). So I chose a more nature-y name for the class in an attempt to differentiate it. Makes sense. I just didn't clue on to that, obviously. >_>; --- "There's a pony in the shop, but don't buy it. It might do something unfortunate to you." ~from the first Summoner's Seal topic |
| Ogordemir99 | Posted: 1/1/2010 2:54:42 AM UTC | Message Detail | Filter | Author Profile | # 021 |
| Level: 49 Liberal Arts Major | Though I hardly think "people will be clueless about what a name means" is a positive (and yes, I have proposed a number of names like that myself over the years). <_< There's a lot in this game to be clueless about. "Why am I playing this?" is a big one. >_> ___ ~ Ogordemir ~ "The sciences have hitherto harmed us little; but some day the piecing together of dissociated knowledge will open up such terrifying vistas of reality that we shall either go mad from the revelation or flee from the light into the peace and safety of a new dark age." ~ H.P Lovecraft, The Call of Cthulhu |
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