View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0008857 | Valley 1 | Suggestion | Jul 9, 2012 1:18 am | Jul 10, 2012 4:56 pm | |
Reporter | Kio | Assigned To | |||
Status | considering | Resolution | open | ||
Summary | 0008857: New - Specialization Focus +inv/ui | ||||
Description | The idea of this is mostly simple: like enchants, and the HP/MP/ATK ones in particular, where you're limited in how many points allocated (though in this case relating more to how many modifiers you are allowed to place), this idea is focused around picking spell type specialization, but not letting you boost everything way out of proportion. Now I'll start with balancing points on this, to show that it's not just a way to be OP. Skip below if you just want the feature idea. - This does slightly promote using all of one element - except that makes you weaker overall. Something that while normally generally avoided, is something you must learn to balance within yourself to be truly effective between bonuses provided and the difficulties that come with sticking to one element. Jack of all trades may very well be able to handle many more things than a Master of one (or even two or three). - This is restricted to change in those safe areas that the stat bonus enchants are. No respecing just to get past a single enemy, and respecing again before you even leave the map. - There is a limit to how many modifiers you can place. And a limit on how many can be held at most. Being able to have them all at once, and place them all at once, and be super OP all around at once is impossible. You can also only allocate one modifier per category, and it can't be reused. And I don't think they should be all that common either, at least not the especially useful ones. That includes a common/uncommon/rare/epic/legendary rating system. - The bonuses are very general, although can still be focused into a single color, and more affect your spells themself than overall statistics, like enchants can. More on that below. - Obtaining bonuses is mostly random (at least in original idea), working almost like a gashapon, where you almost gamble the shards needed to use it for an unknown modifier and grade, and may possibly have to get rid of another to make room for it in your modifiers. Enough that you can hold a couple of modifiers of different grades, but certainly not enough to have even 1 of each. Too OP. - Does not use Consciousness Shards. Obtaining those is too common, and super-rich players could get a huge advantage in just keep getting more and more and more and more until they have legendary everything. Focus Shards needed would be rarer and more of a random drop/stash item. And in smaller amounts. IDEA AREA (if you skipped the last one, that's to catch your eye to know to stop scrolling) So how this feature works, if you didn't read the balancing points, or couldn't figure it out from them, is that enemies randomly drop Focus Shards, to be picked up per player. Just as consciousness shards come from crystallized or whatever consciousness of people lost to the cataclysm, focus shards would still fit as the mental focus of people. The "above average" people. Gaining these shards allow you to give them to an Ilari (perhaps a new menu for the opal store). You can choose to give it more, which increase chances for a higher grade Focus modifier, though all purchase options have a random chance for all (just don't expect a legendary on the lowest cost). These modifiers are random when generated from the Ilari, making you have to pick what to use from what you're given, although you can obtain various kinds, and trade them out. Most often, higher grade is better worth keeping around than a lower grade equivalent. These modifiers go into a new inventory and UI, and you may only place a few of them at any once. About 3 or 4 seems fair enough. The modifiers are a variety of things that allow specializations in a specific area. They can boost a weak area, while equally possibly being less effective in a strong area of yours. You cannot obtain 1 of each, and hold onto them all at once. That would allow too much possiblity to switch them out for whatever effect you need, instead of choosing which you want to keep as specializations. Like the stat point enchants, you can only equip them in safe areas too. These focuses come in a variety of grades to affect their effect, and different categories are affected slightly different with some modifiers. Categories are: Utility (Movement/Logistical/Healing), Defensive, Summon, Melee, Long Range, Red and opposite Blue, Yellow and opposite Green, and White and opposite Purple. Some modifiers on colors also affect their opposite. Here is a list of current modifiers planned out (without effects from grades): POWER UP - Increases the potency of the category. Negatively affects opposites. - Utility: Decreases damage taken during Storm Dash, increases height of Ride the Lightning/Lightning Rocket and knockback of Storm Fist; Flares last longer. - Defensive: Guards more dmg. - Summon: Summon lasts longer. - Melee: Damage increases. - Long Range: Life increases (a little.) - Colors: Damage increases for color, decreases by half of increase for opposite. FOCUSED MIND - Gain new useability for the category, including lower MP costs to let lower MP chars still use. - Utility: Decreases MP costs, increases hp of siezed objects, increases defense while mini, lights light-up a larger area. - Defensive: Decreases MP cost to maintain shields. - Summon: Decreases MP cost, may summon a duplicate with half summon life left. - Melee: Decreases MP cost, Melees may randomly deal double dmg. - Long Range: Spells cooldown for "Long Range" decreases. Secondary cooldowns (color) remains unaffected. - Red: Red spells may cause burning. May not be used with same mod on Blue. - Blue: Blue spells may freeze enemies. May not be used with same mod on Red. - Yellow: Yellow spells may cause 1.5x damage. May not be used with same mod on Green. (I'm aware that head hits deal bonus dmg. Lightning to the head is extra effective, right? So why waste attacks to anywhere else.) - Green: Green spells may slow enemies. May not be used with same mod on Yellow. (Can quickly root enemies when hitting the feet.) - White: White spells may momentarily decrease visibility entirely. May not be used with same mod on Purple. (A quick flash of light can break an enemy's sight on you, once they've locked on) - Purple: Purple spells may increase avoidability by 1.5x. May not be used with same mod on White. (Compared to white, this one is longer-lasting, and shadows yourself to avoid further detection. Smaller success chance.) VIPER'S TOUCH - Adds a viper's touch to the spell's effect. Really stings! - Utility: No Effect. - Defensive: Shields absorb more damage of each type. (Destroys shield faster, but less damage taken.) - Summon: Summons last less as long, but deal a little more damage. - Melee: Melees cooldown twice as fast, deal a little more damage, but cost a little more. - Long Range: Spells can be cast while on cooldown for double the cost. Cooldown cast increases cooldown further by the normal cool. Spells have a chance to deal 1.1x dmg. - Colors: Cannot be used on other colors. Spells have a chance of causing a poison damage effect. Chance increases with speed of enemy when hit. Poison lasts longer than burn, but deals less damage. (Better for a hit and run tactic, mixes well with slow.) HASTE - Affects cools and casts. Always increases MP cost. Negatively affects opposite. - Utility: MP cost increases. All spells cooldown faster, projectiles move further, and Storm Dash speed increases. - Defensive: Shields drain more MP, guard more elemental specific damage. (No absorb to shield life.) - Summon: MP cost increases. Summon cooldowns are shorter. - Melee: MP cost increases. Spells cooldown almost immediately, defense drops a little. (Punch enemies dead! But watch your HP.) - Long Range: MP cost increases. Spells fly a little faster, and have a longer life. - Colors: Cannot be combined with opposite. MP cost increases for color, decreases by half for opposite. Cooldown reduction on color, increase on opposite. (Does not affect other cooldowns for the spell, just the color.) VAMPIRE'S BITE - Adds in a chance to heal up. Negatively affects opposites. - Utility: Healing Touch's shares more healing at once, siezed objects destroyed may drop healing. - Defensive: When shield is destroyed, HP is recovered a very small amount. - Summon: When summon is killed by damage, not life, it may drop health. Heals for a very small amount every time it deals damage. - Melee: Melee kills likely double dropped healing. - Long Range: Long Range kills increase dropped healing a little. - Colors: Cannot be used with opposite. Successful hits with color can cause portion of damage dealt to drop in healing. Successful hits with opposite may deal small damage, though increase damage dealt by 1.1x at same time. (Portion increases with grade, not chance; "Bad Blood" effect to balance using opposite elements when trying to heal up.) Open to ideas! More modifiers, specifics on grades, etc! Just remember that you can only set like 3 or 4, and with the individual colors, that makes for 11 Categories! Some things would go good together, if not for opposite restriction, or the total equippable restriction. | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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APOLOGIES TIME! Dear admins, I'm sorry for the size of that. I'm sure you don't want to read a long post of some crazy girl who is challenging your RPG systems, even though this is something to work alongside them. If you had the time to read it, I'm sorry it took so long. If you looked at it and realized it wasn't worth reading, I can abridge it or point out specific areas to look at to get a full idea of this. Again, sorry. Dear other players, I'm sorry that probably outsized your longest post ever. I probably should've written a book. Or maybe a new game. If you read it, my sincerest apologies. I know it was long, and it took me forever to type up. So my hands are numb, if that's any consolation. Dear x4000, If you get assigned to this against your will, feel free to bash me as much as you want for making hell for you. I know I've poked fun at you before, and I'm probably not your favorite gamer-girl at the moment. Especially sorry for that. |
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I can empathize with super long posts - see my most recent post on http://www.arcengames.com/mantisbt/view.php?id=8752 . I would be opposed to adding a new 'currency', since at one point the game had 7(?) currencies, and that was reduced to just one (consciousness shards); I think having just one currency is preferred by the devs. Note that these are quite a lot of possible modifiers. Would the player who wanted the greatest versatility have to hold onto all 30+ of them? I'm thinking that even if this idea isn't specifically implemented, you've got a lot of interesting ideas for modifiers, here. Instead of adding a new gameplay element (specialization focus), maybe these modifiers could enrich the areas of the game that already use modifiers. I'm pretty sure that the newer an idea is, the harder it is to implement - but when it just tweaks a part of the game that already exists, it's a lot easier (and less scary, I might add) to add to the game. * What if the modifiers you suggest here replaced the modifiers that newly-generated characters currently get? I'm never really impressed (and usually forget) when a character's built-in modifiers are something like '+14% fire damage, +10% projectile speed'. But if a character's modifiers were one of your suggested ones - particularly a double-edged one - I'd find that a lot more interesting, and something to keep in mind as I played with that character. I will almost definitely remember if a character I'm using has, say, a nice bonus to air spells, but a big penalty to earth spells - or if they can summon a bit faster (but use all other spells a bit slower), or if their melee kills generated extra shards. Your ideas seem like really interesting modifiers; I think they would really encourage the idea of making each character feel like a game unto themselves, and make them feel more unique. |
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Heh. I actually like large posts /when/ they're large due to having the idea fully flshed out; I have some pretty big ones knocking around too (espescially when it comes to enemy suggestions... >_<) Anyway, on to the idea: I can't see the difference here between normal enchants and these beyond the colour balancing. I'd agree with not wanting Focus Shards introduced; I find Consciousness Shards aren't common enough (since I tend to buy a ton of enchants anyway) that pricing them with CS would be an issue, and I suspect most would find having to choose what they want to get from their CS would be an interesting and thus good thing. Additionally, I'm a little bit iffy about locking the "opposed" elements; I'd much rather see each bonus get a randomly opposed bonus type (especially since that could then bring in the non-colour bonuses as well, leading to a greater variety of bonuses to give out.) It'd also make them feel different to enchants. Also, an additional idea to make them feel even more different: have them only changable at the settlement and be the result of Ilari influence rather than your own magic, and have them also awarded as secret mission rewards (as a replacement for the old guardian scroll buffs). That way they would also encourage different playstyles on each continent as you would have different bonus sets to choose from. |
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Yeah, a randomly-opposed bonus type would be better, I think you're right. To me, Kio's idea kind of feels like it has two parts: 1) A bunch of snazzy new modifier ideas 2) A new method of giving the player modifier buffs As for (1), I think the ideas are great. But for (2)...I dunno. For me, it seems like it complicates the game - not just in that there's 3-4 more slots to consider, but that there's 30 or so more enchants that I have to think about, when deciding how I want my character "equipped" before I head out to adventure. ^ Which is why I'm suggesting that your modifier ideas somehow get incorporated into other parts of the game that already have modifiers. |
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My first idea on obtaining was actually an item dropped. Think "Gashapon Coin", but named to fit better. Using this with the Opal Stone would randomly grant you one. If the secret missions granted a specialization bonus, it could be in that form too, or perhaps directly obtaining. @BenMiff The locked opposed elements are just for the same modifier, and often cos with both, they'd then end up either cancelling each other, or weakening both, with no bonus to either. They also fit within the theories of magic, that ability to use one magic element is inhibited by the ability to use its opposite. Fire and Water have always been opposites, as have Air and Earth. Entropy replaces dark, although its more of a chaos element, and is then the natural opposite of Light. No one would expect a Fire Mage to cast blizzard, or a Priest to summon demons from hell, or a Geomancer to cause lightning to strike. Not because of it simply being out of their primary element (Fire Mage may be able to strike lightning or raise mountains, Geomancer could push water out of the earth, and push it as a natural element of the earth, Priest could rain fire or tear open a banishing rift to hell in the earth). The same set of opposites holds true just about everywhere. Avatar (Airbender) touches on it, in that learning earth bending is hard for him cos its the exact opposite of airbending, though both fire and waterbending are somewhat similar to airbending, though he has more of a kinship to water, and has more trouble with fire, as he learned water first, and it takes precedence. The zodiac is built around it. The elements cycle Fire, Air, Water, Earth. The same cycle Avatar uses in needing to learn them because of balance between the elements. Note opposites do not follow each other. As for Light and Dark, those are naturally polar opposites, as you can't have one and the other together. They are two sides of the same coin. As is fire and water, and air and earth. Fire opposing anything but water would make zero sense. @Pyrrhic's first post Up in the balancing points. "- There is a limit to how many modifiers you can place. And a limit on how many can be held at most. Being able to have them all at once, and place them all at once, and be super OP all around at once is impossible." To carry one of every one of them would not happen. Maybe 8 total inventory space. Enough to get enough to switch out, but still not enough to have one dedicated to every equippable slot, even if you don't use all at once. However, the idea of replacing the random modifiers per character sounds ok, and more modifiers could be added to make up for all the ones that exist for the characters, but aren't mentioned or taken care of by similar effects of modifiers. Still very open to ideas! |
Date Modified | Username | Field | Change |
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Jul 9, 2012 1:18 am | Kio | New Issue | |
Jul 9, 2012 1:23 am | Kio | Note Added: 0026547 | |
Jul 9, 2012 2:59 am | Pyrrhic | Note Added: 0026553 | |
Jul 9, 2012 3:43 am | BenMiff | Note Added: 0026557 | |
Jul 9, 2012 5:51 am | Pyrrhic | Note Added: 0026565 | |
Jul 9, 2012 5:52 am | Pyrrhic | Note Edited: 0026565 | |
Jul 9, 2012 4:55 pm | Kio | Note Added: 0026595 | |
Jul 10, 2012 4:56 pm | tigersfan | Internal Weight | => Feature Suggestion |
Jul 10, 2012 4:56 pm | tigersfan | Status | new => considering |
Apr 14, 2014 9:28 am | Chris_McElligottPark | Category | Suggestion - General Idea => Suggestion - General |
Apr 14, 2014 9:30 am | Chris_McElligottPark | Category | Suggestion - General => Suggestion |