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Old Dec 05, 2005, 02:16 AM // 02:16   #1
Ascalonian Squire
 
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Default class to profession format

i wrote an email to anet awhile back (but got lazy in the contents)


so here is the jist

there are 8 classes
simplified into basic use
1) fighter (attack foes with melee/light projectiles, use heavy weapons
2) defender (guard allies against melee/projectiles, use heavy armor
3) ranger (attack foes with heavy projectiles/light melee, use bows
4) caster (attack foes with both elemental and exotic magics such as mes
5) healer (heal allies and perform holy rituals, use scepters/staves
6) stealer (thieves, rogues, cultists and vampires - money or blood end
7) killer (assassins, necros, liches - death's end
8) practitioner (anything left out of the loop)

so, in a typical game startup, you would pick a class to begin with
and follow a tree up to a unique profession, after each mastery of profession the player would be given every opportunity to elongate his living journey through the world... note: there would be ways to combo professions through unique tree paths... the trees can only be advanced by serving NPC guildmasters of stated profession, governments

so... for example, you would pick FIGHTER class
start in a small tyrian town and become a BRAWLER (little or no armor, carrying a battleaxe and power moves)

after beating up some people with thom, you join the ranks of stefan and become a wellpaid FIGHTER (heavy armor, a sword and shield, along with a set of more finesse based skill attacks)

after being a fighter for awhile, you would be called out, spotted or met by a renouned knight, sir whoever, of the kingdom, where he would offer you into his services as a SQUIRE

after serving under him for some battles he would finally test your battleskills and you yourself would become a KNIGHT and combo as the lord or king's VASSAL

now the path begins to deviate a little

after serving the king/lord you might come across a holy monk or an unholy necromancer, where you would be given a choice such as kill this person or protect this person... thereby making the choice you make (like so many popular adventure games) reflect upon your character's outcome and the path you take now becomes a little different

you can choose to either pursue HOLY KNIGHT or SHADOW KNIGHT

but there are other paths as well... you could stumble upon an evil lich lord who defeats you with a cunning/clever trap and curses you to be an evil undead DEATH KNIGHT

or, you could take a journey up the sacred birthplace of the gods, mountain something something, where you meet balthazar himself, and he casts an enchantment on you which turns you into a MAGI KNIGHT

knights knights knights... goodnight... haha
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Old Dec 05, 2005, 02:38 AM // 02:38   #2
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nice system.. but too big of change with the current system of GW
/sign on other games
/unsign on GW

PS: can I have a free X box too?
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Old Dec 05, 2005, 02:47 AM // 02:47   #3
Ascalonian Squire
 
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i know, its way out of beta gw
but it only involves mapmakers and npc scriptwriters to do a shitload of work immediately from "say go" time

the models are there
weapon system is there
battle system
magic spells
inventory
everything is very nice and ready to be edited

also, i really think, that all of you guys who suggest things in this forum can pretty much tack on anything you can think up... if they can "create an item", "create a (mathematical) skill", "script standalone NPCs who don't need help or event calls" and create a map/read as highway which can handle the mass transit of all players into (the rest of my automated system)

as far as a general storyline... like defeat the evil boss of tyria at the end... that can be saved for whoever gets the ultra armor and a team of experienced friends

the rest of the game is PVP anyways
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Old Dec 05, 2005, 02:52 AM // 02:52   #4
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No.

Nothing's right there to be editted. This would drastically change the game.
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Old Dec 05, 2005, 03:19 AM // 03:19   #5
Furnace Stoker
 
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If so.. under you system.. how would skills and PvP be manage? It might work in a New MMO, but with the already establish system of GW, it is too hard to change.

Also, where is my free X box?
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Old Dec 07, 2005, 06:29 AM // 06:29   #6
Ascalonian Squire
 
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everything is handled by the automated world
lands/kingdoms give host to NPCS
NPCS offer their skills and services for gold/fame/taskhandling/evil deed/etc

each NPC has up to 8 skills to offer... (these depending on their profession)

(i already am working on a particular master profession "treemap" but it can easily be changed)
but this is what it would look like this...

you leave your home town...
you meet FIGHTER teacher "adam"
he teaches you up to 8 skills depending on his own personal weight in the virtual world
since he's not that great of a fighter you learn 3 skills from him
to learn each skill.. you must complete a particular quest that may or may not be relevant to the skill.. just like in guildwars beginning ascalon

obviously a better TEACHER will teach you more and better skills
(depending on the master treemap, some may overlap)

like amatuer fighter can teach you powermove
while professional fighter can teach you superpowermove
and master fighter can teach you ultrasuperduperpowermove of death

this means the programmers at anet need only make a universal map (which can obviously grow either outwardly with more chapters/continents or inwardly with more green stars/shields for missions (which in turn build their own map filled with enemies and allies))

guildwars initially performed this.. but did not adhere to it as you progressed through the "overly dramatic" apocalypse setting

((personal note: i myself was thinking that to perform what i wanted, we'd have to travel back in guildwars time before the searing... afterall, the ascalon ruins scene is kinda sparse with computer interaction)
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Old Dec 07, 2005, 06:46 AM // 06:46   #7
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Your ideas make me think of Line age II, it's also from nc-soft. Line Age is a good game and if you combien it with GW, you would have a ownage MMORPG.

Good ideas but they would never upgrade the game so much, I think your ideas are more for GW 2 or Line Age III or something like that.
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Old Dec 07, 2005, 06:52 AM // 06:52   #8
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Pie's going to have to disagree with this suggestion, for several reasons. The first being that people go through enough trying to max out their PvE characters for reasons like FoW, UW, or helping guildies in later PvE missions. If you were to throw in more barriers and class levels to go through, it would only add more to have to do. Not to mention it would screw over the entire skill system, and DEFINATELY the secondary profession system. You don't want to have to move up in class professions in TWO classes through the whole game. And what about switching secondaries in the desert? Who the hell would want to go through and advance in professions through their new secondary?

I say it's just another feature other RPGs have that GW could definately do without, and SHOULD do without. There's no need to further complicate the process of building a character. The fun in this game is coming up with unique skill combinations and using them effectively to help your team in battle, not trying to become a wicked 1337 top profession in your class. People would bitch about this for the same reason they did the attribute refund points. People like to try things out, they don't want to stick with one thing and grow with that one class all the time.
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Old Dec 07, 2005, 07:18 AM // 07:18   #9
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Why would they want to torture the rest of the Guild Wars universe by making this change?
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Old Dec 08, 2005, 07:13 AM // 07:13   #10
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sorry, the pie
i did not answer everything... as alot of this is very theoretical...
but here is something to further elongate the format's basic idea and principals


PROGRESSION OF PLAYERS
here is a typical story of the brawler
warning: This is a long read, but short in 3d video game terms

a newbie player joins guildwars server and is started in a town of little or no importance...
the player while classless and jobless... has opted to get into a fight with a local bully NPC who has taunted him/and or robbed him of something valueable such as his starting gold coins/life savings

(this event is either staged, locationally based, or random with results depending on the player's pursuance... perhaps the player doesn't want to fight that bully just yet...which leaves him outta gold and on another path entirely)

as he swings the first punch, he begins his "brawling life"
"the frenzy skill is gained!"

an experienced onlooker sees him take out his opponent and begins to admire him for his courage... he offers to take him "under his wing" and teach him the life lessons of the professional streetfighter/brawler... now the player can choose whether to serve this "user NPC" or find more "abuser NPCs"...

lets say our player accepts... he is now a level 1 brawler and frenzy is adapted to his skill bar... (note: he already learned frenzy for PVP but it was not usable yet)

(in my treemap)
the first thing the teacher asks of our player is that he should practice his attacks with a weapon.. so he hands you a rusty axe/sword/something and you practice hitting at him while he parries (a common skill)
after a few strokes he gives you some sage advice, a few rocky II moviestatements and tells you to try harder...
"the skill power attack is learned!"

now you are a level 2 brawler... (still a level 0 human)
but thanks to the brawler's rules of play, you now have 100 health
(brawler's level value (which is guestimated at 50hp per level) is 50 and your current level in the job is 2... so 50x2 is 100...)

in a matter of seconds you have 2 skills and 100 hp
without even attacking any skales...
it was instinct, afterall which told you to swing at your enemy

now for more training...
your NPC teacher/master suggests you should perform a solo task of endurance, strength and exercise to impress him further...
so he has you go beat up the plague worms at the farmer's field

you slay them all with your rusty blade
unfortunately, you became poisoned/bleeding...
as you slump back to the NPC teacher's location
he sees you and seeks to heal you... now since he's only a brawler and you are as only as smart as he is... he cannot heal you with magic spells... for this he must use a herbal remedy
he warns you of the process and how painful it is...
you don't want to die.. so you take the medicine
you have a fit of pain for quite a while
finally he raises you/you raise yourself
"the skill endure pain is learned!"
(note this "tacky" questlog doesn't have to necessarily be like this)

now don't you feel better, he says... always in the day and life of a brawler, he exclaims...

you are now a level 3 with 3 skills and 150 hp...

time to do more work!

(technically this is so far about 2 minutes of your time, and considering that all professions will be more or less like this... not actually GRINDING work... but more leaning to the general emphasis of progression, and learning of skills...afterall... how long does it take to learn once someone has specifically told you how to do it??? granted that you know what he was talking about and you are on the same page/pace as well)

now the NPC suggests you do some traveling labor and to further your exploits on the path to becoming a wellrenouned brawler... like henchman thom

he tells you to walk a long distance to the outskirts of town and deal with a local nuisance, such as the ogre eating people at the farm from ascalon

you go out all alone with your weapon and your 3 moves, frenzy, power attack, and endure pain... with these you have just enough quick killing ability to easily dispatch the ogre without hurting yourself too much
(mind you potions, healing herbs might be in order... and the penalty to frenzy is now not necessary since we aren't penalizing people to make them equal... we are infact designing a world where all things are equal under proper format rules...)

after you beat the ogre, you are so impressed with yourself that you find yourself quickly running all the way back home...
hence, "the sprint skill is learned!"

as you return to the town and your teacher, you find that a small boy is being chased by a larger bully... now, is the time to use your skills...
unknowingly you bump into the enemy youngadult... and knock him flat on his back...

"the shoulderblock skill is learned"

(this skill is a new one which allows you to knockdown anyone moving and targeting your allies, it deals little or no dmg however) ((no, you don't kill the bully either as he is technically a human ally of lesser allignment... perhaps in a few years you might have to put him down however...))

you promptly give him some stern words, and tell the boy to be on his way home... he thanks you as he leaves

(note: this is more of a learning brawler story, instead of an actual fightclub rendition where you are a bradpitt/edward norton guy... who goes to bars and beats the crap out of drunken people)

now, to return to your teacher (the day has hardly ended and already you are level 5 with 5 skills and 250 hp - this value is combative health value and not actual ignorance of death value... as noone can defy the rules of death... an arrow can kill you as fast as a stone... as fast as snakepoison or a spider's bite)

finally you get back to the teacher's location, but you are interrupted by an attacker against your very own friend and master... this evil villain quickly knocks your ally down with a new unseen move similiar to your newly acquired shoulderblock(shouldertackle) without thinking you rush to his aid and return the favor to his adversary...

right as your foe is about to deliver the final blow...
you knock him down with a new move modified of shoulderblock
"shouldertackle skill is now unlocked!"
(shouldertackle is a charging brawler move much like bull's charge, but it deals only body on body dmg + knockdown dmg which is little or none, however it disables the skill that the targeted foe was attempting much like the interrupting arrow shot)

as the cowardly swordsman runs away...
you rise up even stronger as a level 6 brawler with 300 hp and yet another skill unlocked!

today's day is finished, and you feel like a brand new man
tomorrow will be much the same! a brawlers life never changes
((but you can instantly quit the brawler's life to become a "praying" monk /the first class of monk/ in a monastery... or like i previously expressed.. you can upgrade to a paid fighter, wearing expensive armor and utilizing professional weapons, rather than your old rusty axe))

the next day comes...
however... today is different from yesterday (5 minutes for you and perhaps a week or two in quick guildwars time)
as you have already quickly learned 6 skills from your brawler teacher
he states to you that he cannot teach you anymore!
and even though you are still welcome around him/his house/area, he reminds you that brawling while fun and adventurous... doesn't necessarily pay the bills... for that.. you may want to become a fighter!

now is the time to pick your path! now is the time to choose your destiny!
will you seek out another brawler teacher to finish your training?
or will you seek out another job? (these are much easierly obtained than you think, pie)

((however it is not natural for a necromancer to go to the church of ascalon and ask for them to indoctrinate him as their next pope... perhaps there will be a way of "infiltrating the church"... however...))

as you leave the town outskirts, heading for the city somewhere
you encounter that ruffian who attempted to slay your former teacher
now he has friends with him (much like the necromancer task)

he claims he will kill you all alone out here in the wilderness
and when he returns to that pissant town.. he will murder the old man
and perhaps he will even kill that boy you saved as well...

with those last words, you have finally have enough!
"the new skill brawler's fury is unlocked!"
(brawlers fury allows you to deal weakening blows, which of course now stack, and when you hit a weakened foe, with a weakening blow... it causes a knockdown... or double weak situation... after the fall, the weak is removed, but quickly regained if you keep hitting him of course
a passive bonus of brawler's fury is that you also attack quicker and move slightly faster)

at that moment you become a level 7 with 350 hp (which is no small man by any standard... although your limited experience only allows for you to have the 7 skills which are all typically useful but not the meanest possible thing to perform against a person)

now the fun begins... you attack them and depending on your ability you will quickly best them as they are most likely level 2 or level 3 cowardly swordsmen (an actual profession i've built which includes some dastardly deeds and betraying weaponry usage) which means they have about 2x40 hp
(40 being a guess at what a healthy coward's basic hp value would be)

after your swift victory, you continue onward towards the city
knowing that your friends at home are all safe from danger, thanks to you
perhaps the greatest weekend brawler who ever lived...

you think to yourself..
when i get to the city... i'm gonna show everyone who is boss!
that is... until you run into THOM THE BRAWLER... he thinks he's the greatest brawler who ever lived....

so here i end the slight rpg story:

here are your details
personal: you are level 7 brawler, 7 skills, 350 hp
inventory: rusty weapon, and little or no gold
status: hungry for action
skilllist:
1) frenzy
2) power attack
3) endure pain
4) sprint
5) shoulderblock
6) shouldertackle
7) brawler's fury
8) :locked: (brawler's fortitude)
signet) :none: (strength signet)
elite) :locked: (test of strength)

personal skills (this is the personal skill slot set which can include anything from quick emotes to your personal experience, including past experiences and past professions)

1) default: weaponset 1
2) default: weaponset 2
3) default: weaponset 3
4) default: weaponset 4
5) default: retreat
6) default: parry
7) default: persuade
8) default: insult
personal signet) :none: (note: you will be able to buy a health signet or obtain it from a cleric in the king's army, same goes for resurrection signet)

these can contain all kinds of useful instant moves like /dance, /sing, /quickitem "potion", etc
or perhaps even a combo macro such as do this and then do that



SKILL MANAGING
this is the obvious problem that you think you may encounter
that is why along time ago, i opted for more skill slots.. which nobody liked
and of course i understand why... its all about balance, of course
and world of warcraft is terrible with its 50 moves which are all the same
except that they go up a little more in dmg...

however i am still in favor of my new system which gives the player the profession skillbar (which holds the 8 skills which symbolize a player at the top of his profession)

and a personal skillbar (which holds 8 skills which are the random choosings of an individual player seeking to make his character more capable than the next guy...)

before you think or say anything...
i myself am having problems sorting this existance out even in theory
so.. i'm not totally for anything i've stated so far... i just think this would be a nice roleplaying twist

i still like combos and mixing classes
but this particular format allows for everything to be explained ahead of time... then any newbie player can get into being any character class profession that is created

AS FOR SECONDARY PROFESSIONS themselves...
i don't think they are that important in my system, because professions handle themselves...

now... in this setting...
there is such a thing as a paladin, who has self healing and powerful melee
thus you don't have to try to make a paladin with a warrior monk combo
that really works in combo building theory... it already works in real guildwars environment.. there are NPC henchmen with the PALADIN profession that you can hire... you can hire multiple PALADINs at one time... (they all have uniquely random names to sort your henchmen from other peoples henchmen)
and... as such.. they follow you from start to finish, from every continent to the next continent...
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Old Dec 08, 2005, 07:31 AM // 07:31   #11
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Maplestory + Guild Wars + Some Touch of some other game = Not Very Nice Game At All.

Leave all of them alone, they're better that way.

Just my 2 cents.
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Old Dec 09, 2005, 02:08 AM // 02:08   #12
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i am going to have to disagree with this idea. however, I am a big fan of the RP part of this game. I just think that if Anet were to change the game like this then the whole point of the game would be altered (which is basically pvp). i prefer to play the storyline more then i like pvping but i think your idea would drastically change the game. It is a very good and well thought out idea but, i think this idea is better for a later chapter of GW.
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