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MMO Style Classes (Old dravic race system)

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Post by ShadowScale Thu Oct 30, 2014 3:15 pm

Old Post:

Okay, the system is in place now, and people keep suggesting new classes, so lemme just list what we have already (subject to change):

Chef: Saturation 1, Weakness 2, Fire Resist 1


Paladin: Health Boost 4, Slowness 1, Weakness 1


Theif: Night Vision, Jump Boost 5, Weakness 1


Mage: Water Breathing, Fire Resist, Mining Fatigue 3, Night Vision


Ranger: Speed 1, Jump Boost 1, Weakness 1


Miner: Weakness 2, Haste 2, Night Vision 1


PureTiny: Jump Boost 5, Speed 3, Strength 1, Ensmallening 30, Mining Fatigue 2


PureGiant: Embiggening 30, Jump Boost 2, Resistance 3, Slowness 2


Plant: (Perks only happen in the day): Saturation 10, Regen 1, Speed 1, Mining Fatigue 3, Weakness 1, Water Breathing and a size reduction of 2.3 when night comes


Werewolf (perks only happen during the night): Strength 1, Speed 2, Jump Boost 4, Hunger 1, Mine Fatigue 4, Resistance 1 and a boost in size by 1.6 (which goes back to normal in the day)


Now, as for suggestions, we are not looking  for any more classes that just have new effects. We have used all the current ones to the best that they can be, while being balanced with all of the other classes, so instead i'm looking for interesting alternative game mechanics, such as the werewolf and plant classes changing size at different times of the day, and also puretiny/giant being locked to one size.


Last edited by ShadowScale on Wed Nov 12, 2014 11:26 am; edited 3 times in total
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Post by Ciabatta Thu Oct 30, 2014 3:44 pm

Oh I like this, a lot more doable than the prior suggestions a few months ago.  Smile

The only thing I should bring up is that these effects will clear out any Blessing Shop buffs, so thats one potential downside and a reason why they shouldnt change classes willy-nilly. ^^
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Post by ShadowScale Thu Oct 30, 2014 7:58 pm

Yeah true, though most people are unaware of the blessing shop's existence xD
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Post by Flammole Thu Oct 30, 2014 11:35 pm

What? Do my eyes deceive me? We're getting Races back? >w<

This is an awesome idea! I really can't wait until we get these back, if we get them!

(The only thing I'll miss is the "Feline" class. Though, that's a personal thing. >w<)
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Post by BurgerWarrior Fri Oct 31, 2014 2:30 pm

I've been waiting for the return of pure giants and tinies for eeeeever Razz

If you need any help setting this up, I'm up for it ^^
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Post by Ciabatta Fri Oct 31, 2014 2:34 pm

If you need a building in Spawnington,  I volunteer any of the empty lots in southwestern Spawnington (south of Little Nether, around the Wheat Temple).  I have no clue what to put down there, and some kind of class guild or employment center would be lovely there. ^^
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Post by lizeli9 Sat Nov 01, 2014 9:17 am

I changed the button for the races into stone buttons, since players can shoot wooden buttons with a bow, potentially causing future problems.
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Post by ShadowScale Sat Nov 01, 2014 9:47 am

lizeli9 wrote:I changed the button for the races into stone buttons, since players can shoot wooden buttons with a bow, potentially causing future problems.

Cheers Liz ^_^ didnt think of that
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Post by a4955 Sun Nov 09, 2014 11:07 pm

I have an idea for a class:
THE NINJA

The ninja could be something like this:


Invisibility 1 (Cause they are so stealthy)

Speed 2 or maybe 3 (Cause ninjas have to be agile)

Jump boost 5 (Once again,cause ninjas have to be agile)

Strength 1 or 2 (For those quick assassinations)

Night vision 1 (Because the ninja is in tune with his senses)

Mining fatigue 2 (Because, balancing Razz)

Hunger 2 or 3 (So you have room for all that tofu Very Happy)

Maybe some extra hearts, but probably not because of balancing issues but I'll mention it anyways (For all that fighting you will have to do)



And that's my idea for a class Very Happy .
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Post by ShadowScale Mon Nov 10, 2014 11:22 am

HM, well I'm going to say no to that one, as the perks are too powerful and there's just way too many, in comparison to the traits. This class also seems to do -everything- and doesn't specialise in one thing, whereas the current classes all have a clear thing that they are good at or use.

Tbh, about suggestions, we have all we need for effects now so i'm not really going to accept classes with just different effects anymore. More looking for interesting things like the werewolves and plant's time of day perks, or the chef's daily special food drops (which ill be adding soon ;P)
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Post by Flammole Mon Nov 10, 2014 7:12 pm

Ah, speaking of the plants....

Wouldn't it make more sense to replace the Weakness effect during the day with Slowness? Don't plants get stronger during the day? Razz

Think about it, it'd go well with lore: They stick their roots out during the day, to maximize nutrient gathering. At night, they retract them to find a new, nutrient-rich location/do other things.

Now I'm not saying make them immobile, but give them something that makes them slower than the Paladin (which I think is only at 1, right now). ^w^

--------------

EDIT: It also appears that some of the effects are on a time limit. While I can see the reasoning for Regeneration to be on a limit, what about the rest of the effects? Is there a reason for those? Smile
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Post by Ciabatta Mon Nov 10, 2014 7:24 pm

Oh and per the old Dravics classes, are we planning on adding some kind of Merfolk class for people who want to live permanently in the water?  Granted I haven't met anyone who does, so it might be a moot point.  XD
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Post by ShadowScale Mon Nov 10, 2014 11:47 pm

Flammole wrote:Ah, speaking of the plants....

Wouldn't it make more sense to replace the Weakness effect during the day with Slowness? Don't plants get stronger during the day? Razz

Think about it, it'd go well with lore: They stick their roots out during the day, to maximize nutrient gathering. At night, they retract them to find a new, nutrient-rich location/do other things.

Now I'm not saying make them immobile, but give them something that makes them slower than the Paladin (which I think is only at 1, right now). ^w^

--------------

EDIT: It also appears that some of the effects are on a time limit. While I can see the reasoning for Regeneration to be on a limit, what about the rest of the effects? Is there a reason for those? Smile

Well as I say with every game I play, I prefer gameplay over realism, and the truth is, no-one would play plant if they had slowness as the day effect. I know it doesnt make as much sense, but slowness is such a crippling debuff (hence why its on paladin to balance out that ridiculous health xP) taht no-one would pick it, as the perks are not good enough to balance it out.

As for the time limit thing, no they shouldnt be, but if it says anything over 10mins, try relogging, you'll see it change to infinite, its a bug with vanilla minecraft.

Ciabatta wrote:Oh and per the old Dravics classes, are we planning on adding some kind of Merfolk class for people who want to live permanently in the water?  Granted I haven't met anyone who does, so it might be a moot point.  XD

Ah the merman class, it was more of a joke really to have that class with blindness on it, something fun to play with for a while, but not a permanent one no xP. Well, if people ask for a merman class then sure, but I cant see people wanting blindness with water breathing + other perks. Maybe we could remove the blindness, but already mage + plant has water breathing on it already so it is kinda a moot point now yeah ^_^'
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Post by BurgerWarrior Mon Nov 10, 2014 11:56 pm

ShadowScale wrote:Ah the merman class, it was more of a joke really to have that class with blindness on it, something fun to play with for a while, but not a permanent one no xP. Well, if people ask for a merman class then sure, but I cant see people wanting blindness with water breathing + other perks. Maybe we could remove the blindness, but already mage + plant has water breathing on it already so it is kinda a moot point now yeah ^_^'

Actually, now that you're able to give armor effects to people (like mining better underwater), a merman class isn't completely moot. Especially since there's plenty of unexplored ocean to inhabit...

I'd think that waterbreathing, water-mining speed, maybe a little saturation (there isn't much to eat underwater...), but with weakness, and maybe slowness (I think that mainly affects land travel...?) for debuffs? It'd make sense to give them some kind of weakness that would mainly affect someone trying to live out of the water.
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Post by Ciabatta Tue Nov 11, 2014 1:11 am

Ooh, so many ideas <3

Anyway, yeah most definitely didnt want Merfolk with blindness, only Oblivire would think up something so cray cray. But I wasnt aware about the plant's water-breathing, so didn't realize the redundancy. XD

Anyway, on the subject of classes, we managed to start and complete the Class Temple in Spawnington, a much more fitting "entrace" to that Class Selection thing. It still needs some interior decorating, but I hope it adds just a bit more to the already cool idea of Server Classes. ^^

[AND it helps plug in a gap in Spawnington, so yay <3 ]
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Post by ShadowScale Tue Nov 11, 2014 10:49 am

BurgerWarrior wrote:
ShadowScale wrote:Ah the merman class, it was more of a joke really to have that class with blindness on it, something fun to play with for a while, but not a permanent one no xP. Well, if people ask for a merman class then sure, but I cant see people wanting blindness with water breathing + other perks. Maybe we could remove the blindness, but already mage + plant has water breathing on it already so it is kinda a moot point now yeah ^_^'

Actually, now that you're able to give armor effects to people (like mining better underwater), a merman class isn't completely moot. Especially since there's plenty of unexplored ocean to inhabit...

I'd think that waterbreathing, water-mining speed, maybe a little saturation (there isn't much to eat underwater...), but with weakness, and maybe slowness (I think that mainly affects land travel...?) for debuffs? It'd make sense to give them some kind of weakness that would mainly affect someone trying to live out of the water.

Alright, it seems fine if slowness only effects land travel, itd be awesome to only have that as the debuff then, as in the water they'd be able to enjoy the perks to the fullest. =]

Also seems like people do want it, so ill get round to adding it sometime, if you want to make a statue of yourself for this class next to the plant one id be fine with that ;P. Otherwise ill just find some random skin that looks cool ^_^'
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Post by MoaOxii Tue Nov 11, 2014 3:37 pm

I have an idea for a class.
THE DWARF

Haste 2 (Cause dwarfs gotta diggy diggy hole .3.)

Weakness 1 (balancing .3.)

Reduce their size to .5

Hunger 1 (Cause they get hungry really fast .3.)

Regeneration 1 (so they can regen life, damn hunger mechanics...)

Hopefully you like this idea Smile

Just a little thing X3


Nevermind scratch that... You can't lock sizes :C

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Post by Haasman29 Tue Nov 11, 2014 5:20 pm

The Miner is pretty much the same thing... just less overpowered.
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Post by MoaOxii Tue Nov 11, 2014 5:38 pm

Okay, after I failed on the Dwarf class. I present another one.

THE WARRIOR(cause everything needs a warrior XP)

Strength 1 (Cause warriors are strong .3.)

Mining slowness 2 (cause they swing slow XP)

Health boost 2 (cause they have lots of health (besides the paladin))

Slowness (Balancing reasons XP)

HOPEFULLY this is better than my Dwarf idea XP


Ugh, scratch that too...


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Post by ShadowScale Tue Nov 11, 2014 7:09 pm

...and that one is essentially paladin xP just more OP
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Post by Ciabatta Tue Nov 11, 2014 9:04 pm

A couple of more ideas just for the sake of saying them.... ^^

- Perhaps as an inverse to the Merfolk mentioned earlier, some kind of Birdfolk class (forgot what they called them in Zelda) that is quick, can jump really high and has great fall damage prevention, but is horrifically weak and frail.

- For the Nether, a Pigmen class that has natural fire resistance, but may be slow and require a lot of energy (gets afflicted with Hunger often).
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Post by Cykrion 2.0 Wed Nov 12, 2014 12:11 am

Umm... I dunno if I'm allowed to make a suggestion, or if I'm even welcome here '~'
If I can, I might have a few classes to think of...
Like "novakind"? Y'know, creatures that are broken off parts of stars with conscience?
They would have stats like:
Night Vision 1 (They should glow, so I dunno what to say about this)
Weakness 1 (During the night, as there is no sun to absorb energy)
Saturation 1(During the day, because they're stars, and absorb some of the sun's energy)
Slowness 1 (All the time, so that this class will at least be *kinda* balanced)

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Post by CandyDemon Wed Nov 12, 2014 1:10 am

So I had an idea for a class.. One all based on max mobility. One that is the One, A Neo class based off of the amazing jumping from the matrix. I'd imagine the class would have large speed and jump bonuses. Maybe Speed 3 and jump 5, but because amazing parkour is hard, he has a hunger 2 buff as well. So you can traverse spawning itself from the roof tops. (No red or blue pills included)
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Post by BurgerWarrior Wed Nov 12, 2014 1:34 am

I'm wondering when people will look at the current classes in-depth, and then realize their class ideas aren't much different, and are typically just more unbalanced... Razz

If you guys really want to think up of a class, I'd suggest making it focus on a play-style that hasn't been covered yet. So far we have most, if not all, of them covered, though, so...
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Post by ShadowScale Wed Nov 12, 2014 10:16 am

BurgerWarrior wrote:I'm wondering when people will look at the current classes in-depth, and then realize their class ideas aren't much different, and are typically just more unbalanced... Razz

If you guys really want to think up of a class, I'd suggest making it focus on a play-style that hasn't been covered yet. So far we have most, if not all, of them covered, though, so...

MMO Style Classes (Old dravic race system) This

All of the suggestions above are very similar to what we currently have.

I'm going to go ahead and say if its just effects, then no, i'm not going to accept it, as this is going to go on forever otherwise and i've used up all of Minecraft's current useful effects now already. xP

Think of things that have special features, like I said before, as in the werewolves time of day specific abilities, or the chefs special food drops.
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