Dual Class Symbols

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Elmy
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Re: Dual Class Symbols

Postby Elmy » Thu Feb 11, 2010 6:27 am

I like the idea of the random symbol thing, but like you said people will just keep doing it until they get the one they want, so why bother? I would agree with it more if it gave them one of three - randomly - and there was no way to change it. That would be better in my books, so long as the symbols were nicely balanced with one another.
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tsleeaa
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Re: Dual Class Symbols

Postby tsleeaa » Thu Feb 11, 2010 6:32 am

Elmy wrote:I like the idea of the random symbol thing, but like you said people will just keep doing it until they get the one they want, so why bother? I would agree with it more if it gave them one of three - randomly - and there was no way to change it. That would be better in my books, so long as the symbols were nicely balanced with one another.

Let me divide new thing into 3 stage
1. Knowing Stage
Players will try to get to know the usage of something
2. Sorting Stage
Players will try to sort out thing which is the best for them, and spread this to others.
3. Mastering Stage
Most of the players will just follow as the thing sorted out is the best.

(Some people will not follow cuz they have REASONS)

That's why I think if there is difference between effects, minor or not, ppl will still go for the best. No equally strong at all.

ArabianArrow
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Re: Dual Class Symbols

Postby ArabianArrow » Wed Feb 17, 2010 11:45 pm

BUMP :go:

pepex
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Re: Dual Class Symbols

Postby pepex » Fri Feb 19, 2010 12:34 pm

tsleeaa wrote:Let me divide new thing into 3 stage
1. Knowing Stage
Players will try to get to know the usage of something
2. Sorting Stage
Players will try to sort out thing which is the best for them, and spread this to others.
3. Mastering Stage
Most of the players will just follow as the thing sorted out is the best.

(Some people will not follow cuz they have REASONS)

That's why I think if there is difference between effects, minor or not, ppl will still go for the best. No equally strong at all.


depends, if simbols are diferent enough one will find that there is no best simbol but symbols for diferent purpose that fit certain gameplay.

tsleeaa
Posts: 65
Joined: Wed Feb 10, 2010 9:02 am

Re: Dual Class Symbols

Postby tsleeaa » Sat Feb 20, 2010 7:24 am

pepex wrote:
tsleeaa wrote:Let me divide new thing into 3 stage
1. Knowing Stage
Players will try to get to know the usage of something
2. Sorting Stage
Players will try to sort out thing which is the best for them, and spread this to others.
3. Mastering Stage
Most of the players will just follow as the thing sorted out is the best.

(Some people will not follow cuz they have REASONS)

That's why I think if there is difference between effects, minor or not, ppl will still go for the best. No equally strong at all.


depends, if simbols are diferent enough one will find that there is no best simbol but symbols for diferent purpose that fit certain gameplay.

However, in the rare system of DrajonRaja,
For Warrior, no rares better than Hardest + Force
For Archer, no rares better than Hardest + Force
For Thief, no rares better than Hardest + Force(Distant, but only use in lvling...)
For Wizard, no rares better than Hardest + Magic Vigor
For Priest, no rares better than Hardest + Wise
CounterAttack is an option, but it is too over powered if it is added in symbols.
In addition, Hardest symbol is of 40AC but count as G4, making more players choose it. I agree that the AC value should be changed as well.

In term of Warrior, most players will choose
Force -> Hardest -> Resist All/Smart/CounterAttack/etc
In term of Archer, most players will choose
Force -> Hardest -> Resist All/Smart/CounterAttack/etc
In term of Thief, most players will choose
Force -> Hardest -> Resist All/Smart/CounterAttack/etc
In term of Wizard, most players will choose
Magic Vigor -> Basic Resist -> Hardest -> Smart/CounterAttack/etc
In term of Priest, most players will choose
Hardest -> CounterAttack -> Wise -> Smart/etc

Actually, if you are an experienced DR player, you might choose other symbol than AC cause you have a reason, but for most players, including those Active players who treat pk/duel as their life, they will definitely choose AC/Force/MV symbol, cause it is the easiest one for them to achieve their "destination"......Very difficult to make symbol balance. One thing can be done is that make all "good" symbol requires cyc skins, but other not that good requires DB skins. This might change some players mind.

Noeyesee
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Joined: Thu Nov 26, 2009 3:28 am

Re: Dual Class Symbols

Postby Noeyesee » Sat Feb 20, 2010 2:30 pm

However, in the rare system of DrajonRaja,
For Warrior, no rares better than Hardest + Force-----wrong
For Archer, no rares better than Hardest + Force-------wrong
For Thief, no rares better than Hardest + Force(Distant, but only use in lvling...)----------wrong
For Wizard, no rares better than Hardest + Magic Vigor------SO wrong
For Priest, no rares better than Hardest + Wise------------wrong
CounterAttack is an option, but it is too over powered if it is added in symbols.
In addition, Hardest symbol is of 40AC but count as G4, making more players choose it. I agree that the AC value should be changed as well.
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pepex
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Re: Dual Class Symbols

Postby pepex » Sat Feb 20, 2010 2:57 pm

what i suggest was making symbols to fit certain gameplay:

warrior+warrior ac-smart
warrior+priest ac-ressit all
warrior+thieve force-travel speed
warrior+archer force-attack sucees rate
warrior+wiz force-magic dodging rate

the amount each symbol gives needs to be change.

about the skins, all sysbols should by asking the same requirement getting cyclops skin is 2x times harder than getting dark bear ones.

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Dark_Assassin
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Joined: Wed Nov 11, 2009 11:31 pm

Re: Dual Class Symbols

Postby Dark_Assassin » Sun Feb 21, 2010 7:35 am

i suggested this a while ago but make every symbol ask for both db and cyc skins, others more than others.

such as

Avenger would ask for more db than cyc compared to Templar, just cause Templar is better than Avenger
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Tensu
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Location: Belgium

Re: Dual Class Symbols

Postby Tensu » Sun Feb 21, 2010 2:05 pm

pepex wrote:what i suggest was making symbols to fit certain gameplay:

warrior+warrior ac-smart
warrior+priest ac-ressit all
warrior+thieve force-travel speed
warrior+archer force-attack sucees rate
warrior+wiz force-magic dodging rate

the amount each symbol gives needs to be change.

about the skins, all sysbols should by asking the same requirement getting cyclops skin is 2x times harder than getting dark bear ones.


ac smart would make LK more of a tanker char then the perfect symbole it has already... i like most the symbols the way they are. and for the skins, cyc skins arent much harder to get at all. it's been explained on previous servers that it might be a lil harder, but the main thing about getting less skins is cuz there's less ppl hunting cyc skins all the time while there's tons of ppl lvling at db/hunting skins makes them die more and results in getting more db skins.
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pepex
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Re: Dual Class Symbols

Postby pepex » Sun Feb 21, 2010 4:56 pm

Tensu wrote:ac smart would make LK more of a tanker char then the perfect symbole it has already... i like most the symbols the way they are. and for the skins, cyc skins arent much harder to get at all. it's been explained on previous servers that it might be a lil harder, but the main thing about getting less skins is cuz there's less ppl hunting cyc skins all the time while there's tons of ppl lvling at db/hunting skins makes them die more and results in getting more db skins.


that is the idea, symbol a/b gives defence c/d gives offence and e is an intermediate, making all symbols fit a specific role or gameplay result in all of them beeing usefull, along with this a change to the symbols grade should be done to make themn all good in their areas.


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