#92620 - 07/25/03 03:47 AM
Re: Armor
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Orc Chief
Registered: 06/10/03
Posts: 4357
Loc: malaysia
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"..But the skill system will have changed in RRR, which is not a bad thing." myrthos
well it better not be worse than the existing system in DD. while it's nice, classing of characters in DD has not much meaning & it's mostly differences in stat increments, which are just numbers & not much else.
plus role-playing factor isn't really enforced for the classes. doesn't really matter if u're warrior/mage/survivor, u still get the same quests, treatment from NPCs, & set of skills.
i know RRR do/may not have any classing, so one system for character development is sufficient. so myrthos's idea of stat treatment is great.
by the way myrthos, what do u mean by "In DD there were already restrictions for learning skills and weapons."?? as far as i know there are NO restrictions for learning skills and weapons. the only restrictions i know of are limited skill points & stats. please enlighten me on this.
regarding armour issue brought up by masterd_evil, i rather have them in pieces as combo is part of the fun in games like DD. mix & match, & finding set items are some of my favourite activities.
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#92621 - 07/25/03 04:44 AM
Re: Armor
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Warrior
Registered: 07/13/03
Posts: 144
Loc: Belgium
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Quote:
regarding armour issue brought up by masterd_evil, i rather have them in pieces as combo is part of the fun in games like DD. mix & match, & finding set items are some of my favourite activities.
In case there was any confusion, of course I agree with this point of view.
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#92622 - 07/25/03 05:56 AM
Re: Armor
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Prophet
Registered: 03/10/03
Posts: 588
Loc: Netherlands
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Quote:
by the way myrthos, what do u mean by "In DD there were already restrictions for learning skills and weapons."?? as far as i know there are NO restrictions for learning skills and weapons. the only restrictions i know of are limited skill points & stats. please enlighten me on this.
That's what I meant, weapons, armor and skills had minimum requirements, which were all based on your stats. Those were the only restrictions I know of. Of course there were also weapons and skills without those restrictions.
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#92623 - 07/25/03 06:55 PM
Re: Armor
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Angel
Registered: 03/27/03
Posts: 5016
Loc: Melbourne, Australia
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What I meant before is that there aren't classes in Divine Divinity, but you can have a character that represents one or more known classes. For class related quests, perhaps the quest would not be provided until they feel that you are worthy of it (by checking your data-file  ). You cannot join the fighters guild until you have level 3 in any one Weapon Mastery, Strength of 50, and Agility of 30. As for the healers guild, you'd need level 4 Restoration, level 2 Bless, and 60 Intelligence. These requirements would never be told to the player. The only problem might be players creating a super-multi-classed character just to get into all of the guilds. What about one guild membership only for the entire game?
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#92624 - 07/25/03 07:00 PM
Re: Armor
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Prophet
Registered: 04/12/03
Posts: 6899
Loc: Somewhere between Here, ..and ...
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has anyone heard of a game called Mordor II...(the awakening) or something.. ..their skill system and guilds were much like that, you had to start out with a certain amount of stat points, to even enter the guild and become a member, if your natural stats were too low you could not join that guild. That made it so you had to be very sure where you would put your stat points, to begin with!
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#92627 - 07/28/03 06:36 PM
Re: Armor
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Angel
Registered: 03/27/03
Posts: 5016
Loc: Melbourne, Australia
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Quote:
Hi,
I know the standard is to offer highly protective armor to player characters that have great strength but is it possible to offer good armor that requires low strength? To balance things out, maybe we could make this armor very expensive for characters like wizards but once they have the money, they can wear it for better protection. That might go for certain weapons too.
Thanks.
In Diablo, there is a quest that awards you with very good medium armour with no requirements, quite early in the game (level 5 of 16). Perhaps they could make a quest item - Mithril Armour - obtainable only through the Wizard's Guild. This armour would be high quality Magical Chain Mail, but have the requirements of Leather Armour.
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#92630 - 07/29/03 10:02 PM
Re: Armor
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Prophet
Registered: 03/11/03
Posts: 1958
Loc: My Corner of Divinity
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Yeh. Why do mages always get the s%*ty armour. They need more.
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#92638 - 07/30/03 10:46 AM
Re: Armor
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Warlord
Registered: 06/26/03
Posts: 3553
Loc: Canada
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Quote:
Nature Armor Lvl 1 - Summon Spikes of plants and flowers to your armor adding damage. Lvl 2 - Add bear skin adding defense Lvl 3 - Add shoulders with claws adding protection and damage to the spikes. Lvl 4 - Add wolf furs adding protection and speed for the druid. Lvl 5 - Add a head dragon on the place of your helm, adding fire and lightning protection and adding fire and lightning damage for the user. Lvl 6 - Give boost for all other lvls of armor protection skill.
Why not:
Nature Armor Lvl 1 - Summon vines armor adding slight protection. Lvl 2 - Creates marple armor with mediocre protection but with speed penalities. Lvl 3 - Creates oak armor with higher protection but with speed penalities. Lvl 4 - The caster's body is covered with a wolf pelt adding protection against cold and excellent dexterity at no penalities. Lvl 5 - The caster's body is covered with Dire bear's pelt adding strenght, constitition and upgraded protection.
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#92639 - 07/30/03 10:54 AM
Re: Armor
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Dragon
Registered: 03/21/03
Posts: 1070
Loc: Brasil
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Who have ideas for other armors? Mage armor. Survivor or Assassin armor. And other chars if will have it.  Who have designs can post here too.
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