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classes

Unstructured ideas, requests and suggestions for the development of the game.
phydeaux
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Re: classes

Post by phydeaux »

Lol, that was the main location I was thinking of... Just started over again, so I'll keep an eye out for others :)
lady black
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Re: classes

Post by lady black »

I still think that expecting a ten-year-old kid to be a mage, bard, thief, etc. is very unrealistic. If you must have classes or jobs or whatever you call them, I do not think they should start until level 10 or so, after our kid has had a chance to figure out what he is doing a bit and can decide he wants to specialize in something other than just fighting. "Go look for your brother." "Sure, I think I'll be a mage." Come on!
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sdevaney
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Re: classes

Post by sdevaney »

It seems most people have an issue with classes because it doesn't fit into the content of our current game. Remember that content is only part of our project and I think this type of addition will allow us to create even better and more dynamic games in the future.

I welcome anything that broadens our creative options and am excited to look these files over.

sdevaney
Tomcat
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Re: classes

Post by Tomcat »

lady black wrote:I still think that expecting a ten-year-old kid to be a mage, bard, thief, etc. is very unrealistic. If you must have classes or jobs or whatever you call them, I do not think they should start until level 10 or so, after our kid has had a chance to figure out what he is doing a bit and can decide he wants to specialize in something other than just fighting. "Go look for your brother." "Sure, I think I'll be a mage." Come on!
And it's more realistic than him picking up an axe and armor? Besides, though he's clearly young, ten seems rather an underestimate to me. I'd think more like fifteen. Still young enough for grownups to consider a kid, but old enough to be asked by dad and the other villagers to go fight the rats, etc.

On the other hand, if the approach is to add spells and thief functions top the skills and let the player pick and choose along the way as part of the build strategy, rather than declaring a class up front, then that perhaps that suits your vision of our hero better. But I think it's also "realistic" for a young lad to have grown up dreaming of being X, and possibly even starting to learn some basic skills, and now that he's heading off alone on a mission deciding to start using those skills and learning more along the way.

*edited to add second half
Last edited by Tomcat on Thu Jan 19, 2012 11:51 am, edited 1 time in total.
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Antison
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Re: classes

Post by Antison »

I think the game is perfect the way it is!!!!!!! I don't want to see a class system implemented as the current game does not warrant a need for a mage, a ranger, or whatever else you are thinking about. The game is simple in terms of the battles and what is needed to survive those battles. There is no need for a wizard as the magic he would use is not needed in the current game. Our hero does not fire spells that rain fire balls from the sky.
The Ranger gives us what? A rifle and a horse? Come on!

Remember that this is a phone game not a PS2 or Xbox game, simple is better. Think 8 bit style.
Last edited by nyktos on Thu Jan 19, 2012 1:53 pm, edited 1 time in total.
Reason: profanity removed
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Tomcat
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Re: classes

Post by Tomcat »

tek wrote:I think the game is perfect the way it is!!!!!!! I don't want to see a class system implemented as the current game does not warrant a need for a mage, a ranger, or whatever else you are thinking about. The game is simple in terms of the battles and what is needed to survive those battles. There is no need for a wizard as the magic he would use is not needed in the current game. Our hero does not fire spells that rain fire balls from the sky.
The Ranger gives us what? A rifle and a horse? Come on!

Remember that this is a phone game not a PS2 or Xbox game, simple is better. Think 8 bit style.
Yes, there is some appeal to simplicity. And no this is not Xbox. But there's not a single best answer to "how simple"? One could also complain about all these weapon choices in the shops .. just give me a sword and let me start hacking!

You could say the same about not needing skills, or not needing legendary items, but there they are. Why? To add playing depth to the game, so that it can present fresh challenges to those who beat the game but would like to play again and again. Giving players the chance to figure out how to do it all again with spells etc is a great way to do this.

I wasn't too excited about the skills at first, but see now why they are there. I'm still not excited about the legendary items being rare lucky drops as opposed to great rewards for difficult quests. But the beauty of it is that I can ignore them and continue on focusing on the parts I do enjoy. You could do the same, if classes are introduced. Just be a fighter. Explore the options within that range .. crits vs defense vs whatever other strategy you can come up with.
Norbert
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Forever_Immortal71
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Re: classes

Post by Forever_Immortal71 »

I very much like the idea of classes.
Admittedly I kinda feel the game to be a toned down early version of Diablo/Diablo 2, which I think is awesome. I think the Diablo games could be a great source of concept for the future of this game
Examples would be socketted weapons and armor, different classes, maybe initially unidentified items picked up off monsters. Bows would be awesome. But I think most of all... a waypoint system (especially as the map grows) and town portals, so I don't have to be strait bonkers out of luck 4 feet from a boss and run out of potions.
Am I right? Or am I still just far too big a fan of Diablo cause lemme just say, them games set the standard in its class and still hold it to this day.
P.S. can't wait for number 3!!! =)
oshuma
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Re: classes

Post by oshuma »

lady black wrote:If you must have classes or jobs or whatever you call them, I do not think they should start until level 10 or so, after our kid has had a chance to figure out what he is doing a bit and can decide he wants to specialize in something other than just fighting. "Go look for your brother." "Sure, I think I'll be a mage." Come on!
I like this idea better than starting as a specific class. Get the player used to playing the game first (trading, combat, etc.), then give them the option of branching out later on.
phydeaux
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Re: classes

Post by phydeaux »

Oshuma, as you said earlier in the thread, that code is a rough sketch... Yes, imho, it would be better to have a class choice later in the game, however, doing that will require a lot more coding and editing, and most likely a number of npc branches... The way you have put it together as it is now is a quick and easy test run, good as a test but not well suited as a finalized game addition... Yes, having the choice later in the game would be better, but a work in progress has to start somewhere! :D
chutoy
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Re: classes

Post by chutoy »

I've only been playing for a little while, but I like the game a lot and I'd like to offer my take on classes. I'm firmly against initial starting classes, but I'd like to see a more coherent approach to skills and items. My idea would to offer skills and skill trees that are indicative of familiar archetypes. MC and BC already bring to mind Assassin, Cleave makes me think of a Knight or other heavy melee, and with some game balance changes Bark Skin would be perfect for a Monk. Players could still choose whatever skills they wanted, with certain level reqs and other skill prereqs.

In addition, I'd like to see the weapons grouped along these archetypes. 6+AP weapons (axes and broadswords) would be heavy melee, 5 AP weapons (swords) would be your standard fighter, 4 AP (daggers) would all have some critical percent for your assassin, and create some other weapon like brass knuckles or nunchucks with 3 AP for your monk.

Heavy melee weapons be two-handed and would do some percent damage to all enemies in adjacent squares to your primary target and heavy melee skills could then include percent increases to "splash" damage and/or ability to extend that damage to squares adjacent to your character. Assassins could get an off hand weapon that could further increase the critical multiplier. Monk weapons would also have to be two-handed to maintain some balance.

Armor (body, head, gloves and boots) would be handled in a similar fashion with heavy, medium, light and minimal categories. All armor would increase BC. Heavy armor would have a +1 AP to your weapon and give you of Damage resistance and HP and penalize Attack percentage. Medium armor would offer DR or HP. Light armor would give you additional attack percentage. And minimal armor give you even more attack percentage and would be -1 AP to your weapon (you'd have to lose the jewel of Fallhaven). AP enhancements and penalties would be based on highest single modifier and would not stack.

With this reorganization of the equipment I could see cross "classes." Heavy melee weapons with minimal armor would be barbarians. Critical weapons with minimal armor would be ninjas. That's my $.02 anyway.
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