Details on Races/Classes

Discuss NeoGades' cancelled MMO Lufia fan game.

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BlackJack
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Postby BlackJack » Mon May 16, 2005 6:56 pm

maybe not that many, but you gotta admit, ninjas are much more cooler,lol
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PsiCop
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Postby PsiCop » Mon May 16, 2005 10:35 pm

Hehe, we could have a class like that, but I wouldn't call them "ninjas". You also make a good point about there being a lot of choices allowing players to be more unique, BlackJack.

Good ideas.
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lufiamanaelf
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Postby lufiamanaelf » Tue May 17, 2005 12:17 am

It could also be along the lines of how Sword of Mana did it. You pick your race but depending on how you level up changes your class.

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Postby BlackJack » Tue May 17, 2005 11:34 am

Oh another Q about races and class, theres gonna be gender for each race and class, right? for the female players?
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lufiamanaelf
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Postby lufiamanaelf » Tue May 17, 2005 12:51 pm

There are lots of female sprites, but I don't think the class would be any different. We have to remember not to kill the programmers. ^_~

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PsiCop
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Postby PsiCop » Tue May 17, 2005 8:50 pm

You pick your character's sprite and name. Therefore, you can be a male or female. Doesn't affect the classes.
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Kriyan_Sylvaen
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Classes

Postby Kriyan_Sylvaen » Wed May 18, 2005 1:58 am

I think that splitting the casting classes into healing/defense and attack is a great idea, but the healing/defense class should definitely have some attack spells, and the attack class should have some defensive spells.

The idea is that if you're an cleric or priest or whatever and you can only heal, you can't do anything on your own. You're dependant on groups in order to kill even easy monsters. And if you're an all attacking caster, then it's not as big a priority to include defensive spells, because they can cover that with healing items. But my idea is just to even things out for the sake of soloing.
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Re: Classes

Postby Jai » Wed May 18, 2005 2:49 am

Kriyan_Sylvaen wrote:I think that splitting the casting classes into healing/defense and attack is a great idea, but the healing/defense class should definitely have some attack spells, and the attack class should have some defensive spells.

The idea is that if you're an cleric or priest or whatever and you can only heal, you can't do anything on your own. You're dependant on groups in order to kill even easy monsters. And if you're an all attacking caster, then it's not as big a priority to include defensive spells, because they can cover that with healing items. But my idea is just to even things out for the sake of soloing.


I agree with you 100%! I left out offensive magic for the defensive class because I didn't see it as a major spell group. However, I don't see a problem with giving a few single target holy attacks or something like that. Possibly have them spaced out quite a bit through levels so they aren't very strong but can get the job done slowly if need be.

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lufiamanaelf
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Postby lufiamanaelf » Wed May 18, 2005 8:26 pm

Or they could be given a uniqe attack power...And I just realized, even if there attacks are weak, they can get a spell thats boosts attack. But they would need some good attack spells.

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tormas
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Re: Details on Races/Classes

Postby tormas » Thu Jul 21, 2005 1:23 pm

PsiCop wrote:After some discussion with NeoGades, this is what we came up with. I wanted to give you more details on how we're planning to do the races and classes.

There will be three playable races in the game: Humans, Elves, and Monsters. Each of these races will have a different base experience curve. This means that each race will be geared more towards something, with a few exceptions that I will discuss a little later on in this post. For example, the Elves are going to be naturally strong in magic, but be a little weaker in defense and HP amount-wise. The Monsters will, for the most part, have very little magic. However they will be very strong and have high HP amounts. The Humans are in the middle. Some are naturally inclined to use magic and others are great warriors. Their experience curves will reflect this.

Now to another level of customization in your playable characters... classes. Each race will have unique classes which will have slightly altered experience curves to reflect their specialties or weaknesses. For example, one of the Monster classes that's being considered is the Brute. This monster has no magic ability whatsoever, but is extremely powerful and has a high HP amount. The experience curve of the Monsters is subtlely altered to reflect this for the Brute class. Here is a list of some classes that are being considered for each of the races and their uniqueness...

Humans
*They are well-rounded characters who use melee attacks and magic.*
-Knight: Good all-around class with a slight inclination toward higher ATK and DEF as well as HP. The negative effect is that they only have the very basic magic abilities, such as being able to heal themselves.
-Adventurer: Perhaps the most well-balanced class in the game. They have average stat inclinations in all areas, and are able to learn many kinds of magic. For the negative, they aren't able to learn the advanced spells, and they don't have any stand-out strengths.
-Mage: They are the strongest magic users for the Humans. They can learn the most advanced attack, healing, stat enhancement and detrimental (for enemies) spells. They are great to have in any party as they can really eccentuate the other member's strengths. The downside to being the Mage is that they have low physical stamina. They have weak physical attacks, and their defense against physical attacks is low.

Elves
*They are a unique race of archers who share the powerful ability of striking all foes at once with their bow attacks.*
-Ranger: They are the specialty archers for the Elves. They are the elite when it comes to physical attacks for their race. They shoot with deadly precision and do quite a bit of damage to all foes with each volley. They have higher HP and ATK than the other Elf classes. They are great when attacking large groups of enemies, but their use is diminished when attacking a single enemy. Their main weakness lies in the fact that they are the weakest magic-wise for the Elves. They can get basic stat modifiers and healing spells, but thats about it.
-Rogue: They are the most well-rounded of the Elves. They make use of all their race's strengths. They have adequate ATK and HP and are able to get pretty strong spells as well. Their weakness lies in the fact that, like the Ranger, they can be weak in battles against single opponents, such as bosses.
-Guardian: I'll put it simply... These are the strongest magic wielders in the entire game. Their spells are the most powerful, and are learned at earlier levels than expected. The Guardians dedicate their entire lives to the pursuit of magic, and using their race's magical edge, are able to obtain great power. There is a large drawback, however. Their physical skills in battle are among the weakest in the game as well. Their low ATK, DEF, and HP levels are a huge detriment to their overall ability. However, if managed correctly, they can prove to be of great worth in any party.

Monsters
*They are very unique, and usually are very physically adept for battle. Few of them can use magic, as compared to the other races. They're also a bit more vulnerable to magic attacks.*
-Brute: They are just that. They are the great beasts. They are among the most powerful characters in the game. They possess no ability for magic, but their strength lies in just that... strength. They have the strongest physical attacks of any unit in the game. Their HP and DEF is pretty high as well. They're the strong bulldozers for any party.
-Goblin: These are the visually unsightly monsters such as zombies. They also have no inclination for magic. However, they have the highest DEF and HP levels in the game. They also have pretty strong attacks. They're the hit-takers of the party.
-Spirit: These are the ghosts, and various aura of the world. They are the supernatural. They have a special ability in that they can evade 50% of all physical attacks. Their HP and DEF is slightly lower than average. Their physical attacks also do lower damage than most classes in the game. They are also the only monsters that can use magic. They have minimal healing spells, and some attack spells, but their strength lies in their detrimental spells. These are the spells that cause status effects on their foes. They are certainly a unique class, and can give a rare touch to any party they're a part of.


This list isn't final. If anyone has any ideas for classes, feel more than free to post them in a manner similar to how I did. We may stay at 3 classes per race, or we may have more. Some races may even have more classes to choose from than others. I look forward to seeing your thoughts. 8)

I would also like to add that a creative decision's been made to have the Sinistrals as NPCs only. There's a few reasons for this, but mainly because we needed to keep them as the villains for every race (even monsters). Trust us, it'll pay off in the end. :wink:
you could make for humans
barbariaans: these can only use melee atacks and have everything above normali there strenght should be very high and i really think very high but the down side is they level really slow so they don't get too strong atacks
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PsiCop
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Postby PsiCop » Fri Jul 22, 2005 5:12 am

Cool idea.
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tormas
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Postby tormas » Fri Jul 22, 2005 11:09 am

i think jou should do it like this there's a mage and a priest too totally diferent classes but the 3de and 4th classes are the same and can use the same magic but for the mage ofensive magic will be stronger then healing and for the priest healing is stronger than offensive
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Swifty69r
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Postby Swifty69r » Thu Jul 28, 2005 8:49 am

since we cnt agree on all tha classes on eack race, how bout we give each race tha same classes but wit slightly dif attributes and abilities

i cnt go on bout them but i can prob help out in ne way i can
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devonm042690
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Class Promotions

Postby devonm042690 » Mon Sep 05, 2005 3:34 pm

I have an idea for how to deal with the promiotions thing. How about you do something like the Lufia 4 job system. What I mean is, the players get a choice of starting class, & after getting a set about of skill for that class (winning battles by using special skills learned in that class gives you skill points depending on how many you use), you have to seek out a skill master that promotes worthy people. Just a suggestion, please give it a thought.

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SinReVi
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Postby SinReVi » Mon Sep 05, 2005 7:11 pm

I like that idea. ^_^
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