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Posted: Fri Sep 23, 2011 1:06 pm
by Delmi N'jork
I'll wait to criticize the names until they are more final. I sort of agree with Amoné about the force regens being faster. Also still need to see what sort of powers are available to what classes when. But so far, I'm really liking what I'm seeing!

Posted: Fri Sep 23, 2011 1:17 pm
by Tomoran
I'm not convinced that the regeneration rates need to be increased. (It has been my opinion for a long time that they need to be way less, ala what I am suggesting here) but if I do budge on this very slightly then it will be very slight since I think that force power spam is a terrible crutch that allows people to play and roleplay poorly through situations.

I'd only slightly diminish the 'starting' value and not move the 'maximum' one.

Posted: Fri Sep 23, 2011 2:03 pm
by Herenai
Tomoran wrote:The names are important to me. The RP Background of the classes and an individual adhering to at least a basic understanding of the specialization they choose, if they choose one, is important to me. The classes are an effort to provide an additional way to give detail and thought to characters and their progression.
I do agree with you on this Tomoran. And you did a very good job doing this, I like it :P

/Herenai's support for the win.

Posted: Fri Sep 23, 2011 2:59 pm
by Sared Kilvan
Tomoran wrote:I'd only slightly diminish the 'starting' value and not move the 'maximum' one.
This. A thousand times this.

Besides, I'll still be able to spam backflip, that's all that matters to me. :P

Posted: Fri Sep 23, 2011 4:11 pm
by Oberon
If only /meditate would recharge force that way great value would be placed on Knights with meld. Of course passive recharge would be existant but It'd be slow.

Posted: Fri Sep 23, 2011 4:48 pm
by Herenai
Oberon wrote:If only /meditate would recharge force that way great value would be placed on Knights with meld. Of course passive recharge would be existant but It'd be slow.
Erm, I think It would "recharge" stamina too no ?

Posted: Fri Sep 23, 2011 5:50 pm
by Nira'kalen'nuruodo
How HP/SP and FP are incorporated into RP vary between players and context, Herenai, so it's probably not a good idea to get caught up in that sort of stuff at this stage.

I'm interested to see how the reduced regen will work out, particularly if it succeeds in making Meld a more useful power.

Posted: Sat Sep 24, 2011 7:25 am
by Tomoran
I intend to have a "test build" ready today. It will have the finished information for Apprentices, Guardians, Sentinels, Consulars and Jedi Master classes. There will be a .dat for it ready to go should anybody think that testing the changes are a good idea. The specialized classes I will do over this weekend as I am contemplating changing 2 or 3 of them around as I think more and more about them. (This is basically the only thing I have been thinking about for days)

I'll make a different post that I would ask nobody to reply to that will have only relevant release information and in this one we can discuss whatever you like about it.

If any of this sees release, I will be making archives files that describe each class as well as tables that show the growth of each classes force powers.

Posted: Sat Sep 24, 2011 8:38 am
by Tomoran
Posted the initial numbers for Guardian/Sentinel/Consular.

Descriptions, names and stats for specialists to come.

I need to lie down ...

Posted: Sat Sep 24, 2011 10:53 am
by Sared Kilvan
He's on fire!
Image

Posted: Sun Sep 25, 2011 3:45 am
by Tomoran
Descriptions and Masteries of the specializations have been posted.

Posted: Sun Sep 25, 2011 4:14 am
by Delmi N'jork
Each class has a specialized set of abilities. Does this mean that those abilities are the only ones that class will be able to pick? If not, what's the idea of what abilities are available for what classes when?

Posted: Sun Sep 25, 2011 4:23 am
by Tomoran
Delmi wrote:Each class has a specialized set of abilities. Does this mean that those abilities are the only ones that class will be able to pick? If not, what's the idea of what abilities are available for what classes when?
No, it means that they 'specialize' in those and they'll be open much earlier to them. My 'plan' at this point is that there are 16 powers, so a class will have 2 'specialized' abilities, and then 6 abilities that they are 'good' in, and 8 that are 'normal'.

Whereas the earliest that guardian/consular get a level 5 skill is 20 (Sentinels get all level 4 skills early, they don't get 5 until level 24), specialist classes will get theirs early (since they're specializations)

As for multiclass ... I don't know what that means particularly in this context.

An individual starts as an apprentice, they become a guardian/consular/sentinel and then later on if they want to they can advance to one of the specializations (not mandatory) if they like the roleplay of them/think their character fits into it.

And no specialist class requires that an individual be any particular 'path' beforehand, if a Guardian wants to become a Sage or a Consular wants to become a Battlemaster, and people think it fits their character, so be it.

Posted: Sun Sep 25, 2011 4:27 am
by Ametha Tasia
Gotcha.

Posted: Sun Sep 25, 2011 9:00 am
by Tomoran
Update:

-Sages .dat file completed
-Healers .dat file completed

6 more specialists to go. I will probably do them in groups of two. Expect to be done today or tomorrow. Whole .dat file will be ready then. Still have a working version with the 3 main classes ready to go whenever.