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SOv3 Skill List (Rogue Skills Added!)

Started by LeGuy, July 19, 2009, 07:31:26 PM

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LeGuy

Quote from: JoEL on July 19, 2009, 10:31:28 PM
Oh i miss read it...
In that case it seems even worse then what I though it was...

Anyway...Maybe you should check out Diablo 2 or 3...simple controls...you can play the game with just the mouse while using all types of spells...I can't really see this happening in SO seeing as you're going to be using the keyboard.

The big blue buttons at the top of the screen are, if I've been told correctly, hotkey slots for skills. You will be using the keyboard's number keys to activate skills.
Whee!

JoEL

Yes i did realise that...
But I think theres too many hotkeys...You should be able to assign spells to a certain key or a few spells to certain keys..

Having to reach up and hoping to hit the right key would suck. (especially in the dark)

ARTgames

Quote from: JoEL on July 20, 2009, 04:53:24 AM
Yes i did realise that...
But I think theres too many hotkeys...You should be able to assign spells to a certain key or a few spells to certain keys..

Having to reach up and hoping to hit the right key would suck. (especially in the dark)

Its really not that bad. Stick online old hat system was like that and people did not have trouble with it.

also Fishing reminds me of NFO. And how you could get people stuck in your fishing rod. :P

mikkelet

I like the ideas and drawings =)

Although I don't think 'cooking' and fishing would fit in. It seems too.... eehm... regular. :P (boring to be exact)

LeGuy

Well, those skills aren't neccesarily meant to be entertaining - just to make items that help you heal and maybe give you special buffs for PvE combat.
Whee!

Lingus

Quote from: LeGuy on July 19, 2009, 07:31:26 PM
Resurrect (Paladin, Priest, etc. Exclusive)



Whenever you run out of health and die, instead of instantly whisking to a spawn point your stick character falls down and dies, or he turns into a ghost hovering over the place he died. You can then choose to respawn above a spawn point, or, if you're far into a dungeon or you just got a drop or something, wait for somebody with the ability to resurrect you. This skill would require a small charge time and some stamina/mana.
This should definitely have a major drawback or something. This would effectively eleminate any and all penalties for death. Having to run back from the spawn point and losing any exp/drops are really the only penalties (other than spawning with 1/4 hp and stam). The cooldown time for this spell should be extremely long (I'm talking like 30 MINUTES to an HOUR,) it should take a really long time to cast (like 30 seconds or more,) if the person is attacked the spell fails, they would have to stand literally on top of the corpse/ghost, and it would use a huge amount of stamina. What that would do is make the caster really have to think hard about whether they want to cast this spell or not. They would have to judge whether it would be worth the trouble.

Quote from: LeGuy on July 19, 2009, 07:31:26 PM
Teleport



This skill is fairly self explanatory - the user instantly travels from one spot to another. This would be accomplished via special "teleport spawn points" scattered across the landscape of Stick Online. A good example would be that instead of a red flag in NewbTown, the starting area in SOv2, the spawn point is colored blue. The spawn point in the desert town at the far right of the map would be colored blue as well. Once a player reaches both teleport flags, he would be able to instantly travel between these two points in the future.
This shouldn't be a skill. I could see this being a good feature, maybe, but definitely shouldn't be a skill. Maybe there would just be teleport points that you have to pay for.

Quote from: LeGuy on July 19, 2009, 07:31:26 PM
Fishing



Obviously this skill would require a fishing rod that you could buy at a store. Fishing would allow players to gather fish from bodies of water and then sell them or eat them - probably not raw, a cooking skill will probably have to be implemented too. As you fish, you gain fishing experience and you catch rarer and more useful fish.

Cooking



This skill would allow one to build a fire and begin cooking with various materials they have bought and found. Like Fishing, the more dishes you make, the more Cooking experience you get, and the more complex and nutritious dishes you can make. You would also be able to cook fish that you have caught with the Fishing skill.

Various recipes would be available from vendors and from drops from monsters. Once one attains a recipe, they can make the dish the recipe teaches from that point on.

A simple example of a recipe one could make would be:
Blob Soup
A strange tasting but nutritious dish.
Requires:
-1 Cooking XP
-One Blue Blob Goo
Once Eaten:
Heals 10 HP a second for 10 seconds.

A more complex recipe would be:
Steamed Salmon with Cactus Sauce
A delicacy created by only the finest chefs.
Requires:
-300 Cooking XP
-One Fresh River Salmon
-Three Cactus Thorns
-One Sand Fiend Salt
-One Blue Blob Goo
Once Eaten:
Heals 50 HP a second for 5 seconds.
I can't see either of these, or anything remotely like them, working in the SO world. SO is all about combat. I have a hard time imagining non-combat skills or trade skills being used. I know it gives people something to do other than killing monsters and/or pvping, but it's just out of place.

Lucifer

I agree on ressurect on teleport, those don't need to be skills. Teleport is quite like the tansportation ideas that have been suggested before, for example the one suggesting that a catapult would launch you from the first shop to the last. I wouldn't mind at all seeing that implemented. The way death is in SO is unique, and I'd rather it stick that way.

As for trade skills, theres absolutely no reason why SO can't stray away from pure combat in SOv3. I myself would very much like to see them implemented.

Lingus

Yea, but I just have a feeling Meiun would rather focus more on combat in SO3 than less. I think he would rather have a lot more interesting skills/comboes/spells/etc that enhance the combat aspect of the game making it more fun to play that part of the game, than to have a whole bunch of little things that take away from the combat. I would just look at it in terms of development time. The more he can devote to implementing a really awesome combat system the better. If he has to worry about trade skills as well, that combat system is going to hurt from it.

LeGuy

I don't think that putting limitations on what Stick Online could be is a good thing. Sure, combat is great, but why should we refrain from adding trade skills just because the time spent adding them could have been spent making combat better?
Whee!

Lingus

Well, that sort of misses my point. I think that as a game, SO is more focused on combat. To take some of that focus away (not necessarily just with development time) lessens what is good about SO. Everyone always talks about how simple is better. In the case of SO, this is true. There is a simple quality to the gameplay that makes it so great. Adding in things like trade skills and extraneous skills that allow you to teleport and spawn white fluffy clouds to dance on whilst smoking a pipe and eating strawberrys... My point is, it just detracts from the simlicity. I even think having too many combat related skills muddles up the combat system. I would rather have the skill based combat system kept as simple as possible. They would merely enhance the system as it currently is. Ways to make you hit harder, faster, etc etc. If I have to keep in mind twenty different skills/spells that I have to use while fighting a single enemy, it's too overly complicated.

At least that's my opinion on things...

ArtGames

i saw the heal and stunning hit. I don't like how stunning hit only works on the most of the weapons that have knock back. and snits you cant attack while in knocked back than i don't think you should add more time to that. But i see how a skill like that can be used to stop a trading hit pvp battle. or to stop some one from drowning a boss.

Before i say anything about the heal, does it take anything away from you to use it? I dont want people sitting there spamming it.

LeGuy

Quote from: ArtGames on July 21, 2009, 09:18:37 AM
i saw the heal and stunning hit. I don't like how stunning hit only works on the most of the weapons that have knock back. and snits you cant attack while in knocked back than i don't think you should add more time to that. But i see how a skill like that can be used to stop a trading hit pvp battle. or to stop some one from drowning a boss.

Before i say anything about the heal, does it take anything away from you to use it? I dont want people sitting there spamming it.

Yeah, using heal costs stamina/mana. Having endless healing powers would make paladins/priests waaaaay too powerful. Of course, this is all assuming classes are implemented in Stick Online.
Whee!

EpicPhailure

Perhaps we should have combo skills. Take Lunia for example. While it's not based on PvP, the system is great.

The competitors have to use a bunch of skills in a specific order, and use the directional keys to move so they can come up with combos and beat the living heck out of their opponent.

I'm not sure how it'll fit with S.O. , since Lunia is isometrical(?), but it would be great to have something like that.

Lingus

Quote from: LeGuy on July 19, 2009, 07:31:26 PMThis skill requires the user being very close to the user, at least a 30 second charge time that is interrupted if hit by an enemy, at least a 30 minute cooldown time, and a very high amount of stamina. I agree with pretty much everything except the cooldown time. The other restrictions would ensure that a healer could not resurrect dead players willy nilly therefore cheating death during an epic battle, but a 30 minute cooldown time would be a big inconvenience if there was more than one person to resurrect and only one healer.
Btw, first of all thanks for adding my suggestion. Secondly, the bolded part is exactly what I had intended. It makes it so having resurrect does not automatically remove any and all penalty for death. The other stuff makes it slightly inconvenient for the resurrect caster to cast the spell. They have to be near the person which puts them in the line of fire, they have to time it just right (or make sure no monsters are nearby) so they don't get hit while casting, and they will be losing a good portion of their stam so they will have to sit and rest afterwards. But if they can cast this spell every minute or two, it really doesn't do anything to make them not want to cast it. It will be hard for them to cast it, but they won't have to think to themselves, "Now, do I really want to save this person and waste my resurrect or will someone else die that I would rather help out?" Or in the case of multiple deaths they will have to ask themselves, "Who of these people would be most beneficial to resurrect?"

There at least needs to be a 10 minute cooldown time. Anything less than that would make this skill too overpowered as having a resurrector in your group means you have no penalties for death. Everyone would just wait for them to heal stam, make sure monsters are gone, cast, 1-5 minute cooldown, and repeat until everyone is saved. And even then, with a 10min cooldown if you have two people they can just stagger it and do the same thing. The lengthy cooldown is essential for balancing this spell.

LeGuy

I understand your logic. However, one thing we'll have to consider with this is whether or not adding a lengthy cooldown time will make the skill useless. In the current Stick Online, if you die, it usually doesn't take more than just a couple of minutes to run from a spawn point to where you were originally. However, if something like dungeons are implemented in SO3, running back to your place of death might take 5-10 minutes, therefore making it faster for all the dead people to just run back instead of being resurrected. We'll just have to wait and see, I guess, how Meiun designs SO3 and the various factors that may or may not make this skill overpowered.
Whee!