Nice. I'd really suggsest adding some sort of quest or something that after you finish it, you get all of your skill points back and lose the skills. That way players can explore different variations without going through the trouble of creating a new character.
Vortezz:

Awesome! At first I was like "huh what's new with this?" but now I am really loving the idea.

I am salivating over AA, man, I swear. The day it's open to public is the day I quit my job.



Same with me, I hate my job.
I'm guessing the water and void combination will yield the ressurection spell? :D

I totally love necromancy and healing, but I've never been able to do both before. Sounds exciting!
Same with me, I hate my job.

Germinfestedman, I thought you loved your Pizza Hut job? Liar.
Kickass. Nice and customizable. I'm liking it.

Can we get a specific full listing of the effect of each individual stat at some point? Knowing what a few of them do now makes me want to be able to see the whole picture.
Strength affects attacking power
Agility I'm not sure of right now
Intelligence affects magic power
Wisdom influences your magic points
Vitality influences your hit points
This list is subject to slight change/modification, but here is what the stats do:

Strength- Physical attack power. Factors into the power of most One-Handed and Two-Handed weapon skills. Required for equipping most melee weapons and armor.

Agility- Defense power, chance for critical hits. Also adds to ranged attack power, and factors into the power of Bow and Throwing weapon skills and shield auras. Required for equipping bows/throwing weapons.

Intelligence: Magical attack power and magical defense. Factors into the power of all elemental spells and shield auras. Required for equipping robes/staves.

Wisdom: Mana Points

Vitality: Hit Points


Pretty simple, but like Diablo there is a lot of strategy that goes into distributing these points. For example, if you're a magic user then the obvious stats to go with would be Intelligence and Wisdom... but how much are you going to put into Vitality for hitpoints and Agility for physical defense? ...Not to mention strength so that you can equip better armor?

I imagine that certain magic users will try and put some points into strength in order to equip better shields for auras and defense. Also, ignoring Vitality is a good way to wimpify your character. Decisions, decisions...


Lord of Light- I looked up Cabal Online just now, and I wasn't able to find a very good description of the skill system. What I was able to find looked much different than this system, so I'm not sure what you're talking about. The key to Acheron's system is having no pre-set character classes whatsoever.
Hmm... I'm probably going to go all sissyman-healer-necromancer. No viality or strength for me! Aalll Int/Wis, and water/void spells. Hmm... If I max out those two sections I get one mastery point left over, right? Is there a healing aura? How much of an effect would high armor have when tanking a boss? Maybe something like the devotion aura would be better... But there's no +mana regen stat so I'd need to pimp myself out in +wis gear to make sure I can heal enough if I don't use a healing aura...

<_<
_>


Oh oh, and what's the void/water combo spell? It's rez, right?
If there is a rez spell, how's it work? Similar to WoW?
I have no idea what that lord of light guy was talking about, the skill system in AA is nothing like the one in Cabal. It doesn't even resemble it at all, I've played the game (not to mention the game is just another crappy thrown together korean MMO with no purpose besides grinding.)
Funny that you bring that up Zaole, as the Revive spell is the one spell that I'm still debating what to do with.

I was thinking of making it a combination spell to reduce the number of people who have it... but then I thought that that might limit the skill trees a bit since anyone who wants to be a healer AND have the revive spell would have to combine two specific elements.

As it stands, Revive is the fifth level water spell, and the combination of Water/Void allows you to summon a Water Elemental that kicks ass and takes names.

Revive uses crazy amounts of mana, so I don't expect it to get too out of control. That's what the first couple months of the game are going to be all about: finding the perfect balance.
Oh, and as some people have mentioned, I'm also debating whether or not to allow someone to "reset" their mastery points somehow.

If I did allow this to happen, then it would be very, very limited. Like maybe you could do it once at level 20 or something, and that's it. Or maybe you can just refund 1 mastery point incase you make a mistake.

The whole idea is for people to create new characters to try out different skill combinations. Allowing everything to be completely reset would kind of ruin that.
I think you should be able to do it once every 5 levels. That way, they could have a variation of skills, and if they want to do it more than every 5 levels, let it cost a rare item.
I would say refund points would be the way to go. I would suggest earning one refund point per five to ten levels. Making a total of 5-10 refund points. This would allow someone to undo a mistake or go back on a bad decision, but would still prevent people from "starting over" with the same character.
Silk. If you want your game to have high replayablility. Don't let them refund points.
Skies of Arcadia is the best turn-based RPG I ever played.
There is a party system in AA, right?

I need to recreate the awesome party of DW.

=)
;'(

r i en eet
The awesome party consists of: Me, Papoose, Elation, Acebloke, and Aaiko if he wants :)
Wouldn't that be the Communist party?
Yeah, I would advise against point refunding. If the focus of the game is not on heavy grinding, then playing to LV50 shouldn't be very difficult. The player can refund his own points with the New Character option.
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