ID:287863
Jan 14 2011, 8:38 am
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Not Feasible
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Blackbird says(:D), there should be a class system for the "hardcore" gamers who always want to go solo, knowing that there not going to get past wave 15. It should be based on cards, just like the player. The pet should start off as a dog, and as you get more cards it can be a spider or a watered down genie and so on and so fourth, of course subs would get more choices. The pet should have its own mana and you should have some way to revive it, like when it dies, you have to wait until the next card for it to revive. I don't know what else to add, suggestions
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Jan 17 2011, 9:18 am
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Bad idea. I've solo'd and gone to up to 50; sounds like you just want a way for bad players to get a free ride to level 200 and back.
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thats harsh, an adventurer could totally begin with that. but only adventurers :/
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Pets are not a good idea because the payoff would not be worth the amount of work put in for them. If you really must have a "pet" I recommend the conjurer, Nomad, or necromancer classes. If you play them correctly, they are quite fun. I can vouch for this with nomad, not sure about the other two though, I haven't played them. I do see how they could be a fun play though.
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Every class should have one specific pet.
You guys make it sound UP: Adventurer's pet: Dog Body: 1 Aura: 1 Aura Rate: 150 Skill 1: Bite Description: This skill attacks in front of the dog. Wizard's Pet Black Cat Body: 2 Aura: 4 Aura Rate 259 Skill 1: Fireball Shoots a small weak fireball. Rogue's Pet Eagle Body: 3 Aura: 3 Aura Rate: 50 Skill 1: Fly! The eagle flys up Skill 2: Attack! The eagle attacks. Skill 3: Still! The eagle is still. |
There are a lot of cool things that could be done, but you can also ruin a game by adding too much. CQ has achieved a good balance, and is finished. Over the last six months some issues have arisen that DC and I decided to fix, but that doesn't mean that the game is being "worked on" or actively updated. What you see now is what the game is going to look like going forward.
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