Zwiebelchen
Hosted Project GR
- Joined
- Sep 17, 2009
- Messages
- 7,234
Hello everyone.
I'd like to share some new concepts we'd like to implement in Gaias Retaliation on the upcoming update 1.2:
Note that all this stuff is highly conceptional, so there isn't anything done in that direction yet and there's nothing set in stone so far. There's two things I thought about and like to hear your suggestions and oppinions.
Also note that I might discard one or more of those ideas depending on how they happen to turn out in the end and wether the result matches the quality of the rest of the game.
1) Talents
So far, it is planned to add passive talents to the epic levels of Gaias Retaliation. Those talents will increase or change the values and factors of spells, might affect other stats of your character, add passive bonuses or possibly procc effects.
If we include something like this, it won't be over the top, meaning you will not have to select between hundreds of talents, but merely select a limited amount out of a pool.
For the style this system will have, I had those ideas, which I want to select one from - give your oppinions which implementation you would like to see:
NOTE: Don't worry, we already have placeholder integers in the savecode for this - there won't be a code wipe because of this.
implementation 1:
You gain 1 talent point every level starting from level 45, which will lead to a total of 6 talent points. Epic quests might reward you with an additional talent point.
There's 5 "talent lines", containing 3 upgrades each, each upgrade having different effects, with the second and third upgrade usually having a stronger effect than the first. All talents will be the same for both archetypes of the base class, so that the amount of work for us writing all those talents will not be that high. If a talent affects archetype-only spells, it will contain a double-tooltip to show the different effects for both archetypes.
example:
For the cleric, there could be a "mental control" talent line, which centers around improving spells linked to "souls", for example decreasing the debuff duration of weakened soul by 3 seconds, improving the damage of Soul Strike by 15% or decreasing its mana cost, etc.
implementation 2:
When completing epic quests, you can select one out of 3 talents each. Talents in this case will be linked to quests, meaning you can only get those talents at this specific quest. Once you decided for one, there is no way to get the other talent.
implementation 3:
Talents can be 'bought' from trainers just like your main skills. You are limited just by the amount of money/mana crystals you have and could get all, if you can afford it (or limited to a fixed number).
2) Food resource
As you guys know, the food resource of WC3 is currently not used by Gaias Retaliation. We wish to change that for 1.2 and want to hear your suggestions for this one.
Some thoughts I had on this:
Mercenaries:
Food could be used to allow for mercenaries, which will serve as an additional "pet". They can not be controlled, but will follow your character just like a pet and will use a limited amount of skills. There could be healer, damage dealer, utility or tank mercenaries. Mercenaries can be used to replace player slots in gaias, improve solo play experience, etc.
Mercenaries will not have an inventory and won't have skills to learn and can not be controlled. However, they will have the same level as the hero they follow and will have stats which will be affected by the equipment you have on your hero (just like pets: the sum of your stats will be used for determining the bonus).
Mercenary slots are linked to the amount of players in the game.
If you have 5 players in the game, you can not hire mercenaries. If there are 4 or less players in the game, the amount of mercenaries that can be hired in total (-> first come, first served) represents the number of "missing" players. However, only one mercenary is allowed per player.
If a player leaves the game, the total number of mercenaries allowed will adapt, of course.
Mercenaries can be taken into dungeons. However, as you are not able to directly control them, they might be useless in certain situations. However, I might consider adding the special pet resistance to boss-AoE effects to them.
Special crafting resource:
Food could be used as a resource or experience bar for crafting, which will be linked to monster drops, quest rewards, etc..
Certain recipes will for example require 30 food. You can only craft the particular item if your food level is high enough.
I'd like to share some new concepts we'd like to implement in Gaias Retaliation on the upcoming update 1.2:
Note that all this stuff is highly conceptional, so there isn't anything done in that direction yet and there's nothing set in stone so far. There's two things I thought about and like to hear your suggestions and oppinions.
Also note that I might discard one or more of those ideas depending on how they happen to turn out in the end and wether the result matches the quality of the rest of the game.
1) Talents
So far, it is planned to add passive talents to the epic levels of Gaias Retaliation. Those talents will increase or change the values and factors of spells, might affect other stats of your character, add passive bonuses or possibly procc effects.
If we include something like this, it won't be over the top, meaning you will not have to select between hundreds of talents, but merely select a limited amount out of a pool.
For the style this system will have, I had those ideas, which I want to select one from - give your oppinions which implementation you would like to see:
NOTE: Don't worry, we already have placeholder integers in the savecode for this - there won't be a code wipe because of this.
implementation 1:
You gain 1 talent point every level starting from level 45, which will lead to a total of 6 talent points. Epic quests might reward you with an additional talent point.
There's 5 "talent lines", containing 3 upgrades each, each upgrade having different effects, with the second and third upgrade usually having a stronger effect than the first. All talents will be the same for both archetypes of the base class, so that the amount of work for us writing all those talents will not be that high. If a talent affects archetype-only spells, it will contain a double-tooltip to show the different effects for both archetypes.
example:
For the cleric, there could be a "mental control" talent line, which centers around improving spells linked to "souls", for example decreasing the debuff duration of weakened soul by 3 seconds, improving the damage of Soul Strike by 15% or decreasing its mana cost, etc.
implementation 2:
When completing epic quests, you can select one out of 3 talents each. Talents in this case will be linked to quests, meaning you can only get those talents at this specific quest. Once you decided for one, there is no way to get the other talent.
implementation 3:
Talents can be 'bought' from trainers just like your main skills. You are limited just by the amount of money/mana crystals you have and could get all, if you can afford it (or limited to a fixed number).
2) Food resource
As you guys know, the food resource of WC3 is currently not used by Gaias Retaliation. We wish to change that for 1.2 and want to hear your suggestions for this one.
Some thoughts I had on this:
Mercenaries:
Food could be used to allow for mercenaries, which will serve as an additional "pet". They can not be controlled, but will follow your character just like a pet and will use a limited amount of skills. There could be healer, damage dealer, utility or tank mercenaries. Mercenaries can be used to replace player slots in gaias, improve solo play experience, etc.
Mercenaries will not have an inventory and won't have skills to learn and can not be controlled. However, they will have the same level as the hero they follow and will have stats which will be affected by the equipment you have on your hero (just like pets: the sum of your stats will be used for determining the bonus).
Mercenary slots are linked to the amount of players in the game.
If you have 5 players in the game, you can not hire mercenaries. If there are 4 or less players in the game, the amount of mercenaries that can be hired in total (-> first come, first served) represents the number of "missing" players. However, only one mercenary is allowed per player.
If a player leaves the game, the total number of mercenaries allowed will adapt, of course.
Mercenaries can be taken into dungeons. However, as you are not able to directly control them, they might be useless in certain situations. However, I might consider adding the special pet resistance to boss-AoE effects to them.
Special crafting resource:
Food could be used as a resource or experience bar for crafting, which will be linked to monster drops, quest rewards, etc..
Certain recipes will for example require 30 food. You can only craft the particular item if your food level is high enough.
Last edited: