ninjaluc79 wrote:I'm actually thinking of a skill system wherein all active skills are accessed via runes (magic or otherwise), while all passive skills are accessed via skill points. Therefore, effect runes such as Killer, Gale, Double-Beat, and Double-Strike are disallowed, as these runes may cause a gameplay (and in-game economy) imbalance.
I can't put much of my input into this post right now (many things going on), but first off I'd like to say this is very interesting; and great job so far.
For the runes such as gale, they could be balanced. Say a 3% increase to speed instead of 50%.
When you said skill system accessed via runes, I'm not sure if I imagined it right. Would that be something like, in combat (say I'm a mage) I could use a rank 1 skill 9 times and they maybe recharge during combat? This would make the magic system extremely fun, and require a lot of skill competitively.
There would have to be balance for runes such as Rage, Cyclone, etc.. Maybe a cap of one type of those runes on a person at one time. Or maybe gear sets that change your fire rune into a Rage rune while equipped.
The damage of these runes would be tricky. Final Flame could easily be a one-shotter. If this game is going to be started by users here, then I suggest putting a limit to how much damage any skill can do at once. I've played a lot of WoW, and you can keep getting buffs and such, then just go on to one shot other players. Last tier magic skills should probably do no more than 20-25% of anyone's life (preferably buffed). Now that I think about it, certain conditions should probably be met before you can cast it. However, maybe they deserve to lose 25% of their total life if its a huge cast.
There would probably have to be more than 3 rune slots though, due to runes like Wizard and Warrior. Maybe these types of stat boosting runes would have to go somewhere else.
I could also see each equipped rune opening up different trees to spend points into, which would grant access to new skills or passive bonuses.
There should be limits to rune slots depending on stats. Like how the characters closest to warriors in the Suikoden games rarely, if ever, have more than 2 runes slots. This could definitely work with the "open class" system. Where one could make their stats more towards using swords or spears or something, and make themselves great with fire (which could also open up special combos, like special fire spear attacks).
Another quick idea about the competition for true runes in PvP. Guilds could compete, and the leaders could control the runes. Patches would be needed when enough players join to give access to more true runes. World bosses could start with these runes, which would require guild raids to complete.
Guilds could have their own buildings, which could be attacked for control of the rune at any given time. This is just an idea, not having a lot of guild-mates on would make it difficult to keep the rune for more than a day. I think this would be very nice though. If this game ever got big, this would make it so PvP players would have to be in the top PvE guilds.
Another quick suggestion, healing in combat should have an extended casting time; or at least a penalty if you aren't a pure healer. The open class system should be to the point where it can branch off and be completely different while being the same. A priest could be an amazing healer but be controlled by others amazingly easy, or they could be enemy-proof but have their heals suffer a ton. New runes should probably be made up and voted on too. I don't think there is enough to make many characters unique.
Something important to anyone taking on this project, or giving any input; Balance. If there are like 150 different possible combinations of play-styles for class types, don't make choices obviously better than one another. I've also played Runes of Magic, and some choices must be made if you want to be the best of the best. Same went for WoW, certain skills/gear are musts.
...which gives me another idea. If there is a tree system (even if it isn't based of runes), make actual branches. I just realized that WoW doesn't have that many branches in each tree. I'd like to think that 1 branch could contain multiple play-styles. There should probably not be skills that work "too well" with one another from different trees. This makes obvious choices.
It'd be nice to make it somehow illegal to post builds and such online. Personally I think people looking up answers ruins the fun. Make a police force to go around deleting things from the internet. Since this is obviously not considerable, the "goodness" of the class makeup should be determined completely on how a user plays. If this game ever got to the point where there were competitions, it'd be cool to see each player using really weird combinations, especially ones that the other top players couldn't play for crap.
"The duel with Genkaku.... It continues here....."
"This is your final test... Can you win this time, Riou?"