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Edited by GhilKlinWar: 10/19/2014 12:45:52 AM
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Thanks for the comments, I will try to address a couple here. Please continue to provide input, suggestions and questions and help bump this up so more people see it as well as the Faction Expanded topic it is linked to "View Original Post". [quote]One alternative I could think of would be to choose between specific perks according to your grimoire rank.[/quote] - Token [quote]I really like this idea, although I would go with Token's idea of offering 3 choices per rank[/quote] - hagintora I realized upon reading your comments i had failed to explain something that might have provided or addressed both of these valid points. I did not specify a subclass in the description. For instance in the Warlock, the example given would be the VoidWalker. In the next subclass one of the other races would hold the advantage attribute-wise, and for the third (new) subclass the 3rd race would gain that slight edge. That way in each class, one subclass is the focal one for each of the three races, giving each race one class tree in each that the race is slightly more adapted to than the others. So to use your example: Awoken Warlock Rank 1: +5 intellect (voidwalker); +10 discipline (Sunsinger - the awoken's focal subclass), +5 strength (New subclass) Rank 2: Kills restore 5% grenade energy (voidwalker); Grenade kills restore additional melee energy (Sunsinger); Melee hits restore super energy (New subclass) Rank 3: Picking up orbs grants health (voidwalker); Missed shots have a chance to return ammo (Sunsinger); Melee kills grant bonus damage for a short time (New subclass) I would not want the perks to lean more towards one race or another in this, only the attribute bonus as shown, so that beyond that the perks only bestow an effect that reflects a flavor or theme, so that it influences your choice more by play-style than it might for gaining a set of meta-gaming stats. I am not sure if the grimoire cards could provide a choice ability in electing a perk. If they could then a branching system could be done and the amount of customization could expand - though this would be an even greater strain on balancing attempts. [quote]So humans could get bonuses to Solar Damage, Exo's-Arc, and Awoken would get bonuses to Void[/quote] - hagintora This already exists to a small degree in the choice of classes, but is not really fleshed out as well as it could be. I think I mentioned a warlock perk that allows a target's energy type to be rotated or altered, a grenade and melee weapon option with shield-breaking abilities for the hunter and titan. I think that you might add a perk for each element into each class for the race, but to tag one element to a specific race might not be reasonable - but I am still debating it so that could change. LOL But either way, and I think the idea is coming across, and the details of what perks are irrelevant to me at this point, and you both have good and appreciated input.
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  • I think my worry in regards to the base idea is that you're attaching a Race to a Class. Meaning that it would always be better to be an Awoken Warlock, than say, an Exo Warlock. By putting the Racial focus on an Element, players can freely choose a Class while recieving the bonuses to one specific Subclass. So if I were to choose, say, an Exo for my Race (and gain bonuses to Arc damage/abilities), I could choose a Hunter, and excell at the Bladedancer Subclass (Arc based), or I could choose to be a Titan and excell at the Striker Subclass (also Arc based). Putting the focus on an Element will in no way impair my choice of Class, it will only dictate which Subclass I recieve bonuses for.

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  • Edited by GhilKlinWar: 10/20/2014 6:50:14 AM
    I think you missed something I had tried to explain in more detail and your point is exactly what I was illustrate,, but without the element aspect. each race has a subclass within each class that awards a slightly better ability boost than the other two, and each race has 3 subclasses in total that do this. So as an Exo your "favored" subclasses might have been Sunsinger, defender, and bladedancer within each class. in this part: Awoken Warlock Rank 1: +5 intellect (voidwalker); +10 discipline (Sunsinger - the awoken's focal subclass), +5 strength (New subclass) here let me expand that even further. human Warlock Rank 1: +10 intellect (voidwalker - the human's focal subclass); +5discipline (Sunsinger ), +5 strength (New subclass) exo Warlock Rank 1: +5 intellect (voidwalker); +5 discipline (Sunsinger), +10 strength (New subclass - the exo's focal subclass) does that help? But if you are saying that there should be an element based bonus for each class I am pretty sure that is exactly how they are set up, at least that is how I see it. Each subclass already appears to relate to an element, so I am not sure what you are implying.

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  • I see, your idea effectively encompasses the same thing, while providing a smaller boost to the other two Subclasses. Ok. I misunderstood and thought you were trying to tie specific Races with specific Classes a little too tightly. I would still argue that favored Subclasses should be based on an Element though, based on the example I gave previously. I personally feel that this has a logical flow that would be easy for everyone to follow. Exo: Bladedancer, Striker, New Subclass Human: Sunsinger, Gunslinger, New Subclass Awoken: Voidwalker, Defender, New Subclass While you could make each Subclass different, I am having a hard time coming up with a reason why they should be.

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  • Also keep in mind as well that i was trying to accomplish this while using existing material in the game and not requiring an expansive amount of new programming. Ideally, having this break into elective options would be the most variable way to go and would create a truly customized feel for the guardian (and far more of an RPG approach), I had to keep things as basic as I could and still provide a logical and define means of expanding all of it. The elephant in the room is the way the cards could really be used to expand on what is already in the game, without having to go back and change things that they have already provided. While this illustrates one possibility, I have a long list of others that could be done using them. I do agree with you - just want to be sure what was being presented was clear and your post made me wonder if others that had not commented had missed that as well due to my original naming convention in the examples.

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  • Well the OP did focus on Race and Class, while your further explanations focused on Race and Subclass, so I misunderstood what your actual intent was. A slight rework of the OP might be in order reflect this, but overall I feel that the idea is solid, and well thought out. And you're right, the possibilities offered by using the Grimoire Cards to bestow bonuses (and give players something to grind for besides equipment) is pretty impressive. I'd be interested to what else you have in mind.

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  • Advice taken, I will edit the OP to include the clarifications - thanks for all the great feedback and since you asked, the third topic in this series of mine is [b]Ghosts Expanded[/b] - which is nearly completed and should be up later this weekend. Unfortunately I have to deviate from my desire to keep it all within what is already available in the game for the next one as the vision there exceeds or offers things that are not yet available.

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  • The Ghosts Expanded topic is now available - link in the OP

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