Job and class system

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This article is outdated

Parts of this article are outdated and do no longer represent the current state of the project or the intentions of the development team.

Contents

Job system

The old job master list.

Jobs allow players to do various things in TMW. They affect:

  • The rate at which skills and skill groups advance.
  • The active level at which different skills are useable.
  • The player's title as shown to other players.

Guilds can define jobs by through the guild registration list. New members to the guild can enter at any of the low ranks, and increase rank as the guild grows or as they are promoted by the guild leaders.

A guild is able to create jobs at different ranks, which affect how prestigious and powerful that job is. The highest rank of job that can be created is equal to the square root of the guild's total member count plus one rounded up.

            Members needed             JC points       creation cost
 rank 1           4+                    10(5)
 rank 2           8+                    12(8)
 rank 3           16+                   14(11)
 rank 4           32+                   16(14)
 rank 5           64+                   18(17)
 rank 6           128+                  20(20)
 rank 7           256+                  25(21)

What are the points? The points allowed to job creation (JC points, or specialization points) allow the guild leaders to define the job. All specializations cost JC points to add to a job's definition. The guild members get the first number of points for free. They can gain up to the number of points in parenthesis by forcing penalties on the player. Bonuses and penalties are as follows:

Bonus:

  • Increase the growth rate for a skill by 10% (up to 100%) - This increases the rate at which the player is able to gain EXP in the said skill.
  • Increase the active level of a skill by 10% (up to 50%) - This adds a multiplier to the applied level of the skill, making it appear higher than it actually is in combat (it still gains EXP at its regular rate).

it's getting late, but I'll add more later...

The Job / Class system on the forum: http://themanaworld.sourceforge.net/phpBB2/viewtopic.php?t=331

Suggestions

Bear

This is my Experimental Job class system, if you decide to follow class systems that is These are just suggestions but what about... this

  • Acolyte: Supportive Magic
  • Warrior: Mid level weaponry +Battle skills
  • Thief: Steals, based on speed
  • Sniper: Bow & Arrow (Depends i guess -_-)
  • Mage: Uses Black Magic
  • Monk: Used in White Magic/SOME supportive skills much less than acolytes mostly uses fists

Then this is my version of job changing: When your at a certain level, you can choose to change to the second job or Fuse current jobs.

  • Acolyte = White Knight, Arcane Hunter, (No thief -_-), White Mage, (No Monk)
  • Warrior = White Knight(Acolyte), Ranger(Sniper), Dark Knight(Mage), Crusader(Monk), Rogue Knight(Thief),
  • Thief = Rogue Knight(warrior), Hunter(Sniper), Assassin(Mage)
  • Sniper = Arcane Hunter(Acolyte), Ranger(Warrior), Dark Hunter(Mage), Hunter(Thief)
  • Mage = Dark Hunter(Sniper), Dark Knight(Warrior), Assassin(Thief), Dark Monk(Monk) White Mage(Acolyte)
  • Monk = Dark Monk(Mage), Crusader(Warrior),

Second Class If people dont want to fuse Jobs, they can just go to the next level:

  • Mage-Wizard
  • Acolyte-Priest
  • Warrior-Knight
  • Sniper-Dragoon
  • Thief-Bandit
  • Monk-Fighter

Deeper Explanation:
As a Persons character levels up, he should have many options. as which i provide these options, either following the basic job system as in go from class 0 to 1 then to 2, or from 0 to 1 then add another class 1 to their existing class.(Think of Class 0 as Novice class)

Fusion Classes:

Most first level classes should be able to fuse with another first level class.

  • White Knight - Basicaly a High class Warrior with more damage boosting skills and some supportive skills from the Acolyte class.
  • Arcane Hunter - Sniper with the ability to empower his arrows with the holy property and some supportive magic.
  • White Mage - Using both basic White and a little Black Magic, White Mage can cause considerable damage while watching his own health.
  • Ranger - Bowman that has the ability to use Swords and Ranged weapons, also includes a few close ranged skills as well as many long ranged.
  • Dark Knight - A High class warrior that has the ability to empower his weapon with an elemental property, or just to deal damage.
  • Crusader - High class warrior with ability to deal damage to his foes using two hands Fist and is able to deal great damage with his skills.
  • Rogue Knight - High class warrior that uses the slyness of a Thief to pilfer items from people.
  • Hunter - Hich class Sniper, can deal great damage by empowering his arrows, with the ability to steal and others.
  • Assassin - High class Thief, by using the dark magic from Mage class, he can overcome many ordeals in his path.
  • Dark Hunter - By using the powers of a Mage, Dark Hunters can empower their arrows with the elements of nature.
  • Dark Monk - A fist fighter class that can also use dark magic in its aid in battle.

If people do not want to fuse classes they should be able to choose different classes like a higher level of their current class.

  • Mage-Wizard - Greater aray of Magic to his dispense
  • Acolyte-Priest - Greater aray of Holy Magic to his dispense
  • Warrior-Knight - Greater aray of Damage Dealing and powerups to his dispense
  • Sniper-Dragoon - Able to keep pets that help in combat
  • Thief-Bandit - Quick,sly and everything in between, they have skills for getting away and taking down their foe as quick as possible
  • Monk-Fighter - Using their fists and other crucial bodyparty, they can damage their foe beyond overkill.

imorgado

Crafters: Do craft work (magical or mundane)

  • 1 - Apprentice: Apprentice in craft work (gather ores)
  • 2 - Craftsman: Work with metal and wood (build furnitures)
  • 2 - Alchemist: Work with magial substances and herbs
  • 3 - Blacksmith: Work with weapon, armors and relateds
  • 3 - Enchanter: Create magical items and do enchantment in item/places
  • 3 - I cannot think in another ;-)

Artists: Sing and dance for you (rise moral, act, lie, cheat)

  • 1 - Apprentice: Leaning the circus life
  • 2 - Bard: Sing and dance, rise party moral and statuses,
  • 2 - Dancer: Agility, evasion and avoiding traits
  • 3 - Pierrot: King of ilusion ,can use disfarce to resamble with other peoples and monsters
  • 3 - Gambler: Can cheat in games, and have privilegies in dealing
  • 3 - Mimic: Can imitate another skills and borrow for a short period of time

Kohan

First, we need to think about how, exactly, we are to go about this. Are we going to have twenty billion jobs (a la Final Fantasy V), or just a few core jobs (a la Guild Wars, et cetera)? We must also consider what is possible in-game, and how to incorporate abilities that would enhance the player's experience through that. Will the player be able to change Jobs? Will they be called Jobs? Classes, Orders, Professions, the list goes on. How will skills and abilities work? Will skills increase autonomously, or by the decision of the persona they belong to? Will the persona have a choice? Perhaps skills increase at their own rate, slowly growing in strength as the player completes related tasks, be it swinging a sword, casting a spell, or crafting a broadsword. Abilities are another point, though very similar to the Skills dilemma. Should you gain them as you level up? Perhaps you select one every few levels, a la D20 roleplay games. The point I'm trying to put across is that you can't bake a pie with ingredients you don't have. When you don't know whether to get pumpkin or apple filling at the store, it becomes rather difficult to purchase what you need.

My opinion? I say we have a few core classes. Six, perhaps. Now, we have to, of course, have the twin fighting styles; Melee Combat and Magic Combat. Each class has a number of attributes (four minimum, seven maximum) that govern their ability to accomplish certain tasks. For example, a Warrior might have Strength, Swordsmanship, Axe Mastery, Hammer Mastery, and Tactics as attributes. A Mage might have Energy Storage, Fire Magic, Water Magic, Earth Magic, and Air Magic. Necromancers (if included) might have Soul Reaping, Curses, Blood Magic, and Death Magic.

Due to the categorizing nature of magic, I think there should be two to four magic classes. At maximum, you would have Monks (Healing), Elementalists (Standard Mage), Mesmers (More of an Anti-Mage), and Necromancers (Necromancy).

I think you should choose a class at the beginning of the game and stick with it. If the people so desire, they may choose a secondary class, which does not include the primary attribute it would normally have. In the example above, If you were to be a Warrior/Mage, you would have a master attribute list of Strength, Swordsmanship, Axe Mastery, Hammer Mastery, Tactics, Fire Magic, Water Magic, Earth Magic, and Air Magic. The primary attribute of a given class is what separates it from other classes. Practically, it wouldn't be too difficult for an Elementalist to curse the opposition, but only a Necromancer would gain strength from his fallen foes. As would a Necromancer master the use of a sword, but never be as strong as a warrior.

I hope you enjoyed my spiel. Call if you want more.

As you should have noticed, this article is marked outdated. We do not plan to introduce jobs or classes with our new server. Currently the notion of jobs merely exists because the client is built to be compatible with eAthena, a Ragnarok Online server emulator. --Bjørn 12:21, 19 June 2006 (CEST)
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