DS2 Is Coming (For Real)
#31
Posted 27 April 2008 - 09:16 PM
*foamatthemouth*
Want... Want so bad!!
Mehe, I so am going to have a cleric/software engineer.
Want... Want so bad!!
Mehe, I so am going to have a cleric/software engineer.
#32
Posted 27 April 2008 - 10:03 PM
QUOTE (Cspace @ Apr 27 2008, 03:37 PM) <{POST_SNAPBACK}>
I'm removing stats, but trying to keep as much actual content as possible. The classes were rewritten, along with many abilities and other stuff. I've also added some new classes and new abilities that may be fun to roleplay, but difficult to implement previously with the stats.
I won't upload the site until May 1st, but since some of us may want to start working on characters, I'll list some stuff that may help:
A few things that were changed from the original DS2...
- Rider is now considered a fighter class.
- Rogue is now considered a scout class.
- Convoker was broken into two classes: Convoker and Elementalist
- Aivada-Ke Artist is now its own class, instead of being part of Monk.
- Translocator is now called Affinitor, and can do more stuff than open portals.
- Druid is now called Warden.
- Paladin is now its own class, instead of being part of Arbiter.
- Exorcist is now its own class, instead of being part of Savant (healer).
- Shadow Hunter is now its own class, instead of being part of Revenant.
- Poltergeist is now its own class, instead of being part of Warlock.
- Computer Operator was broken into three classes: Coder, Hacker, and Interfacer
- Tactician is now called Squad Leader.
- Sentinel is now called Guardian.
- Coronach is now its own class, instead of being part of Troubadour.
A few things that were added to the new DS2 (there may be more
)...
- Gladiator: A versatile fighter that exploits weaknesses.
- Wayfarer: Survivalist and treasure hunter.
- Sentinel: A tech melee class.
- Bridge Commander: Certified to pilot flagships.
- Mercenary: An independent soldier.
- Actor: One who can feign personalities, factions, and professions.
The following trade classes were added...
- Blacksmith
- Jeweller
- Cook
- Angler
- Woodworker
- Shipwright
- Scholar
- Archaeologist
- Hunter
- Pioneer
- Software Engineer
- Explosives Engineer
- Weapons Engineer
- Electronics Engineer
- Robotics Engineer
- Starship Engineer
- Satellite Engineer
Along with these changes, many Tier-3 classes originally planned for DS2 remain. Most classes of a lower tier were removed due to redundancy. All races, leaders, origins, and conflicts remain. The conflicts are now roleplayed, so we won't need the base capture thing anymore. All abilities that are listed are for roleplaying, and particularly with the arcane and tech classes, are there to prevent characters from being played as gods. The fighter and scout classes are more improvised, and the improvised classes are the last priority to have abilities listed (not all will have them on May 1st).
Don't get the wrong idea though... I don't want to hype it too much, because as a roleplay game it's up to everyone to make the most of it. All I'm doing is providing content to help, and a story to keep things going, eventually leading to AoA. With the stats no longer a worry, I can spend more time on the other aspects to make DS a better roleplaying situation. It will only be fun if our members contribute their creativity and weave their stories together. Think of DS2 as an environment, instead of as a game of its own.
I hope it's a good one though.
I won't upload the site until May 1st, but since some of us may want to start working on characters, I'll list some stuff that may help:
A few things that were changed from the original DS2...
- Rider is now considered a fighter class.
- Rogue is now considered a scout class.
- Convoker was broken into two classes: Convoker and Elementalist
- Aivada-Ke Artist is now its own class, instead of being part of Monk.
- Translocator is now called Affinitor, and can do more stuff than open portals.
- Druid is now called Warden.
- Paladin is now its own class, instead of being part of Arbiter.
- Exorcist is now its own class, instead of being part of Savant (healer).
- Shadow Hunter is now its own class, instead of being part of Revenant.
- Poltergeist is now its own class, instead of being part of Warlock.
- Computer Operator was broken into three classes: Coder, Hacker, and Interfacer
- Tactician is now called Squad Leader.
- Sentinel is now called Guardian.
- Coronach is now its own class, instead of being part of Troubadour.
A few things that were added to the new DS2 (there may be more

- Gladiator: A versatile fighter that exploits weaknesses.
- Wayfarer: Survivalist and treasure hunter.
- Sentinel: A tech melee class.
- Bridge Commander: Certified to pilot flagships.
- Mercenary: An independent soldier.
- Actor: One who can feign personalities, factions, and professions.
The following trade classes were added...
- Blacksmith
- Jeweller
- Cook
- Angler
- Woodworker
- Shipwright
- Scholar
- Archaeologist
- Hunter
- Pioneer
- Software Engineer
- Explosives Engineer
- Weapons Engineer
- Electronics Engineer
- Robotics Engineer
- Starship Engineer
- Satellite Engineer
Along with these changes, many Tier-3 classes originally planned for DS2 remain. Most classes of a lower tier were removed due to redundancy. All races, leaders, origins, and conflicts remain. The conflicts are now roleplayed, so we won't need the base capture thing anymore. All abilities that are listed are for roleplaying, and particularly with the arcane and tech classes, are there to prevent characters from being played as gods. The fighter and scout classes are more improvised, and the improvised classes are the last priority to have abilities listed (not all will have them on May 1st).
Don't get the wrong idea though... I don't want to hype it too much, because as a roleplay game it's up to everyone to make the most of it. All I'm doing is providing content to help, and a story to keep things going, eventually leading to AoA. With the stats no longer a worry, I can spend more time on the other aspects to make DS a better roleplaying situation. It will only be fun if our members contribute their creativity and weave their stories together. Think of DS2 as an environment, instead of as a game of its own.
I hope it's a good one though.

MOAR!
--Ruckus
#34
Posted 28 April 2008 - 01:05 AM
I'm not sure what I want to make.
Did you say that we were still giving abilities to each class, or we are to role play our own abilities?
--Ruckus
Did you say that we were still giving abilities to each class, or we are to role play our own abilities?
--Ruckus
#36
Posted 28 April 2008 - 04:22 AM
QUOTE (Ruckus Fox @ Apr 27 2008, 09:05 PM) <{POST_SNAPBACK}>
I'm not sure what I want to make.
Did you say that we were still giving abilities to each class, or we are to role play our own abilities?
--Ruckus
Did you say that we were still giving abilities to each class, or we are to role play our own abilities?
--Ruckus
Fighter, scout, and some tech classes will be improvised greatly. I will provide some abilities for them, but not many. They would probably be more fun if they're not played with finite abilities, and instead with logical reactions to whatever situation a character faces.
Arcane classes will be a little bit more rigid with abilities. In the story there are only a finite number of them discovered, and they could easily be seen as superior if there weren't some boundaries. They could be improvised in battle, but anything supernatural should go along the lines of each arcanum that I provide.

#37
Posted 28 April 2008 - 08:44 PM
I realized last night that with people coming back to DarkStorm and everything, I won't be able to screw around anymore. 
Oh, well. Activity should make up for that.

Oh, well. Activity should make up for that.
#38
Posted 28 April 2008 - 10:52 PM
Are we possibly implementing new races too? I've got several characters in mind that would just be -loads- of fun to play...but the race is kind of...static.
--Ruckus
Edit: Also...are we looking at items being store bought, or self proclaimed...but within reason? I mean...for said characters, I have some particular artifacts that they just -need- to be the character that they are trying to portray.
--Ruckus
Edit: Also...are we looking at items being store bought, or self proclaimed...but within reason? I mean...for said characters, I have some particular artifacts that they just -need- to be the character that they are trying to portray.
#40
Posted 29 April 2008 - 02:43 AM
A character can have anything that is logical. Most characters would probably enter the story with equipment that they already own, but after that anything can work. Shops, trading, looting, treasure hunting, crafting, rewards, and a number of other means could exist for getting more stuff.
If it makes sense in the story, then go ahead and do it.
If it makes sense in the story, then go ahead and do it.


#41
Posted 29 April 2008 - 03:09 AM
An'....the race bit?
--Ruckus
--Ruckus
#43
Posted 29 April 2008 - 09:12 PM
Aaah...alright. Then I know which character I am going to make. Zomg! Two more days! =O
--Ruckus
--Ruckus
#44
Posted 01 May 2008 - 09:08 PM
Yarr! It be May 1st. Where's the loot?
--Ruckus
--Ruckus