I like it.
I like it as well.
I like it.
I like it as well.
Reading comprehension fail. Sorry Superdale.
Just my opinion, but you are mostly correct I don't read into what I believe to be crap. But there is a reason this topic died two times.
I dunno, as a new player- I believe I should put some stuff out there; pertaining, to both what I have experienced so far, to shed light in the subject in what I feel could be constructive- for perhaps development on this idea.
First off, I'm sure if everyone can guess who I play- Zetskuo that crazy damned ninja. I only bring up one of my characters because I think everyone would be able to understand what I say, when I say- yeah, and what not.
First off, Ferals are crazy baddass, 'cept for that fire weakness, which I don't know if I have the sand to say- but It's a bit much, however they do get somethings in return, but Ill talk about my experiences with fire in a bit....
I have to say so far, almost everyone has been great- I smoke a blunt, log on, and search out for some of my evil buddies- and we're off doing that crazy maddness, I feel like I'm at home, you know?(but I just may be a nerd. hehe) Again, almost everyone's RP is the bomb, and I try to keep up- However I do run into some that seem to not know how to emote. As soon as I found out how to do that and say words too- I was like SHIBBY! But back to the point overall the gameplay is good, though sometimes a bit drawn out when practicing your skills... And sometimes I don't even want to do it, however I know I have to... to just be able to flee from someone.
Back to the fire, while I have my thoughts collected- 1. Almost anyone can go get some fiery daggers and end me in 4 rounds of combat. Now, Imagine a fire giant holding those, I see that **** in nightmares bro-no joke.
I can't say new things wouldn't be bad, though sometimes change dosen't turn out to be exactly what you hoped for. I was thinking about saying some things about the ninja class, but I'm kinda waiting for that- plus seeing all the **** NINJA's posts and TONE THAT BITCH DOWN! kinda makes me wanna see what they were like... Personally as soon as I saw the ninja class I almost fainted- It's all I've ever wanted to play, and then I run into a brick wall of fire... dunno. I think over all that took alot of time and thought, and I give you props. I'll keep an eye on this for a while- hoping to see some development.
p.s. Thanks to all of you in game that helped and has been helping me out learning the ropes. I'll totally smoke all of you out one day.
SHIBBY!
Actually I don't care. Not to be an a-hole but honestly I don't know what you are proposing besides changing then entire mud and every class' date=' which in my opinion would be stupid. I could elaborate, but I won't. I will simply just say that what you are describing isn't FL, and I have been known to shun anything that has to do with a mud that well, isn't FL.[/quote']
How would this not be FL? Yes, it is changing every class (and race for that matter)... but they are relatively minor changes in each instance. As has been stated a million times, no one should be really paying any attention to the suggested higher levels of the skills - that's a balance issue that can be dealt with later, and we're in the early design phase at the moment. Every class will remain what it is - they'll just have more options available to them. Giving zerks paths didn't stop them from being zerks, nor did ranger paths stop rangers from playing like rangers, nor did ninjitsu selections completely change around ninjas. Are crusaders unfit for FL because they have a lot of selections? How would giving other classes a few selectables of the same style stop this from being FL, or having FL's distinctive style? If anything, it'd make FL even MORE distinctive, as I doubt any MUD has a setup like this.
Oh, wait, you didn't actually read the idea, you're just trashing it for fun.
There are a lot of other MUDs with this basic concept. L-A got them a little mixed up one other time this idea was presented becase they involved the skill selections, but with remort involved.
Anything that promotes replayability gets a thumbs up from me. I like the idea. I would like to play an invoker that is like a fire mage and has ridiculous fire abilities, but gimpy other ones. I would go torch the noob Atticus. "Thats OP Grim.", oh yeah? Tell that to the FG warrior who is bashing my face in. Some classes can be more geared to destroy other classes/races. Thats just how it goes. But shame on you naysayers who would not like fully customizable characters.
Atticus, under this NEW concept your ninja could Master Endure/assassinate that would aid against the fire mages and druids, mastering your defences would aid against the melees. Ferals ARE very hard to play, thats why they have minimal exp cost vs. maximum automasteries. As I read your post I could not help thinking you are going to be dangerous when you roll an Avian, Drow, or Human. Good Luck and keep having fun.
Atticus, ferals may have a huge Vulnerability, but they also have quite some weapons at their disposal.
All fire weapons are disarmable. You can strangle blind and disarm. Weaken/Poison Lowers STR, this will aid you defend better.
In my opinion you should not be playing your ninja full head on. It's a stealth character. Just catch them unaware and with guile.
Vs Mages, get saves. -50 vs AFF is a good start. Then Fury.
Fury is a Pain CC wise. You fail half your casts. It's levels out your Fire vuln very nicely.
Mya, true that- I've heard of these combo, and may just use em hehe. Thanks for the tips dear ![]()
Croyvern, This is what I realized- and I believe it would be helpful. To an insane degree. However I lack the experience to know the actual work involved in this- I only hope that Ferals will be worked on first heheheh.
Oh yeah, and im thinking about rollin! GARHARHAR
(HIGH FIVE!) - ninja chop
At this time I see no issues with feral nor a need to change anything there. There have been very successful ferals, clerics, ninjas and rangers.
You have a vuln, so get the saves to cover it, other races with a vuln have to do the same (affl saves!). You have disarm, there are almost no noremove fire weapons out there. Dirt, disarm, sac 1. should do fine.
You have push if a firestorm happy invoker is the problem.
You have fury, that cuts down on the casts so you get hit less times.
I recommend you rank to 50, there you'll have a more balanced pk field and also more hp to survive even if your vuln gets hit.
At this time I see no issues with feral nor a need to change anything there. There have been very successful ferals, clerics, ninjas and rangers.
You have a vuln, so get the saves to cover it, other races with a vuln have to do the same (affl saves!). You have disarm, there are almost no noremove fire weapons out there. Dirt, disarm, sac 1. should do fine.
You have push if a firestorm happy invoker is the problem.
You have fury, that cuts down on the casts so you get hit less times.
I recommend you rank to 50, there you'll have a more balanced pk field and also more hp to survive even if your vuln gets hit.
I meant not to say anything needs to be changed- I'm the newbie, so I dont expect to come out here and PK everyone ( Chortle- ONE DAY!) But yeah, I judt though it took some time and a rather remarkable amount of care to think of this, and propose it the way he did. I mostly posted to give the new guy perspective, and disclosed what I did to give some more prespective on it.
But yeah shibby shibby doorknob
the end.
p.s. Thanks for the tip Anume! ![]()
Oh, wait, you didn't actually read the idea, you're just trashing it for fun.
No I'm trashing it because I think it's a shoddy idea. And I did read it, the first two or five times it's been brought up. I don't like the intergrated paths that are out now. 2/3 are useless in all classes, save for qclasses and still some of those are useless. But I'm done with this threat if anyone wants to quote me or hear me trash this thread some more then feel free to pm me about it.
I don't like the intergrated paths that are out now. 2/3 are useless in all classes' date=' save for qclasses and still some of those are useless.[/quote']
See, now this is actually constructive criticism of the idea, even though I don't think it's very good criticism (if path choices are useless, that's a balance issue and those choices should be looked at - it's not an issue with the paths existing in the first place). Your previous posts were basically just saying "I think it's crap" without expanding at all on WHY, and without the WHY you think it is crap, giving your opinion is wasting everyone's time.
EDIT: Just to be clear here though... you are of an anti-selection position even for the ones we already have? Even if they were better balanced and all equally useful? You think it was a mistake to add zerk and ranger paths, ninjitsu, and to design crusaders as they are? I ask only because that is a position that I find very difficult to understand.
I really like the idea, and the diversity it offers.
I like the idea, as classes can get a little... vanilla sometimes. I also think that the balance of the current selectables needs to be better balanced to each other before we try to expand the system...
I will preface this message with two statements, 1: I am a new player, so I probably don't know what I'm talking about from a mechanics standpoint; 2: I do like this idea, and if it could be implemented, I'd like to see it as thus.
That being said, I thought I would give a slightly differing opinion on the matter. It seems to me that there already is a lot of diversity. You can specialize in schools of magic, for instance, by becoming an invoker or necromancer or battlemage. These three classes are already three different variants of wizard. The same is true for clerics where you have clerics, shamans, and healers. Then you have warriors, berserkers, rangers, and ninjas, four very different warrior like classes (rangers and ninjas might be more rogue-like, though). And, of course, there are the hybrid classes. On top of all that, there's weapon specialization for warriors, trap specialization for thieves, and other forms of diversity in existence within the more "vanilla" classes. That's not to mention the great variety of races available, the alignments, and the religions.
From an RP standpoint, there's a smorgasbord of choices to choose from. From an RP standpoint, there's plenty of diversity available. I mean, so what if your invoker has the exact same spells as every other invoker? You don't have to RP it that way. So what if there's a "best" class/race combination available? You -don't- have to choose it. You -can- RP as another race. You won't be able to stand up to an experienced, geared to the teeth character who has chosen this class/race combo, but you -don't- have to be a PK machine to roleplay. Winning isn't everything.
Now, I realize this is a PK game, and many people are here for the PK aspect of it. It seems to me, though, that balance is an important factor of this game and one that the Imms value highly. Thus, it is a question of if implementing this would make the game easier or more difficult to balance. I've read arguments for both sides, and I can envision arguments for both sides, but I'm new. Those arguments are lost on me, and it's not my decision regardless.
At any rate, I'm simply trying to get across that while the mechanics of this game may seem a little vanilla to some, from an RP perspective, there's plenty of diversity to be had. All one needs to do to enjoy this diversity is to step away from winning every or even most fights and just have fun. If you get tired of losing your gear all the time, you can always make some friends with the "uber" class/race combos and roll a moderate character.
Again, though, I'm new here, so I'm probably missing the point.
Cheers.
Yes, you could play an invoker that just didn't grasp fire spells or something... but at the same time, you could close your eyes and play too. You shouldn't have to gimp yourself to spice up the game, new content and the replayability of a class should toss that spice in there for you. That is why I favor this system with its ability to make a certain R/C combo different from an identical R/C combo. At the same time, we already have some fairly worthless selectables and some that are just in-friggin-sanely powerful. If you can't carry 5 pounds, I promise you can't carry 100 pounds. Same concept, if you can't balance certain classes having selectables, then trying to balance EVERYONE being selectable is impossible.
Well, from my understanding of cel's post, she's got something worked out where it will make tweaking skills/spells alot easier on coders, so it might work out. Would it be hard to implement her idea on a test port, just to see the ease of tweaking said race/class skills/spells?
Only metaphor I got, is instead of trying to pick up that 100lbs by your hands, you're moving it with a forklift. :shrugs: Just what I get from the posts maybe cel can chime in or a coder?
We need to talk more about this ![]()
We need to DO more about this
fixed.