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Adventurer Upgrade Idea

The Idea that spawned this class is simple, many people are playing the adventurer role. As players we choose the adventurer for a variety of reasons. Some wish to aquire better than average skill levels, others simply have not decided which class they wish to pursue. Of course there are also those who seek to gain more practices than their race would normally allow as well. Finally, there are those few who I feel the adventurer class was intended for, the players who wish to avoid PK as they learn about Aabahran. This Idea is dedicated to them.

The trouble with being an adventurer is the level cap. Level 30 simply does not allow a new player to safely navigate the many perils in Aabahran alone. I suggest we create an alternate guild choice for all adventurers, I am not ashamed to say many of these Ideas are stolen from AD&D's Forgotten Realms Adventurer's Handbook.

Syntax: Guild #

Guild

1.Blah 2.Blah 3.Blah 4.Dungeon Delver

Help Dungeon Delver

Many adventurers, struggling to contain their curiosity, banded together and petitioned the various guilds of the Empire with complaints of oppression, yet no changes were made. Frustrated with their governments these adventurers decided they would have to take matters into their own hands. Adventurers across the lands donated time and gold to the efforts. Eventually, as always happens when large quantities of money and man power are involved, an inner circle developed among the adventurers. They called themselves the dungeon delvers and they somehow managed to surpass the ranks of common adventurers, and learned skills that often left their adventurer brothers in awe.

Skills

31 Defuse Trap

33 Reduce*

35 Deep Stride*

38 Pick Locks

42 Analyze

Spells

31 Detect Traps

34 Smuggler's Luck*

36 Cure Blindness

39 Cure Poison

Reduce.... Allows the delver to climb down into little holes like any other denizen of the underdark.

Smugglers Luck....A simple spell whispered into the shadows said to bring the delver luck for a short while as well as allowing the delver to see normally hidden exits.

Deep stride....years of walking in the cramped tunnels below the ground have given the delvers a unique advantage when below the surface. (severely reduces movement under ground, drow or duergar may be inherent masters of this)

I stopped the Delver class at 42, this allows the new player to interact and group with characters at their Peak. This gives the new player a chance to actually be a part of the various plots we have going on, it would allow new players to travel to even the "dangerous/better bring a group" areas. I am not sure I have the right Idea, but I feel I am on the right track any of your thoughts would be nice.

No.

In my opinion the Adventurers Class is contrary to all that FL stands for.

"Constant Danger."

A class that cannot be PKed is anathema. But it was created to increase the our player base. This days they don't impact much, because most of our player base does not even PK pre 30. At least I don't.

FL is not a safe playing environment. To shelter players of the dangers of FL is to spoil them to the reality of the game.

If they want to explore the higher areas, they must place their Constitution on the Line and convert to a regular Class.

I expect exactly this response from an elitist pbase that does not wish new players to be able to play at a competitive level. You would rather exploit your knowledge over potential new comers than to offer them a chance to play against you on more even terms. You say, learn the realms up to 30. Then Play me. While the player with no knowledge beyond 30 will have zero knowledge of most of the wares you will be wearing when your attacking him with your level advantage. Sickening Mya, Sickening. I believe our pbase needs a boost, ther are a lot of mudders out there who do not want to come and play against your handicap while they learn a whole new world.

You know, there was so much hype about the "normal" PK tier and now how many people to you see with blue PK tags infront of their names?

This is basicly going to be the same thing. Lets face it, adventurers are played be people who want to exploit different things. Also, no newb is really gonna roll an adventurer. There are many examples of that.

It's just a waste of time for the coders. Your suggestion sounds good on paper, but it ain't gonna change anything since noone is gonna play the class.

My personal opinion.

I disagree with you Foxx. I'd play that class, just make it so it can't convert to anything. Hell, I'd LOVE that class. The reason I didn't roll an adventurer to start and learn the lands are:

a) EVERYONE says the game is supposed to be played at 50, how much equipment, areas, etc, am I going to see at 30 that I'm going to be in at 50? A HUGE reason many new players don't roll an adventurer is because of this. The minute you step into the forums there is talk of don't bother with anything except training until pinnacle. Oh don't worry, it will even out at pinnacle. Oh, yeah, well things get better at pinnacle. Gee, a new player really cares about being immune at 30 when everything seems to happen at 50. It's great for new people to MUDing, not so great for people new to just this particular MUD, which is where most of the new players would come from by my guess.

I kept reading about the only reason to roll adventurer was to get extra stat boosts, sounded mildly exploitish to me, so I didn't.

I went through a condead 50 and I would still roll up an adventurer if I could play it to the 50 range, because it would allow me some more time to get accustomed to the lands and find some more things out that have been bugging me, like where some of the stuff you guys wear is found (yes I ask, I ask questions a lot, and there's still a ton of things out there I could learn from something like this, there is NO equal to first-hand experience) and learn some more of the areas.

Part of the game is to get into the thick of it? Yeah I agree, but a large portion of the playerbase has been playing for what? 10 years with lots of 50's? I've had one, so yeah, get into the thick of it and learn the hard way, I'm ok with that. But don't shoot down ideas because you think everyone would sit around as a PK immune class and taunt you, it's been proven that Imms can and will remove such things.

And if you are thinking that it would ruin the PK pre-42, refer to my make it un-convertable. That would fix everything, and if someone decided to keep playing the MUD, I'm sure that rolling up another character isn't such a huge endeavor that it wouldn't be done. What do you expect them to do after first condeath/delete, leave? Well that doesn't make this idea moot.

I like this idea, though I disagree with the comments that you can't experience most of the areas of the game at 30. In my return I've gotten quite a nice little set of rare equipment by 30, not a single piece looted from PK.

All in all I don't see any reason to allow an adventurer style (no rares) class to rank to 50. What cons are there for this, especially if imms monitor said players for proper RP to make sure they aren't mouthing off to pk-class players?

i agree with dem. when i was told about this game, it was all about what happened at level 50. so i looked at the newbie class and saw it capped at 30, and the first thing that rand through my mind was what's the point of a halfway tutorial? i agree 100% with it capaping at 42, because you can do some of the higher end gear, rather than the lowbie stuff that is a stepping stone, at best, at 50. i also agree to it being nonconvertable, cause it would essentially be no different than a healer/shaman/druid

the only problem i see with this is people grabbing lvl 50 gear at 42 and shelving it for the benefit of their characters, if you're going to open the class up past lvl 30 limit them to 0 rares.(if that isn't already the case.) Never had an adventurer because i feel its got too many exploits as it is.

I think it was Raargant who said:

"IMM policy and decisions should not be driven by the possibility of some players being pussies."

I agree with this, and I do not agree with arguments that say we should not try an idea that will help new people because there is a chance it will be abused by more experienced people. If someone is abusing the system, notes can be written, Imms can be informed, and they can be dealt with.

People are acting as though having a no-pk class that can rank up to the 50 range is going to cause some ridiculous imbalance, or give some kind of unfair knowledge gaining advantage to whoever plays it.

Even if they do have an easier time discovering things, the truth is: These people aren't going to discover anything that we long-time players don't already know anyway. Having adventurers in the 50 range is not going to cause some crazy knowledge/gear/area disparity. It -IS- going to help a few people learn the ropes in a highly competitive world, which I think is a good thing.

And as for FL being a dangerous place, I agree. But it's not like these adventurer people are going to stay adventurers forever, and only ever roll other adventurers. People want to PK. Even the people who are more geared towards RP, and enjoy PK as a secondary feature, still enjoy PK and the RP it creates. Sooner or later the adventurers will remort into PK classes, and they will have a little bit more knowledge to bring with them. I don't see how this can be a bad thing.

The same people who dislike this idea disliked the idea of two-tiered PK. They said that it would create abuse, and everyone would just go moderate. But how often do you really see moderate PK characters? I think they're the exception rather than the norm.

I personally enjoy PK more when it's against a tough opponent, and someone who has a decent idea of what they're doing, how to dress, and how to run. Tearing through Mya's clerics with my various zerks gets old after a while.

I like the idea, since they cannot hold rares to begin with. I would add again that the skill % of things practiced should be capped below 100, 90 or so, maybe 85 when they eventually choose a class and remort. I would possibly put a time limit on level 50, say 100 hours or so before automatically forcing them to choose a guild and remort. This way no one can just linger forever and totally avoid the pk aspect but they will have time to learn the layout of some of the higher ranked areas, and id the things there. Let's face it, most of the things that you learn at rank 30(items/areas) are good but certainly not or the caliber of most decent players at 50. I am all for making it easier for newer folks to get comfortable, else the mud will slowly dwindle down to a state of non existence.

Some nice input.

A couple of things. the dungeon delver can never remort he remorted to the delver so to speak. And it is important to remember that they can NOT hold rare items, meaning their purpose in traveling to gear/factions/avalon will be for the adventure/knowledge rather than for the gear. Finally, I imagined only two ways this could be abused. First, the trash talkers, and we all know Staff would be more than happy to lift pk immunity from a player if the situation called for it. The second was Veteran players using the lower rank of the delver to their advantage in certain situations where creatures match the size of their oponents, and again I believe that Staff would catch on to common delver/vet teams abusing this.

Please, I never said I don't like the idea. I like it, and I like it a lot. I just don't see it working, just like the 'normal' tier is not working.

But there is always the possiblity of me being wrong, no matter how small it is

Ok, let me be more clear on why I do not like it.

This has very little impact in persons who wish to learn the game.

The Healers class, which is very hard to PK, is the pinnacle of lands discovery and learning. It beats any adventurer in this aspect.

It has only two relevant down sides:

  • You can be killed by other players.

  • The PK skills learned do not translate to other classes very well.

"You would rather exploit your knowledge over potential new comers than to offer them a chance to play against you on more even terms. You say, learn the realms up to 30. Then Play me."

I consider that Adventurers learn crap about Equipment. They can learn the bare minimum (Level 30 non rare gear). The gear that 50's use when they get full looted.

They will learn nothing of the Rare items you need to compete in PK at 50.

Extending them to rank 40, will also not solve this problem in my view.

Adventurers cannot hold any Rare equipment. There is not, nor will ever exist a rare hording by Adventurers.

My greatest fear with adventurers is the hand holding mentality they bring (that feeling of security).

The sense of security that will completely disapeer the time they roll a normal class and are 2 rounded and full looted. Yet like a spoiled child they will cry and complain because they will feel entitled to security.

Don't get me wrong. I am for some newbie protection. And the Blue PK thing is great for them. It stops some players who are in my view to bloodthirsty, and have little respect for the people behind the opposite keyboard.

But not total PK imunitie.

Adventurers will be misleading people about the focus of the MUD.

Also, Adventurers should always have the option to remort.

We should be thinking of players retention, and not being able to remort your first character, which you are attached to and already have friends is a Huge cold shower.

I can live with Elites using them to master skills, but would feel real bad if some newbie came complaining about not being able to keep his Halfling slayer of Oozes.

Bottom line.

I do not see learning as a reason for Rank 42 Adventurers, since Healers are better at this role.