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merchant class

our peak-times pbase is neither large nor diverse enough to support these classes (alchemist, talier, blacksmith, others). the pbase as a whole would not take kindly to the equipment changes necessary to make blacksmiths relevant. they wouldn't take kindly to the consumable changes necessary to make alchemists relevant, and so on. simply put, most of the pbase is not sophisticated enough and not into "MUDDing" on all levels as you might imagine. don't worry because this holds true for most all of the other MUDs with a significant PK element in existence. maybe long in the past there were more people with a different sense of MUD that could make this viable in large numbers. that being said, Crypt did already code everything that was called for in these recent threads about non-PK classes and such. of course this was talked about already on this forum about a year ago or so. the reality of the MUD climate has relegated the idea of serious non-PK classes implementations to a sort of quaint/pleasantry curiosity.

our peak-times pbase is neither large nor diverse enough to support these classes (alchemist' date=' talier, blacksmith, others). the pbase as a whole would not take kindly to the equipment changes necessary to make blacksmiths relevant. they wouldn't take kindly to the consumable changes necessary to make alchemists relevant, and so on. simply put, most of the pbase is not sophisticated enough and not into "MUDDing" on all levels as you might imagine. [i']don't worry because this holds true for most all of the other MUDs with a significant PK element in existence. maybe long in the past there were more people with a different sense of MUD that could make this viable in large numbers. that being said, Crypt did already code everything that was called for in these recent threads about non-PK classes and such. of course this was talked about already on this forum about a year ago or so. the reality of the MUD climate has relegated the idea of serious non-PK classes implementations to a sort of quaint/pleasantry curiosity.

Which is exactly where non-PK classes deserve to be relegated in a PK MUD environment.

L-A

Yes, L-A, because you wouldn't play them, you don't think them worth the implementing. This isn't a "PK MUD", this is an RP-enforced MUD with PKing. There is a subtle difference.

As for our peak hour Pbase not being diverse enough for it, why is that? Did you ever think just having non-PK classes would help bring in more players? Perhaps they would play non-PK classes only, but you can't tell me they wouldn't roll up a PK class at least once in a while. The idea is to make this a dynamic MUD with lots of goodies. There is no sense in downing on this idea, especially when Crypticant felt it an element worth having. That, imo, should lend to its credibility a lot.

Also, I have seen them implemented. They are fun in a different way than PKers, which is a nice change of pace.

Which is exactly where non-PK classes deserve to be relegated in a PK MUD environment.

L-A

Sorry Cruel, but I have to agree with L-A. This is a world where everything is turbulent. Demons run amidst the commoners, vampires prowl the night, and tree-hugging hippies seek to dismantle cities stone by stone.

NOTHING is safe. Nothing SHOULD be safe. And while I completely love the idea of merchant classes, they should not get a get-out-of-death free card.

Reflect back on the dark ages in history. Fall of the Roman Empire. There were artists and merchants back then as well - and there were also bandits and raiders a-plenty. More than a few fell to these violent groups. It is the same environment here.

Give them a way to defend themselves, yes. Make them impervious to physical harm? No. The only class that gets that is adventurers and... well, they're not a real class.

okay, this could conceivably work CruelEdict, if you made no changes to equipment or consumables. thus making the new non-PK classes not nearly as important to the game, which may be fine with the people who play them. it would still allow them to hang around cities and shoot the breeze.

i played an alchemist on Crypt's code to pinnacle to hang during the Mirlan thing. speaking for that class only, they would also need changing, because they made like 9 hour frenzy potions and pills, flight, way too many powerful consumables in too great a number. like i made a whole lotta them in too short a time. howevers, alchemists were actually PK'able while blacksmiths, tailors, miners and i think jewelers were all nonPK.

Actually, goldbond, I don;t think that would be too overpowered. I think one could implement those things if they made the merchant classes Rp similar to that of a healer. IE. focused on business, nonviolent, but more than capable of defending themselves.

Especially if the created consumables were MORE powerful than consumables found normally in game, then we would begin to have a player run economy develop. Why? The demand would soar. Prices would be set by the merchant players, and they would match demand. Attack one? Fine. Then you get cut off from buying anything. And most likely, they will be able to get away without being robbed.

More than one merchant class? Now we have price wars. RP is forced into the picture, and the PK element is not gone.

And gold actually has a PURPOSE now.

Kinicky, this is a game. This is not real life. We cannot possibly try to impose upon this MUD any realism, because it is a fantasy MUD. That being said, the luxury of being a non-PK class is just that, not being able to be PKed. The perk is actually the same as the drawback -- you can't PK. Some people love the thrill, but some don't. The classes purpose is to allow RP elements of the game to thrive in a way that PK classes do such for PKing. Plain and simple.

Nothing is safe? We can't PK up until rank 10 and Adventurers can talk smack at 30 and not get touched. The big reason for adding in non-PK classes is the same as adding Liches and adding new skills and areas. We want to keep the MUD dynamic. This will bring in newer players and give them a chance to work up to PK after learning a bit about the MUD.

When I came here, I played a Warrior and was demolished by everyone in my PK range daily. I did not enjoy it nor did I learn (I still can't PK!), but if I had the chance to play a non-PK class, then work up to an Adventurer and maybe choose a PK class later, after I had learned at least enough to not die, then I might stick around longer. How many people come here, get beasted in the 30's and we never see them again because they wanted to RP more than PK?

This is an RP-enforced MUD with PK, but recently I see mostly just PK-oriented stuff happening. The bringing back of CtF for cabals helped that along and despite a lot of decent RP, I think this would revitalize the RP of the Pbase by adding dimensions we can't get from PK classes because they aren't able to flourish unless they can PK. In FL, unless you have a ton of PK clout nowadays, you are a nobody (or a Herald) and you won't be able to make many big things happen. I know a lot of you will be quick to cite something or another and it does happen, but I know that many ideas are stifled because a player can't PK and thus cannot earn the reputation needed to do said angle.

Non-PK classes will give people options they didn't have before. I think we need them.

wow..

I dont know how workable this is...but great work!