Deykari Posted July 24, 2006 Report Share Posted July 24, 2006 I usually stick to my guns and roll something from the top of my head when it comes to character creation, but I seem to be stuck in a rut where I will roll a character, write a description, get it checked, rank until I'm out of the arena and then delete straight away because I see another combo in the who list that's "much cooler". Generally speaking if I get a character past fifteen, I'll pinn it though. Now I've already had one gimped combo, so I don't want to roll a Fire Giant Invoker just yet, but if anyone has any suggestions, shoot. I definately want to play a Sader/Lich but those two have PK requirements so don't include those at all, it would be pointless. I am ready and willing to try anything that has PK potential. Dey Link to comment Share on other sites More sharing options...
Celerity Posted July 24, 2006 Report Share Posted July 24, 2006 Can you give us a little more of what you are shooting for? If you are simply looking for easy pk classes, I suggest the following: vamp: good luck evil cleric: duergar(pk non-sermon); drow(laziness); fire(divine int. combo) bmg: gnome(neutral-manalock is your friend); faerie(good-little question here); drow(laziness); human (evil-offense); most are fairly balanced here invoker: faerie(good-again little question here); human (neutral-just stay away from gnomes), drow (evil-autosneak) shaman: duergar(survive + power); drow(laziness) Link to comment Share on other sites More sharing options...
Deykari Posted July 24, 2006 Author Report Share Posted July 24, 2006 invoker: faerie(good-again little question here); human (neutral-just stay away from gnomes), drow (evil-autosneak) What's wrong with Gnome Invokers? :confused: As for what I'm looking for, well, just something I can get stuck into some PK with. I suppose the only class I wouldn't play currently is a Necro because of the whole pets-would-make-me-delete-from-frustration thing. Generally speaking though I wouldn't mind playing a class that's tricky to get the hang of, as long as it has the potential to be a strong class/combo (don't want to play something gimped). Death doesn't phase me, so that's not an issue. Dey Link to comment Share on other sites More sharing options...
Celerity Posted July 24, 2006 Report Share Posted July 24, 2006 Gnome invokers: You'll be impressed by your huge hp/mana then you'll be even more impressed how fast you will lose it to sleep/dispel/sermon(and more ). Invokers also rely fairly heavily on consumables. Link to comment Share on other sites More sharing options...
WagesofSin Posted July 24, 2006 Report Share Posted July 24, 2006 Dark knight. Link to comment Share on other sites More sharing options...
Magick Posted July 24, 2006 Report Share Posted July 24, 2006 With the chronic TDP syndrome you have, roll one of everything. Make a list so you don't forget the name/pass. Link to comment Share on other sites More sharing options...
Deykari Posted July 24, 2006 Author Report Share Posted July 24, 2006 With the chronic TDP syndrome you have' date=' roll one of everything. Make a list so you don't forget the name/pass.[/quote'] Heh, it's not that bad. I will rarely delete a character past 15 or so due to death or anything. It's just within the mud-school phase. But I completely forgot about DKs before they were mentioned. Didn't a lot of people say that DKs were a good, solid class to get into the thick of learning PK with (even though that could be said about all classes really )? Dey Link to comment Share on other sites More sharing options...
Fiere Posted July 24, 2006 Report Share Posted July 24, 2006 Yeah, I vote DK. You'll be a bit of a target, which is good if you want to bust a move with your PK skills. Hard and fast, all the way. Link to comment Share on other sites More sharing options...
Lexi Posted July 24, 2006 Report Share Posted July 24, 2006 Battlemage! Link to comment Share on other sites More sharing options...
Deykari Posted July 24, 2006 Author Report Share Posted July 24, 2006 I've made my decision. It's actually none of the above (), but you did all help me. Thanks. Dey Link to comment Share on other sites More sharing options...
Crypticant Posted July 24, 2006 Report Share Posted July 24, 2006 Whatever happened to creating a character with a personality, rather than just a good PK combo? The game ain't all about killing, folks. I've been wandering around the realms for a while now. I've seen some average RP. I've seen some very bad RP, but remember, FL is a PK AND RP Mud. Create an identity in your head for a "future character". Figure out his or her nuances, quirks, or features. Heck, even try modeling it after a character you read about in a book (people do still read, right?), or saw in a movie. Then, decide what race and class would best fit that, and create away. You people who rage delete after a single PK because it "tarnished your record" are just silly. You're bound to die before level 50, even great players do. Just play it out. Like the old cliche goes, 'it's not whether you win or lose, it's how you play the game'. That's my advice. Link to comment Share on other sites More sharing options...
Deykari Posted July 24, 2006 Author Report Share Posted July 24, 2006 Whatever happened to creating a character with a personality' date=' rather than just a good PK combo? The game ain't all about killing, folks.[/quote'] I just finished playing a Faerie Berserker. I'm looking for a strong combo now, because I'm looking for something that I can (learn to) PK reasonably well with. You're right, FL is about both PK and RP. And where a lot of people have PK without RP, I would be inclined to say I have RP without PK. Having a strong combo doesn't mean that I'm going to comprimise on RP at all. Don't get me wrong, I love RP, but I wouldn't be here if it weren't for the PK aspect of this MUD. Dey Link to comment Share on other sites More sharing options...
Celerity Posted July 24, 2006 Report Share Posted July 24, 2006 The main problem is that this game is MOSTLY about killing, and so most RP is based around killing. I think people would rather find a good combo and then make RP to fit that combo. That way, they can effectively PK and still not really limit themselves much RP wise. When you are fighting at some sort of PK/RP disadvantage, it CAN be fun, but just as fun as equipping/not pinning/staying naked in CC can be--UNLESS you are extremely experienced in PK(in which case you can probably avoid death, but make sure you don't have an aggressive RP or you will be frustrated ultimately). As for not dying before 50..I find that to be an easy thing to do (if you sacrifice ego), unless you are playing a laggable class attacked by a particularly strong laggable class (even then, playing some BAD BAD(and one good one) combos, I haven't had a problem with pk-death (or mob death outside of the stupid tarot quest) pre-50 in my last 4?5? 50's). edit: Looking up my last chars, only one of my last ten 50's took a death pre-50 and that was due to tarot (wow! 33 pinns to date!) edit2: However, before those last 50's, mob/pk deaths were fairly common(I condeathed a char that had two conquests)..perhaps more than making up the newer chars. Link to comment Share on other sites More sharing options...
Crypticant Posted July 24, 2006 Report Share Posted July 24, 2006 The main problem is that this game is MOSTLY about killing, and so most RP is based around killing. The game itself is not mostly about killing. The players make it so. Sure, there is a complicated playerkilling system in place. Tens of thousands of lines of code in place to make sure the system is balanced, interesting, and, hopefully, fun. There is also a highly complex roleplaying system in place. There are far more lines of code pertaining to room descriptions, equipment, and mobiles than there are for killing. If the game was mostly about killing, there would be a couple thousand areas tops, with no long descriptions, and some mobs. And tons of generic equipment. As it stands, there are hundreds of items in the game that have zero effect on PK. There are tens of thousands of descriptions for rooms, mobs, and equipment. There is a highly complicated MORP code behind the scenes that handles everything from quests to mob interactions to room messages, all to help with the roleplaying experience. So, when you say the game is mostly about killing, I think you're wrong. I think the game is mostly about imagination and roleplaying, wherein killing takes a prominent role due to player choice, not due to the mechanics or "nature" of the game. Link to comment Share on other sites More sharing options...
Iusedtobesomebody Posted July 24, 2006 Report Share Posted July 24, 2006 And he can say that with a straight face.... .... as he PKs you. Link to comment Share on other sites More sharing options...
Deykari Posted July 24, 2006 Author Report Share Posted July 24, 2006 Regardless, there are still people who want to PK. I could think of an RP concept for a character and work around it as opposed to coming up with a power-combo, but FL is a game that is versatile, in the sense that it can suit a lot of our needs; for me, as much as I like to RP, I love the PK aspect. Samaet, my Fae Zerk, was my attempt at trying something a little different, that was evidently going to be a little lax on the PK side. I didn't enjoy it once I got to pinned, because for me personally, I just can't have RP without PK, and my RP staled because of it. FL is a game, a form of entertainment, and for me, the entertainment comes within the PK moreso than RP. Not saying I don't like to RP; I love roleplaying. But RP alone doesn't do it for me; I want PK. And to stand a chance at PKing, especially as a weak PKer, I need a 'strong' combo. By strong, I know that a 'strong' combo is defined by the player and not neccassarily the race/class you play, but of course, there are some race/class combos that are obviously stronger than others. Dey Link to comment Share on other sites More sharing options...
EtsoShex Posted July 24, 2006 Report Share Posted July 24, 2006 Dey, I still owe you a book or two. Seriously, name 'em. Link to comment Share on other sites More sharing options...
Iusedtobesomebody Posted July 24, 2006 Report Share Posted July 24, 2006 PK for PK's sake can grow stale. A well thought-out character, with a rich history and personality, that just happens to kill people can keep you interested. Because you have all that detail to fall into when you have no enemies left to kill. If you don't have that background, and you have no people to kill, you will get bored easily. Link to comment Share on other sites More sharing options...
Deykari Posted July 24, 2006 Author Report Share Posted July 24, 2006 PK for PK's sake can grow stale. A well thought-out character' date=' with a rich history and personality, that just happens to kill people can keep you interested. Because you have all that detail to fall into when you have no enemies left to kill. If you don't have that background, and you have no people to kill, you will get bored easily.[/quote'] Again, never said I'm looking to kill for killings sake. I would never allow PK to compromise on the RP of my character. Because I want a strong combo, does that somehow mean they can't have well thought out RP? A rich history? Personality? I know what you're saying. But that just doesn't cut it for me. Or rather, not for the moment. I'm looking for out-and-out PK at the moment, because that is what I enjoy most. And if I enjoy PKing mostly (again, not saying I'm abandoning RP), why should I roll a combination that may well be significantly weaker (ie. Faerie Berserker) as opposed to something stronger, that I will enjoy more because it stands a fighting chance? You might talk about coming up with the race/class from your RP concept, but it's certaintly doesn't mean that doing it the other way round is bad. Dey Link to comment Share on other sites More sharing options...
Celerity Posted July 24, 2006 Report Share Posted July 24, 2006 Alright..the environment that is fostered (and was fostered back in the day, and in the MUDS that this one derived from) is an RP-themed PK game. Yes, of course you can argue absolutes (x amount of code devoted to pk or rp; non pk item vs pk items) but have to need to look at the effect on the players. For example, there are thousands of objects, yes. How many people get those objects, use them, or do anything except sac them? Yes, there is a lot of extra code/building in place for RP (which doesn't need ANY code outside of the emote commands, if you want to go that route). However, those same mechanics have made it very hard for a high RP, low PK char to have much of an effect on the game (basically you need influence to do that..since questing/etc is not big on this mud(yes of course existant), it reverts mostly to PK plus basic RP). You can easily have a high PK, low RP char that is influential (TONS of them). So, PK becomes the primary tool to gain influence (yes, lots of work writing can do it too-but the influence is different and not appreciated much in this community). What happens to RP? Most people won't break character, but most people (because lack of incentive) feel no drive to put much, or any, notable work into their char's RP. Add in the negative incentive of lowering PK potential, and most RP has becomed geared to making strong PK chars. Also, since PK on this MUD is real-time(and almost 100% code based), there is no good way to effectively RP PK situations. RP is thus made the secondary fun thing to do when it is convienent and little risk involved (poor RP doesn't destroy chars nearly as much as poor PK). Link to comment Share on other sites More sharing options...
Crypticant Posted July 24, 2006 Report Share Posted July 24, 2006 I have yet to see one roleplayed attack or kill since I've been back. Not to say that RP does not exist. Maybe it's just harder to find these days. I realize that PK is enjoyable. I have certainly partaken in my fair share. I'm not suggesting that you refrain from PK. I guess what I'm trying to get across is that I see people making "brutal combos" of races and classes, with little to no forethough on who their character *is*, or will become. PK is an easily learned skill, in comparison with RP. It takes a lot more gall to effectively RP a character in the face of PK or over long trips through leveling areas. People are remembered for their RP far before they are remembered for their PK. Anyone can learn to PK. Not everyone can learn to effectively roleplay. Illustrating this point is a long list of people I knew (and still know) who were exceptional playerkillers, but who chose to create a character that was "gimped", and maintain the RP to the end. I've seen people who refuse to wear rare items. I've seen people who refuse to kill anything. I've seen people bear a horrible tattoo that gimps playerkilling, and wear it with pride. I admire those people, and I think most of you do as well. ...those same mechanics have made it very hard for a high RP, low PK char to have much of an effect on the game... I've known plenty of very famous, very notable players who have never killed a single person, and who posess absolutely no skill in PK whatsoever. So, PK becomes the primary tool to gain influence (yes, lots of work writing can do it too-but the influence is different and not appreciated much in this community)... Only because it's dictated as such by the players. I'm not influenced at all by people who are "incredibly skilled PKers". PKers are a dime a dozen. I've seen thousands over my years playing and administrating MUDs. I've seen kill squads created by trash PKers who never had one skill up to 100%. PK does not now, nor ever has defined a MUD, especially this one. Maybe I'm waxing a little too aesthetic, but that has always been my vision. Roleplaying is what separates the MUD world from that of the first person shooters and the MMORPGs. I like that about the MUD world. Link to comment Share on other sites More sharing options...
Iusedtobesomebody Posted July 24, 2006 Report Share Posted July 24, 2006 "Again, never said I'm looking to kill for killings sake. I would never allow PK to compromise on the RP of my character. Because I want a strong combo, does that somehow mean they can't have well thought out RP? A rich history? Personality?" Never did imply it. It was mainly a general, broad statement geared to everyone who thinks PK is make-all/break-all here. Can you make an impact by having strong PK skills? Absolutely. Can you make an impact by having strong RP? Again, absolutely. To both is what, in my mind, a 'great' character is. I've seen combos come and go. I've seen tactics come and go. The PK aspect will always play a huge role. I just don't agree with 'powergaming' with a dash of RP thrown in. *shrug* Link to comment Share on other sites More sharing options...
Celerity Posted July 24, 2006 Report Share Posted July 24, 2006 High PK (strong combo included) + High RP is the most remembered in general. Look at some of the other threads that talk about the most famous chars, most influential, and look at the combos. I'd say the widely-accepted most influential char in recent times was Martinieus (vamp tribunal). As for the lack of RP you see in killing..that has always existed to 98% of pks in this MUD (viri himself liked the 'silent' pk type). Why? Very very little reward for RP (Especially in the last 2 or 3 years--moreso since admin change). Just look at all the titles, user-only items, and tattoos(pk tool anyways) around. Admins can control the levels of RP/PK by the standards in which they give rewards and other incentives out. Admins should ACTIVELY reward RP (and not just super exceptional RP), and you'll see it completely spike up. For example, I personally believe that at least 25% of the playerbase should have a title, and it should be due to whatever the snooping imm thought your character represented. Edit: Response to edit in above post: Yes, of course there have been notable, great RP only characters. There have been handicapped people in the military too--doesn't make them the majority. As for your personal standards/experience in amounts of 'skilled' PKers and what not, I'm sure they are very, very different than what the general FL community considers influential. By the way, that IS your point..players+admins make the game. Very true and I of course agree. I am just trying to say that the code is also geared for PK (not in numbers, but in effect). Link to comment Share on other sites More sharing options...
Deykari Posted July 24, 2006 Author Report Share Posted July 24, 2006 Never did imply it. It was mainly a general' date=' broad statement geared to everyone who thinks PK is make-all/break-all here. Can you make an impact by having strong PK skills? Absolutely. Can you make an impact by having strong RP? Again, absolutely. To both is what, in my mind, a 'great' character is. I've seen combos come and go. I've seen tactics come and go. The PK aspect will always play a huge role. I just don't agree with 'powergaming' with a dash of RP thrown in. *shrug*[/quote'] What I'm looking for isn't powergaming with a dash of RP thrown in for good measure. Just because I'm looking for a strong combo does not mean I'm going to think of RP as a last resort thing thrown in there. I see what you and Crypticant are saying, however, I won't change my stance. Just because someone is looking for a powerful combo, doesn't mean they are going to pay any less regard to RP than if they thought of the concept first, and created a race/class to fit, that wasn't neccassarily a 'powerhouse'. Again, I'm here mainly because I enjoy the PK aspect of FL. So I'm going to roll a race/class combo that can appreciate that aspect fully. That does not mean I am going to slap some shoddy RP together just so I can play a "strong" combo. And if this isn't directed at me, but is more a general comment, I apologize for taking it personally. Dey Link to comment Share on other sites More sharing options...
Iusedtobesomebody Posted July 24, 2006 Report Share Posted July 24, 2006 It was broad statement, based on what I have seen come and go. Not directed at anyone in particular. Link to comment Share on other sites More sharing options...
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