Terraforming Updates - June 2013

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  • ShirszaeShirszae Santo Domingo
    edited June 2013
    @Achimrst And a *wink, wink* for those like me who don't    @-)

    And you won't understand the cause of your grief...


    ...But you'll always follow the voices beneath.

  • Shirszae said:
    @Achimrst And a *wink, wink* for those like me who don't    @-)
    Wait what!?...I feel like I'm missing something, but if I drink coffee now I will be stuck awake all night and forced to talk to the person who sleeps in my bed....
  • Seriously.

    There is a 'disagree' button on the forum but no 'agree' button? There is such a huge difference between liking something and agreeing with it!

    ^_^

    /agree @Achimrst
  • I just hope that these terraforming updates become a monthly or bi-monthly thing. Would be nice to plan major events like class changes around things like this.
    ~
    You close your eyes momentarily and extend the range of your vision, seeking out the presence of Drugs. 
    Though too far away to accurately perceive details, you see that Drugs is in Mhaldor.
  • MishgulMishgul Trondheim, Norway
    I just bought a new pitchfork and I need a reason to use it. 

    -

    One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important

    As drawn by Shayde
    hic locus est ubi mors gaudet succurrere vitae
  • Sorry EF, blademasters are coming my way after multiclass. VADI!
  • Tirac said:
    Sorry EF, blademasters are coming my way after multiclass. VADI!
    You can have our BMs after you pry them from our cold, stinky, dead fingers.
  • @Tecton if forging is going to be revamped/tweaked, does this alter our agreement to make me the best (mortal) forger?
  • Hayte said:
    Tirac said:
    Sorry EF, blademasters are coming my way after multiclass. VADI!
    You can have our BMs after you pry them from our cold, stinky, dead fingers.

    But...your hands aren't stinky at all. They actually have the lovely smell...of...chloroform...zzzzzzzzzzz...

  • Tecton said:
    To help make combat more accessible to new players, we'll be providing a basic combat system for users of our HTML5 client! This will be an open and freely modifiable trigger package that can be easily tailored to suit even the most advanced combatant.
    Oh dear lord thank you. Combat is rather difficult when you have general inability to write code without causing explosions. :P
  • MishgulMishgul Trondheim, Norway
    I'd be happy to help with that actually if needed.

    -

    One of the symptoms of an approaching nervous breakdown is the belief that one's work is terribly important

    As drawn by Shayde
    hic locus est ubi mors gaudet succurrere vitae
  • Hmm, you know what's something to tackle with multiclassing?  Races & traits.  Unless there's something added in to help with that, there's going to be some natural limitation going on.
  • Re @Naisar:
    Grimoire of Adaptation and Gem of Transmutation should solve that, though?
  • edited June 2013
    Korben said:

    To take an example from ASoIaF (a setting whose strength is precisely its characters), Thoros and Melisandre are both priests of the Red God. In Achaean terms, same class, same Order, same House at some point in the past if not now. And yet they're vastly different characters.
    Fixed that for you.

    Cautiously excited for... all of it, really.
  • Naisar said:
    I strongly disagree with a 2000 credit investment being called a solution.
    Seems like the obvious solution would be to reduce the cost of these artifacts, then.
  • Or make multiclass take a major trait slot.

    Trait: Tekura, or whatever. Grants a reduced-use skillset, so you only have a selection of the abilities.
  • Antonius said:
    Having potentially sub-optimal traits for your secondary class would be a way to limit its effectiveness in comparison to your primary one, so I'm not entirely convinced that's a problem that definitely needs to be solved. Could even disable major traits entirely if you wanted to go down that route.
    Agreed. Of course, some combinations suffer much less from this than others. It would be no problem to have traits that work well both for a serpent and a knight, whereas a knight/magi combination would be much more difficult. But in many cases, this inequality between the viability of different combinations actually makes sense RP-wise: a person trained in one physical combat art will realistically excel at another physical combat art more easily than an arcane one.

    Also, not everybody who goes for a multiclass combination will actually seek to do much combat with both classes. I'd think that many would have one main "combat" class and another more aimed at general RP/bashing/whatever.
  • I'm not saying we need to have race & traits switchable for multiclassing, I'm just noting that it's something to consider when creating the system- especially if there are going to be other restrictions.  Layering this on top of too many other restrictions would have negative effects.  Anyway, it'll be interesting to see how this is handled.
  • edited June 2013
    I'm still betting it won't be Multiclassing ala DnD. It'll be Multiclassing* ala MKO, which is more accurately called Class-Switching. So there won't be any Serpent-Knights. Period.

    ETA: For the record, if this is the case I'd ten-times rather see class specialisation ala MKO, but whatever. The other changes are making me horny enough that I can get over the pre-emptive disappointment with multiclassing.
    Tvistor: If that was a troll, it was masterful.
    I take my hat off to you.
  • ShirszaeShirszae Santo Domingo
    Sylvance said:
    I'm still betting it won't be Multiclassing ala DnD. It'll be Multiclassing* ala MKO, which is more accurately called Class-Switching. So there won't be any Serpent-Knights. Period.

    ETA: For the record, if this is the case I'd ten-times rather see class specialisation ala MKO, but whatever. The other changes are making me horny enough that I can get over the pre-emptive disappointment with multiclassing.
    Multiclassing ala MKO is the only kind that makes sense in this game, when you think about it. Otherwise, combat would be a balance nightmare. The idea is that you don't lose what you already know in a class when you change. Call it whatever you want, it will still be great.

    And you won't understand the cause of your grief...


    ...But you'll always follow the voices beneath.

  • Sylvance said:
    I'm still betting it won't be Multiclassing ala DnD. It'll be Multiclassing* ala MKO, which is more accurately called Class-Switching. So there won't be any Serpent-Knights. Period.
    I think we're all pretty much agreed on that. I doubt anyone seriously imagines being able to use the skills of two different classes at once.
  • edited June 2013
    Tecton said:
    • An overhaul of the emote system, merging emote and tmote functionality, as well as providing the ability to combine emotes with some of the common item interactions.
    http://www.youtube.com/watch?v=ldT7B9dlQ6I

    Might actually have to play here again.

    Any chance we're going to kill off IC channels while we're at it?! 
  • Friztic said:
    I really like the idea of opening up the Knight classes, but I'm a bit disappointed with the idea that the different classes all get their own weapons instead of weapons being interchangeable. Seems kinda raw to give shiny new flavor to a couple of classes and leave Runewardens with the same old thing people are tired of. I'm sure it's not as bad as all that, though, just wanted to voice that concern.
    Agree that I really dislike the idea of forcing a class into one weapon sort, but for different reasons... I love duel wielding shiny swords, and I'd be really pissed if I was still infernal and suddenly forced to use maces, flails, morning stars, and warhammers.


                   Honourable, knight eternal,

                                            Darkly evil, cruel infernal.

                                                                     Necromanctic to the core,

                                                                                             Dance with death forever more.



  • KyrraKyrra Australia
    I stuck with broadswords for a really, really long time and only just switched to rapiers. I know there's a handful of knights that prefer scimitars, and the few that use axes in combat.

    It would be awesome if most of the other forged weapons were actually viable for proper use. I only ever really see people using them to test things out for comparing results.
    (D.M.A.): Cooper says, "Kyrra is either the most innocent person in the world, or the girl who uses the most innuendo seemingly unintentionally but really on purpose."

  • VayneVayne Rhode Island
    It'd be interesting to see certain knight classes/houses have a certain extra proficiency for unique weapons or styles due to their tradition or what not instead of limiting each to just one type of melee weapon.
    image
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