Armageddon MUD General Discussion Board

General => Archives => Guild Testing Secret Group! => Topic started by: Brokkr on November 11, 2017, 08:18:29 PM

Title: First impressions!
Post by: Brokkr on November 11, 2017, 08:18:29 PM
This topic is to gather the first impressions.  Things like...what did you think of the helpfile?  When you started your character, in general, what did you think of the starting skill levels?  Try to stay away from specific skills, if you can, and just answer in general!

Do you think this skillset will give you an opportunity to engage in more/less roles than the skillsets of existing similar guild(s)?
Title: Re: First impressions!
Post by: Fahrenheit on November 12, 2017, 05:06:06 AM
I don't have too much to say yet, as I haven't gotten a chance to really test out the skillset, but I love the selection of starting skills.  They seem to be much more oriented toward the type of character that I wanted to play than I was expecting.  Before the announcement, I was planning to choose a certain guild/subguild combo to get the skills I thought I would need for this PC, but under the new guild, all those skills were provided by the main guild, which freed me to use my subguild for more flavor/playability.  Love the helpfile, also.  It cleared up some things that I felt the old helpfile guild entries always left unclear.

There does seem to be one skill entry in my helpfile that is repeated between the list of starting skills and the list of eventual skills (it's the very last entry).  I did not start with it, so I'm guessing it belongs in the latter.

Beyond that, I'm excited to try this out!
Title: Re: First impressions!
Post by: Brokkr on November 12, 2017, 10:59:59 AM
Ah yeah, good catch!  Fixed!
Title: Re: First impressions!
Post by: infinitehope on November 12, 2017, 01:39:21 PM
The guild i'm testing is very interesting so far, and has possibility to synergize with subguilds very well, and opens a wide variety of possible roles; it was very difficult to chose a subguild for me as theres so much varying potential, and I , as a player, enjoy having lots of options for my character to do.

The helpfile intro paragraph was very awesome, and felt thematic, and described the potential of the guild real well, and while I do have some concerns about some of the skills caps, I need to test them out further before I can say anything concrete.
Title: Re: First impressions!
Post by: Jdr on November 12, 2017, 10:45:14 PM
I honestly haven't been able to try my guild out yet, due to the nature of my role. I'm sure I'll soon contrive a reason to indulge myself with it though.
Title: Re: First impressions!
Post by: tapas on November 13, 2017, 01:19:56 AM
I took a guild on the heavy combat end. And it seems... powerful. Much more powerful than an equivalent current class + subclass even. Havn't brought it in game at all yet.

Before the announcement, I was planning to choose a certain guild/subguild combo to get the skills I thought I would need for this PC, but under the new guild, all those skills were provided by the main guild, which freed me to use my subguild for more flavor/playability. 

Same here actually. Normally I would choose a subguild complimentary to skills of my main guild. But now I'm free to make a choice that doesn't hinge on any sort of the older deficiencies.

I think the helpfile is fine. It's similar enough to the old ones. It does a good job of conveying  some of the personality and intended role of the class.
Title: Re: First impressions!
Post by: SuchDragonWow on November 13, 2017, 05:05:53 PM
I haven't made the character, yet, but the helpfile seems solid.  The array of skills, if they branch how I believe they will, seems intuitive.  To be specific without being specific, if I use this skill, I get this craft.  I'll have more comments when I get into the game.
Title: Re: First impressions!
Post by: Brokkr on November 13, 2017, 06:35:02 PM
There are several reasons for no including skill branching at this time.  One is interested to see if how you think the class will branch...is indeed the way it will branch!
Title: Re: First impressions!
Post by: Zwen on November 14, 2017, 06:14:12 PM
I haven't apped my character yet, but I was really happy about the skill list. There was only one skill that I thought "hey, where is ______?", but I imagine it was intentionally left out (classes need to have strengths and weaknesses after all).
Title: Re: First impressions!
Post by: OverIt on November 15, 2017, 12:00:18 PM
I am damned giddy over the helpfile and skillset so far and have been prodding at things here and there as I have time. I've put in a bug to question something but haven't had a chance yet to really dig into things overall as I'd like. I've noticed one newer feature that made me pause and grin so thanks for working on all this.
Title: Re: First impressions!
Post by: th3kaiser on November 15, 2017, 04:54:21 PM
So far I'm rather liking the skill-set. Mostly seems a good balance of what I assume was being attempted. I do have a couple thoughts I'll add to my first week report.
Title: Re: First impressions!
Post by: SuchDragonWow on November 15, 2017, 05:05:31 PM
Iíll also try to get some things tested before the first week is up, and make some notes.  So far itís been a nice look, with things seeming to fit with the idea put forth.
Title: Re: First impressions!
Post by: SuchDragonWow on November 16, 2017, 03:25:52 AM
I wrote a decent length report about my initial impressions to staff, and I accidentally backspaced out of the window.  FML
Title: Re: First impressions!
Post by: Brokkr on November 16, 2017, 11:27:59 PM
Was anyone surprised, hopefully positively, at the level of their starting skills?
Title: Re: First impressions!
Post by: JustAnotherGuy on November 17, 2017, 10:05:24 AM
Most seemed on par, but the starting crafts my class had were kinda disappointing.  Would have liked to have them a slight bit higher to be less of a grind initially to get started, though I could also see how that is appropriate for the class. 
Title: Re: First impressions!
Post by: mattrious on November 17, 2017, 10:29:32 AM
Really enjoying the class so far. While I don't feel it's overly powerful (to start), I do think that there is a ton of potential with it and the amount of skills the class has access to. The help file was great, and very informative in my opinion. I'll be sending in a detailed report after my first full week of play. So far, it's great though.
Title: Re: First impressions!
Post by: Brokkr on November 17, 2017, 11:50:51 AM
Most seemed on par, but the starting crafts my class had were kinda disappointing.  Would have liked to have them a slight bit higher to be less of a grind initially to get started, though I could also see how that is appropriate for the class.

Hmmm.  You are probably playing the class with the least benefit from increased starting skills.  As a note, heavy crafters will see the benefit from increased starting craft level.  Heavy combat for combat skills.  Mixed for survival type skills.  Light classes will be a mix.

The overall framework is that I targeted a certain amount of skill points, or less, for improvement.  The higher the skill maxes in point value for your class, the higher the starting skill level for that skill for your class is.  So typically the amount of grind (ie improvement) for a particular crafting skill on an light merchantile or mixed is going to be the same as the amount of grind on that skill a heavy merchantile has to do.  There are exceptions, but those are due to skill caps being lower than the targeted amount of skill points for improvement.  So less grind but less potential as well.

Doesn't necessarily correlate to master, advanced, etc. because skills have different values that they become master at, depending on the maximum level the skill gets to when looking across all classes.

Title: Re: First impressions!
Post by: JustAnotherGuy on November 17, 2017, 02:01:53 PM
That is what I was figuring with the class I'm playing, which is very cool and workable.
Title: Re: First impressions!
Post by: infinitehope on November 17, 2017, 05:51:09 PM
One thing i've definetly noticed so far with the guild im testing, is there is a lot of possible overlap with many subguilds and extended subguilds. Which demonstrates how versatile the new guild is while having it's specialties. I wound up taking a subguild I normally do not take/enjoy and have been enjoying it on top of what my guild is.

So far i haven't had a chance to test -much-, but ill be putting in  a report by monday on my more in-depth thoughts so far.
Title: Re: First impressions!
Post by: JustAnotherGuy on November 18, 2017, 01:29:10 PM
One thing i've definetly noticed so far with the guild im testing, is there is a lot of possible overlap with many subguilds and extended subguilds. Which demonstrates how versatile the new guild is while having it's specialties. I wound up taking a subguild I normally do not take/enjoy and have been enjoying it on top of what my guild is.

So far i haven't had a chance to test -much-, but ill be putting in  a report by monday on my more in-depth thoughts so far.

I love the idea of making it so SubGuilds add flavor more to the class rather than be a major pick of what your character is.
Title: Re: First impressions!
Post by: SuchDragonWow on November 18, 2017, 08:09:09 PM
Just a heads up, this fri-mon Iíll be working 55 hours and sleeping maybe 12 hours total.  I wonít be able to be on. Iíll send in a report when I get home
Title: Re: First impressions!
Post by: infinitehope on November 18, 2017, 11:48:38 PM
One thing i've definetly noticed so far with the guild im testing, is there is a lot of possible overlap with many subguilds and extended subguilds. Which demonstrates how versatile the new guild is while having it's specialties. I wound up taking a subguild I normally do not take/enjoy and have been enjoying it on top of what my guild is.

So far i haven't had a chance to test -much-, but ill be putting in  a report by monday on my more in-depth thoughts so far.

I love the idea of making it so SubGuilds add flavor more to the class rather than be a major pick of what your character is.

Exactly how I feel. its great!
Title: Re: First impressions!
Post by: Zwen on November 19, 2017, 12:58:39 PM
Was anyone surprised, hopefully positively, at the level of their starting skills?

I remember Nergal posting something about higher starting skill levels, so that wasn't a total surprise, but I'm definitely finding the starting skill levels really nice. They give those initial hours a very different feel, I'm finding.
Title: Re: First impressions!
Post by: Ansel on November 19, 2017, 01:05:33 PM
My first thought was - "Wow, that's a lot of skills."

I picked one of the last classes left and their skill list/role is a lot cooler and more diverse than I thought it'd be.  I feel like this class could slot into a ton of different clans and play styles.

Only on the 5 hour mark so far, so I'll write a longer update in a couple days.
Title: Re: First impressions!
Post by: Jdr on November 20, 2017, 12:22:38 AM
Why, why, why is pilot not defaulted to master (or some other rank where you can USE it)? Pls Brokkr have a heart.
Title: Re: First impressions!
Post by: th3kaiser on November 20, 2017, 10:40:40 AM
You in no way need master pilot to have it usable. Used it on multiple rangers and warriors over the years, it's pretty reliable even at a terrible max cap.
Title: Re: First impressions!
Post by: Brokkr on November 20, 2017, 11:16:56 AM
So that someone with no experience with wagons or silt skimmers can't jump in them and handle them perfectly.  They need to build the IC experience.  They also have the potential to get better at them than most folks, which is what the skill on their list represents (not experience with them!).

If you are looking at your class and wondering why it got pilot...I looked at it with silt skimmers in mind as well as GMH wagons.
Title: Re: First impressions!
Post by: Master Sandwich on November 20, 2017, 01:23:58 PM
It's been about a half week since I created my character and entered the game.

At first I was disappointed with the lack of some of the starting skills, but they are skills that I'll later be able to branch to and that's fine, they seem to be less useful starting out and will probably be there when I need them later on.

I was similarly surprised to start with some of the skills I'd expect to normally branch too. They'll probably be of good use early on so I was pleased.

I like that most of the core skills start at apprentice rather than novice. I imagine it's going to help make it less "grindy" and help my character jump into the action much sooner.

One thing I'm concerned with is the way city/wilderness stealth works (which isn't specifically related to the beta test) where a character might get both because of the class and sub-glass combination. Basically does the character get both? No answer needed, as I'm sure I'll find out through play but the dynamic is something that's sure to have an impact on the new classes.
Title: Re: First impressions!
Post by: tapas on November 21, 2017, 03:38:29 PM
Would this time to bring up the Ride skill?

I think most players have taken this skill as granted but it looks like some classes don't get it? Is it because those classes are expected to be city bound?
Title: Re: First impressions!
Post by: SuchDragonWow on November 21, 2017, 04:14:05 PM
That was my take on it, and I'm actually glad it's done this way.  My thoughts are that there needs to be a few more subguilds with the ride skill.  I'm quite pleased with the setup on the class side.  There are 22 subguilds and 21 extended subguilds.  There are five and two sub/extend subs that have the ride skill, by my count.  Possible suggestions might be adding ride to Outlaw and Outdoorsman (with some balancing).

Edit:  Apologies, I hope this doesn't break the rules of this thread.  Feel free to modify, if necessary, but I had devoted some thought to this already, and had written a report on it that got botched *shakes fist at request tool*
Title: Re: First impressions!
Post by: Brokkr on November 21, 2017, 05:29:11 PM
Welllllllll...

Everyone gets ride, even if it doesn't start on your skill list you can get it.

I don't think that is what you mean when you say ride though.  I'm assuming you mean no hand ride (riding with both hands full) which lots of combat folks seem to like these days.

There are a couple of elements of ride we changed for the new classes.  No hand ride is the most dramatic.  It doesn't work like it used to.  Even having a subguild with a higher ride skill will not be a guarantee that you can no hand ride (although it does some other useful things).

So yeah...don't assume this works like it does for current guilds.

Those changes that "broke" no hand ride a week or two back for current guilds were the changes for the new classes.  Looking forward to folks figuring out how it works.
Title: Re: First impressions!
Post by: tapas on November 21, 2017, 07:25:32 PM
Quote
Cool. Thanks.

I'll give some feedback when I get a chance to try it.

Well now ride has just popped into my skill list. Was this a change or a super early branch?
Title: Re: First impressions!
Post by: Nao on November 22, 2017, 06:08:16 AM
I can't really say much here without going into specifics. Can we still send in a character report for first impressions? Would those go under 'Tuluki templarate', too?

I really like the wide selection of starting skills and how some of them are at useful levels right out of chargen. One particular crafting skill is especially amazing to have right from the start and will save a lot of headaches in the future just because you can't find item X. I'm also excited about the foraging ability.

From the helpfile text, I would expect some slightly different starting skills (it does suggest several roles that aren't really possible without branching first), but the skill list should clarify that for most people. There is also a skill listed under both starting skills and branched skills (the second Advanced skill in the branched list) that's not actually a starting skill.
Title: Re: First impressions!
Post by: Brokkr on November 22, 2017, 12:08:54 PM
Yeah please send in a report after the first week to Tuluki Templarate.  Can be more specific there.
Title: Re: First impressions!
Post by: tapas on November 26, 2017, 04:12:49 PM
Seems like ride has just popped into my skill list. Was this just added or have I discovered a secret?
Title: Re: First impressions!
Post by: JustAnotherGuy on November 27, 2017, 08:25:06 AM
Seems like ride has just popped into my skill list. Was this just added or have I discovered a secret?

Ride is a learnable skill from use.  You likely picked it up from use.
Title: Re: First impressions!
Post by: HavokBlue on December 01, 2017, 12:12:09 AM
Feel like my starting skills are such that I don't feel I need to branch something to play my role effectively.
Title: Re: First impressions!
Post by: ShaLeah on January 22, 2018, 02:17:27 PM
I'm so impressed. For the first time since I started playing I am not afraid of dying immediately and for a person who plays social characters who don't have a reason to grind this is KEY. It just so happens that on this character I am using skills and I'm really pleased. Excellent X3. Good job. I'm excited to branch!
Title: Re: First impressions!
Post by: deskoft on January 26, 2018, 11:43:01 AM
The new subguild I have has been very generous to me because at this moment I've been able to pretty much roleplay my character with every single bit of coded back-up I've needed. The list of skills I have is incredible for my purpose.
Title: Re: First impressions!
Post by: AdamBlue on January 30, 2018, 03:42:43 PM
My character is unfortunately literally just a warrior but without the skinning skill.
Title: Re: First impressions!
Post by: Van on March 06, 2018, 05:39:52 AM
It's hard to say much, as I'm just getting started. Currently, with the combination of my extended subguild, I feel a little like a mundane sorcerer. It is cool, and starting most of the skills out at apprentice is very helpful for the early days.

It also feels very powerful, I hope the other classes skills list feel similarly strong.
Title: Re: First impressions!
Post by: Kankfly on March 07, 2018, 10:32:54 AM
Kind of a belated posting but...

I really like the initial skills set up, that they didn't start at novice so I'm able to craft things without ruining a bunch of materials and go broke. I think some players' mentality is about 'getting gud' before you can get anything done in Arm, and this kind of balances it out.

My only problem was... there are so many skills to practice! Which isn't a real complaint.

Overall, my first impression was great.
Title: Re: First impressions!
Post by: Klendathu on March 14, 2018, 03:43:31 AM
I was very impressed by my skill list and wish I had had it on prior characters. Brokkr's recent post on the ride changes makes me even more excited for the options opening up to those of us of a martial persuasion.
Title: Re: First impressions!
Post by: Jarvis on March 17, 2018, 09:29:08 AM
Just got my first "new guilder" up and running, and I won't say anything that hasn't be said, but I'm very pleasantly surprised with the options and potential of the class, whilst not feeling overpowered right away.
Title: Re: First impressions!
Post by: Knight of Knives on April 22, 2018, 12:02:20 PM
First impressions:

This is probably all I've ever wanted in terms of city sneak-y characters. With a full kruth-deck of skills you are started out with the basic capability to be so versatile off the bat. I think not having to spend hours to try and branch out key skills is really nice. It also feels like a good balance of combat to non-combat skills, with very good synergy as far as subguilds go. You could very easily round out some combat capabilities, add crafting/outdoorsyness, or get a leg up on subterfuge with them.

I think I would choose this over existing burglar/pickpockets every single time. It takes away about 100% of my reserves of either of those classes, which feel so much like one-trick ponies, especially starting out.

Title: Re: First impressions!
Post by: Brokkr on April 22, 2018, 08:10:57 PM
Given there is a sneaky class that has every skill that burglar and pickpocket have, combined, except two I think (going to have to do the math there again), Iím not surprised.  the real test for whether weíve succeeded is if folks see situations for picking the other ones, or better yet, are torn about which one to pick for a character concept they have.