Author Topic: New Class Tidbits  (Read 2553 times)

Brokkr

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New Class Tidbits
« on: April 17, 2018, 11:59:55 PM »
Going to post little tidbits about the new classes here.  I'll leave the thread open a day or two after I post, then close until the next time.  Please keep comments on topic to the last posted bit.

As with anything to do with the new classes, stuff is subject to change without notice, no warranty or guarantee is made or implied!

First bit:

Every class has at least one weapon skill.  Yes, even Heavy Merchantile classes!

Hauwke

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Re: New Class Tidbits
« Reply #1 on: April 18, 2018, 12:07:06 AM »
When you say that they all have at least one, are they capped at a reasonable level?

Brokkr

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Re: New Class Tidbits
« Reply #2 on: April 18, 2018, 12:32:22 AM »
Depends what you think a reasonable level is.

chrisdcoulombe

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Re: New Class Tidbits
« Reply #3 on: April 18, 2018, 01:08:42 AM »
Which class starts with the most $$$
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gotdamnmiracle

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Re: New Class Tidbits
« Reply #4 on: April 18, 2018, 01:18:16 AM »
Are the weapon skills featured different from the core four that warrior and ranger starts with? Will there be any weapon skills that are completely new (whip, claw)?
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Brokkr

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Re: New Class Tidbits
« Reply #5 on: April 18, 2018, 01:29:09 AM »
Please keep comments on topic to the last posted bit.

Hauwke

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Re: New Class Tidbits
« Reply #6 on: April 18, 2018, 02:36:49 AM »
Depends what you think a reasonable level is.

As in, will a merchant class in any way be able to challenge a heavy combat class in terms of pure skill?

Riev

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Re: New Class Tidbits
« Reply #7 on: April 18, 2018, 09:21:20 AM »
Are "advanced" weapons still gated? Or will there still just be the basic 4? I worry that everyone having at least one weapon skill will lessen the effect of a heavy combat character having access to numerous weapon types.
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gotdamnmiracle

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Re: New Class Tidbits
« Reply #8 on: April 18, 2018, 01:24:46 PM »
Please keep comments on topic to the last posted bit.

Is this in reference to me? I felt like my question was fairly in keeping with the topic of weapon skills within the new classes.
He is an individual cool cat. A cat who has taken more than nine lives.

Brokkr

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Re: New Class Tidbits
« Reply #9 on: April 18, 2018, 02:46:29 PM »
Narrow topic, not the category the topic is in.  So yeah, not answering things about advanced weapons.

Depends what you think a reasonable level is.

As in, will a merchant class in any way be able to challenge a heavy combat class in terms of pure skill?

There are other factors that would go into that other than weapon skill, that make that sort of a hard question to answer.

Roundabout, lets say they are near burglars?

Hauwke

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Re: New Class Tidbits
« Reply #10 on: April 18, 2018, 05:01:58 PM »
Works for me, thanks Brokkr.

Grapes

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Re: New Class Tidbits
« Reply #11 on: April 18, 2018, 11:42:40 PM »
Cool beans. Yeah, I've noticed that IG. I approve, it makes guild sniffing a little harder.
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Riev

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Re: New Class Tidbits
« Reply #12 on: April 19, 2018, 09:18:47 AM »
Narrow topic, not the category the topic is in.  So yeah, not answering things about advanced weapons.

Since you called out mine in particular, despite your topic being set to "weapon skills" and mine being directly related to that topic, I'll try and re-word.

If every main guild is getting at least one weapon skill, are those weapon skills the same 4 types we are used to seeing, or is there a possibility that we will be surprised?
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Brokkr

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Re: New Class Tidbits
« Reply #13 on: April 20, 2018, 06:56:01 PM »
At this point, it is just the 4.

Brokkr

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Re: New Class Tidbits
« Reply #14 on: April 20, 2018, 07:02:26 PM »
Second bit:

We changes some things into what we are calling abilities.  In the past, for instance, ranger wilderness quit was a bit of code tied directly to the ranger class.  The way things work was rejiggered so that the code creating that capability is now tied to an ability.  Abilities can then be applied to classes, in an easier way than before.

The current version of the class helpfiles list out (most of) the abilities that a class has.

MeTekillot

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Re: New Class Tidbits
« Reply #15 on: April 21, 2018, 02:30:11 AM »
Will there be any precedent for classes that don't have 'abilities' to earn them through lots of roleplayed practice and training from someone who has said ability?

Brokkr

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Re: New Class Tidbits
« Reply #16 on: April 21, 2018, 02:42:42 AM »
Abilities attach at the class and subclass level, not at the character level.

Hauwke

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Re: New Class Tidbits
« Reply #17 on: April 21, 2018, 02:57:48 AM »
What kind of abilities are we talking about? Aside from Wilderness Quit that is.

Armaddict

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Re: New Class Tidbits
« Reply #18 on: April 21, 2018, 04:06:49 AM »
Race abilities?

That's all I hear that's truly worth hearing since...classes already -get- skillsets and you're literally in the process of developing them right now. XD
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MarshallDFX

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Re: New Class Tidbits
« Reply #19 on: April 21, 2018, 06:48:32 AM »
not at the character level.

Brokkr is introducing character levels, confirmed.

nauta

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Re: New Class Tidbits
« Reply #20 on: April 21, 2018, 07:18:24 AM »
Second bit:

[...]

The current version of the class helpfiles list out (most of) the abilities that a class has.

Is the 'current version of the class helpfiles' player-facing at the moment?  If so, where?
as IF you didn't just have them unconscious, naked, and helpless in the street 4 minutes ago

Brokkr

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Re: New Class Tidbits
« Reply #21 on: April 21, 2018, 12:45:24 PM »
Play testers get the help file for the class they are going to play.

Abilities are a formalization of things that already exist, delineated out a bit more and done in a way that is more flexible.  Things that were directly attached to classes, since we canít rely on that for the new classes.  Being able to hitch two mounts.  Ciity / wilderness sneak.  Etc.

Cind

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Re: New Class Tidbits
« Reply #22 on: April 22, 2018, 03:29:56 AM »
It makes a lot more sense. I was often getting the ranger class simply for grebbers interested in grebbing food, or burglar for hiding in taverns. Skills I had no real business throwing away my whole guild to have, and sometimes came with other skills that didn't make sense for me to have. If ranger quit were dependent on you say having journeyman bowhunting, then that would make more sense.
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Brokkr

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Re: New Class Tidbits
« Reply #23 on: May 09, 2018, 06:50:48 PM »
With a handful of exceptions, the new classes starting skill levels are higher in things they are able to get really good at.

This is based on the underlying number skill level, rather than the descriptive word you see, such that there is only a certain number, or less, of skill points between starting and max skill level for any skill.

Brokkr

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Re: New Class Tidbits
« Reply #24 on: May 17, 2018, 07:25:02 PM »
We are trying out something for the new classes where riding with two hands full is dependent on more than simply getting to a certain level of ride skill.