Author Topic: Do you need Class?  (Read 263 times)

Brokkr

  • Administrator
  • Posts: 398
Do you need Class?
« on: June 02, 2018, 06:20:06 PM »
This thread is for crowdsourcing identification of things that say “guild” or “sub guild” and should instead say “class” or “subclass”.  Please post here as you encounter them, so we have a list for whenever we go live!

Molten Heart

  • Posts: 1947
Re: Do you need Class?
« Reply #1 on: June 20, 2018, 09:23:56 PM »
So we should post here when we find things like helpfiles that contain the word "guild"?

Zwen

  • Posts: 384
Re: Do you need Class?
« Reply #2 on: June 20, 2018, 09:52:18 PM »

mansa

  • Posts: 9464
New Players Guide: http://gdb.armageddon.org/index.php/topic,33512.0.html


You win Armageddon, congratulations!  Type 'credits', then store your character and make a new one

WithSprinkles

  • Posts: 376
Re: Do you need Class?
« Reply #4 on: June 21, 2018, 02:47:47 PM »
The 'Guilds' and 'Classes' page on the website is currently the same page. Very confusing. I haven't tried to clear my cache yet, but I think this is on your guys' end. Can you check, please?

Also, if you guys could make a link at the bottom of each new class and branching page to the class competency page and also put a link to that chart on the competency page, that would be appreciated. It's not world shattering to type in a search or look through the links on the side, but it gets annoying.

Molten Heart

  • Posts: 1947
Re: Do you need Class?
« Reply #5 on: June 22, 2018, 08:29:51 AM »
Help Classes
Quote
Classes                                                              (Guilds)

   A class is a term used to describe the lifestyle which a person has
selected. There are a variety of classes at present, each with its own
unique set of skills and abilities.  Your class does not directly
determine your character's profession or role in the game; each class can
be played in a variety of different ways.  The classes are listed below in
order of competency.  If you want to see how frequently they appear in
Armageddon, see "help FAQ 12".

Normal Guilds:
         Enforcer            Raider             Fighter
         Infiltrator         Scout              Soldier
         Miscreant           Stalker            Laborer
         Pilferer            Adventurer         Craftsperson
         Fence               Dune Trader        Artisan

Special Application Only Guilds:
         Psionicists   


   Templars are only created when a role comes available for them.  They
are posted on the General Discussion Board when they are available.

   Gladiators fall into two categories.  Penned Gladiators may be applied for via Role Application at any time, and are second characters on a player's account, confined to the Arena.  Reigning Gladiators are only created when a role comes available for them.  They are posted on the General Discussion Board when they are available.

Notes:
      To see more information about any of these, check help guild <name>,or for example, "help guild warrior".

See also:
      Clans, General Discussion Board, Karma, Subguild, FAQ 12
« Last Edit: June 22, 2018, 01:57:57 PM by Molten Heart »

Molten Heart

  • Posts: 1947
Re: Do you need Class?
« Reply #6 on: June 22, 2018, 01:47:44 PM »
Help Class Competency
Quote
Class Competency                                                 (Characters)

   Class competency groups the normal classes by what they are good at.  There are five class competencies, which each have three classes.  This is on an ordered gradient, with Heavy Combat being the best at combat activities, with each competency becoming progressively worse at them until we reach Heavy Merchantile, which has the classes worst at combat.  This is reversed for crafting and other merchantile skills.  Survival competency has the best survival skills (scan, sneak, listen, etc.), Light competencies moderate survival skills, and Heavy competencies few survival skills.

   Each competency has one class oriented towards criminal activities, one oriented towards surviving the harsh wastes, and one representative of the bulk of people living in cities.  Within each competency below, the three classes are ordered by orientation, criminal first, wilderness second and city last.

Heavy Combat Competency:

   Heavy combat guilds are talented in combat in general, and focus primarily on melee combat. They have barely any mercantile skill and a small amount of survival skill. Since they are the most competent in combat out-of-the-box, players who choose them will likely lean toward combat and antagonist roles.

         Enforcer            Raider             Fighter

Light Combat Competency:

   Light combat guilds are competent in combat, though not as talented in it as their heavy counterparts. They make up for it with greater knowledge in mercantile and survival skills.

         Infiltrator         Scout              Soldier

Survival Competency:

   Neither as competent in combat as the combat guilds, nor as competent in mercantile things as the mercantile guilds, mixed guilds rely on a mixture of talents and a great deal of strength in survival skills.

         Miscreant           Stalker            Laborer

Light Merchantile Competency:

   These guilds lean more toward the craft and barter skills, but not quite as much as the heavy mercantile guilds. They make up for that with a good mixture of combat and survival skills, which they can achieve competency in.

         Pilferer            Adventurer         Craftsperson

Heavy Merchantile Competency:

   These guilds go all-in on barter and craft skills, sacrificing most talent in all but the most specific of combat and survival skills.

         Fence               Dune Trader        Artisan