Armageddon General Discussion Board

General => Code Discussion => Topic started by: assassin on April 09, 2003, 05:05:57 AM

Title: acrobats
Post by: assassin on April 09, 2003, 05:05:57 AM
Do acrobats add to youre agility?
Title: acrobats
Post by: Cenghiz on April 09, 2003, 05:36:49 AM
Sorry I don't know the answer, but I hope you will play the assassin in South. Noone's backstabbing me and it's boring.

>emote kneels polishing his shoes as he murmurs a song.

Waiting for you :)
Title: how
Post by: assassin on April 11, 2003, 05:00:51 AM
Quote from: "Cenghiz"Sorry I don't know the answer, but I hope you will play the assassin in South. Noone's backstabbing me and it's boring.

>emote kneels polishing his shoes as he murmurs a song.

Waiting for you :)
how did you know i was gonna be an assassin?
Title: Re: how
Post by: John on April 11, 2003, 05:11:40 AM
Quote from: "assassin"how did you know i was gonna be an assassin?
No idea.  :roll:

And yes Acrobats do add to your agility. I've been told about every subguild gets 3 bonus's (there are probably exceptions). These bonus's are either a skill or an increase in something.
Title: acrobats
Post by: crymerci on April 11, 2003, 05:31:35 AM
Huh? I didn't think any guild/subguild affected your stats, just your skills.
Title: acrobats
Post by: John on April 11, 2003, 06:08:35 AM
Really? I thought someone in the IRC room said Acrobats does affect your agility.
Title: acrobats
Post by: Fedaykin on April 11, 2003, 10:01:21 AM
Quote from: "John"Really? I thought someone in the IRC room said Acrobats does affect your agility.
I'd take alot of things said in there with a grain of salt.  This is one of those game mechanics issues I don't think anyone on the player side of things will really know for sure, or should know and spread around for that matter.  If the subclass fits for your character and background, pick it.  Otherwise don't.
Title: Nope
Post by: Sanvean on April 11, 2003, 11:40:58 AM
No subguild affects your stats.
Title: acrobats
Post by: John on April 11, 2003, 01:23:44 PM
Thanks for the clarification Sanvean. Knowing I probably remembere'd what I had heard wrong anyway  :roll:

As for spreading around info, I agree with most things. Although I don't see anything wrong with knowing the _starting_ skills you get (excluding Karma guilds) mainly because skills are important that and it's fairly easy to find out what each sub/guild gets anyway (excluding Karma guilds of course).
Title: acrobats
Post by: God on April 12, 2003, 11:33:00 PM
I'm not sure. While some people might be twinkish and get the ones with the best skills, it does give an unfair, not really deserved advantage to experienced players.

I've found one of my temptations to be twinkish come because I desperately want to see a skill branch, and see what kinds of skills I can get.
Title: acrobats
Post by: on April 13, 2003, 12:32:09 AM
I think he means no one would pick the Acrobat subguild if the skills it gave were Diving and Swimmingpool-craft.

Knowing what skills a guild offers is good in deciding if thats what you want to play. I mean if I wanted to play an Acrobat/Preformer character, and the acrobat subguild gave Bomb-making, while the Fisherman subguild gave backflips, Id pick Fisherman, even though Im playing an acrobat.

Anyways... its all confusing. Just that in a game where skills do depend alot on what you can do... (I mean how fun would the game be with just emoting, go play a MUSH I say.) You want to actually be able to do things, learn, improve, and so forth. So knowing what skills you'll get to work with might affect people's picking of a subguild, and the creation etc.


Another thing might be that people dont have a concept set when they start out to make a character, but read through the list when they arrive at it. Like hmm... a merchant might be fun, no wait, Ill try a warrior, conceptualize it, then so on.
Title: acrobats
Post by: Gorobei on April 13, 2003, 10:27:03 PM
The help files really work.  For instance, as I cruise 'help subclass' I realise that acrobats get kick, climb and can flee better (note: I've never had the acrobat sublass).
'help guild assassin' shows me that the assassin class gets backstab, sneak, hide and throw to begin with.  Later, they branch parry, poison, climb and sap.
Warriors seem to start with all the weapon skills, disarm, throw and can branch archery and bandage.
Of course, the help files don't show the entire skill tree of the class, but they manage to rob the oldbies of most of the unfair advantage that God complains of.
Title: acrobats
Post by: Callisto on April 14, 2003, 08:06:30 PM
Quote from: "Gorobei"Warriors seem to start with all the weapon skills, disarm, throw and can branch archery and bandage.

Warriors do not start with the throw skill or all weapon skills.