Armageddon General Discussion Board

General => General Discussion => Topic started by: Halaster on May 13, 2024, 11:17:39 AM

Title: Q&A for NEW Advanced Start Options
Post by: Halaster on May 13, 2024, 11:17:39 AM
See this announcement:  https://gdb.armageddon.org/index.php/topic,60350.0/moderate.html
Title: Re: Q&A for NEW Advanced Start Options
Post by: Halaster on May 13, 2024, 11:21:33 AM
What do you mean by "if you start with it?".

Say you pick Artisan who starts with no ride skill.  You pick your subclass as Bandit who does start with ride.  With that combination, you WILL get a boost to ride.
Title: Re: Q&A for NEW Advanced Start Options
Post by: Obeliskocism on May 13, 2024, 11:30:19 AM
If a player isn't particularly savvy when it comes to understanding skill and code interactions, but has a well-articulated character concept, could they submit that and have someone on staff assist them with the skill selections, etc. for a recommended advanced start?
Title: Re: Q&A for NEW Advanced Start Options
Post by: Halaster on May 13, 2024, 11:32:21 AM
Quote from: Obeliskocism on May 13, 2024, 11:30:19 AMIf a player isn't particularly savvy when it comes to understanding skill and code interactions, but has a well-articulated character concept, could they submit that and have someone on staff assist them with the skill selections, etc. for a recommended advanced start?

Absolutely!  If you want, we can help you figure out a good class / subclass combo to get the most out of it.
Title: Re: Q&A for NEW Advanced Start Options
Post by: Halaster on May 13, 2024, 01:33:38 PM
Can I branch skills with this, or apply the boosts to a branched skill?

No, this only applies to skills on your character sheet at the moment of creation.
Title: Re: Q&A for NEW Advanced Start Options
Post by: Agent_137 on May 13, 2024, 01:58:35 PM
This is fantastic! Something I begged for while on staff. Glad to see it happen. 

Question 1: "and no clan" does that mean this can't be applied to PCs applying into an official tribe?

Question 2: do all role calls get this same boost now?
Title: Re: Q&A for NEW Advanced Start Options
Post by: Halaster on May 13, 2024, 02:24:38 PM
Quote from: Agent_137 on May 13, 2024, 01:58:35 PMThis is fantastic! Something I begged for while on staff. Glad to see it happen. 

Question 1: "and no clan" does that mean this can't be applied to PCs applying into an official tribe?

Question 2: do all role calls get this same boost now?

1.  I struggled with that wording, so I've changed it to no/any clan.  Yes, it can be applied to PC's applying into an official tribe.

2.  Yeah, when a rolecall is made it will get these same boosts
Title: Re: Q&A for NEW Advanced Start Options
Post by: Agent_137 on May 13, 2024, 02:29:15 PM
Awesome, I look forward to using this. Great to see mundanes getting some OOC balance with mages while retaining the IC scare factor and power disparity.  It even makes role calls more attractive, and no doubt easier on staff side. 
Title: Re: Q&A for NEW Advanced Start Options
Post by: Lizzie on May 13, 2024, 03:30:51 PM
Quote... If you do not pick one of those, you do not start with extra gear, nor do you start as an advanced rank (unless otherwise agreed on with staff of that clan).  However, you do start with an extra 1200 coins.

Requirements:

- Character cannot be a mul, a half-giant, nor any kind of mage or psionicist.  This is for pure mundanes only.  Normal racial restrictions apply based on the organization.

So the advanced start is for mundanes only - I get that.

But does this mean that mages, muls, h-gs, and mindbenders will still start with 1200 more sids than they used to? Or, does it mean that everyone except muls, h-gs, mages, and benders will start with 1200 and those exceptions will still have to decide whether to buy armor, or a mount?
Title: Re: Q&A for NEW Advanced Start Options
Post by: flurry on May 13, 2024, 03:50:43 PM
Can the 'other' skills being boosted be subclass skills that have nothing to do with the main class?
Title: Re: Q&A for NEW Advanced Start Options
Post by: Halaster on May 13, 2024, 04:43:28 PM
Quote from: Lizzie on May 13, 2024, 03:30:51 PMBut does this mean that mages, muls, h-gs, and mindbenders will still start with 1200 more sids than they used to? Or, does it mean that everyone except muls, h-gs, mages, and benders will start with 1200 and those exceptions will still have to decide whether to buy armor, or a mount?
The extra money is only for the advanced start, which takes a special app.
Title: Re: Q&A for NEW Advanced Start Options
Post by: Halaster on May 13, 2024, 04:48:11 PM
Quote from: flurry on May 13, 2024, 03:50:43 PMCan the 'other' skills being boosted be subclass skills that have nothing to do with the main class?

Yes, you can boost any skill on your starting skill list, even if it comes from a subclass.
Title: Re: Q&A for NEW Advanced Start Options
Post by: Lutagar on May 13, 2024, 04:49:39 PM
Do different classes get different starting gear if they start in the byn/militia?
Will stealth classes start with +stealth gear? Or will they get the exact same gear a guild_fighter would?
Is the starting gear supposed to be equal to 700 coins they miss out on, or is it reasonable to assume that those starting in a clan will start off somewhat more privileged?
Title: Re: Q&A for NEW Advanced Start Options
Post by: Halaster on May 13, 2024, 04:55:43 PM
Quote from: Lutagar on May 13, 2024, 04:49:39 PM1. Do different classes get different starting gear if they start in the byn/militia?
2. Will stealth classes start with +stealth gear? Or will they get the exact same gear a guild_fighter would?
3. Is the starting gear supposed to be equal to 700 coins they miss out on, or is it reasonable to assume that those starting in a clan will start off somewhat more privileged?

1. No, they all get the same gear.  The only thing that changes is it gives them a weapon based on the weapon skills they chose.  So if they chose slashing, they'll get a sword, and so on.  Otherwise, all the gear is the same.  There's just too many options to try to customize it more.  That's part of why they get an additional 500 coins on top of the gear and the normal starting money.
2. No, stealth classes will have the same gear
3. The starting gear for the clan options probably isn't exactly 700, it falls a bit short.  There's also consideration given that the Byn/AoD/USC starter options do start at a higher rank than normal.
Title: Re: Q&A for NEW Advanced Start Options
Post by: Riev on May 13, 2024, 05:32:18 PM
For the heavy crafting classes (Fence/Artisan/Trade) it mentions that some skills will be set to master. Assuming these are still for non-branched crafting skills ... but does this mean that you would consider Custom Crafting from Hour 0 on an Advanced Start character?
Title: Re: Q&A for NEW Advanced Start Options
Post by: Halaster on May 13, 2024, 05:34:57 PM
Quote from: Riev on May 13, 2024, 05:32:18 PMFor the heavy crafting classes (Fence/Artisan/Trade) it mentions that some skills will be set to master. Assuming these are still for non-branched crafting skills ... but does this mean that you would consider Custom Crafting from Hour 0 on an Advanced Start character?
Yeah, for non branched.  In the case where the bonuses put the skill above branching level, it means the first time you fail the skill it will branch.

And yeah, you could custom craft from hour 0 on the advanced start if the class normally can.
Title: Re: Q&A for NEW Advanced Start Options
Post by: Dresan on May 13, 2024, 07:07:10 PM
Any chance of opting out of the boost to defense/offense?  ;D
Title: Re: Q&A for NEW Advanced Start Options
Post by: lostinspace on May 13, 2024, 07:07:40 PM
Is this process fully automated during character creation, or do we still begin the process by sending in a spec-app request?
Title: Re: Q&A for NEW Advanced Start Options
Post by: Halaster on May 13, 2024, 07:14:48 PM
Quote from: Dresan on May 13, 2024, 07:07:10 PMAny chance of opting out of the boost to defense/offense?  ;D

No, sorry, it's all scripted.
Title: Re: Q&A for NEW Advanced Start Options
Post by: Halaster on May 13, 2024, 07:15:15 PM
Quote from: lostinspace on May 13, 2024, 07:07:40 PMIs this process fully automated during character creation, or do we still begin the process by sending in a spec-app request?
Still need to send in a spec-app.  And then staff will run a script in-game to set you up pretty quickly.
Title: Re: Q&A for NEW Advanced Start Options
Post by: Nao on May 13, 2024, 07:17:32 PM
Afaik pilferers have the best steal skill of all classes, they should get a boost to steal and maybe sleight of hand.
Title: Re: Q&A for NEW Advanced Start Options
Post by: Halaster on May 13, 2024, 07:31:08 PM
Quote from: Nao on May 13, 2024, 07:17:32 PMAfaik pilferers have the best steal skill of all classes, they should get a boost to steal and maybe sleight of hand.
Those are definitely skills they could pick to have boosted from the optional skills everyone gets to boost.
Title: Re: Q&A for NEW Advanced Start Options
Post by: Bogre on May 13, 2024, 10:10:04 PM
I still think it's overly weighted to heavy combat classes. The comparative boosts that Scouts/Infiltrators/Soldiers get (to say nothing of anything beneath that) is far far weaker than the top tier classes, in both importance of skill and sheer # of points added.

Title: Re: Q&A for NEW Advanced Start Options
Post by: Abaddon on May 14, 2024, 04:15:28 AM
Will there be plans to repeal the one karma requirement for special applications?
Title: Re: Q&A for NEW Advanced Start Options
Post by: zealus on May 14, 2024, 07:34:44 AM
Quote from: Riev on May 13, 2024, 05:32:18 PMFor the heavy crafting classes (Fence/Artisan/Trade) it mentions that some skills will be set to master. Assuming these are still for non-branched crafting skills ... but does this mean that you would consider Custom Crafting from Hour 0 on an Advanced Start character?

Having the skill at master is no longer a requirement of custom crafting :) So you can do hour 0 custom crafts on any PC :)

https://www.armageddon.org/help/view/Custom%20Crafting
Title: Re: Q&A for NEW Advanced Start Options
Post by: Halaster on May 14, 2024, 08:49:32 AM
Quote from: Abaddon on May 14, 2024, 04:15:28 AMWill there be plans to repeal the one karma requirement for special applications?

No, you must have 1 karma to make a specapp.  This is mostly so that someone can't just make an account, put in a specapp, then as soon as that character dies, make another account and do it again.

That said, going from 0 to 1 karma is designed to be pretty easy on the new system.
Title: Re: Q&A for NEW Advanced Start Options
Post by: KawaiiBear on May 14, 2024, 11:44:48 AM
Is there any possibility for fence to opt to get the same bonuses artisan/dune trader gets?
They're almost identical except fence gets boosted stealth and 2 crafting skills set to master vs 6 crafting skills set to master.
Getting 4 crafting skills to master is imo much more valuable than boosted stealth, especially with how low it caps for fence.

I would like to play a fence tbh but the starting bonuses DT/Artisan are so much more massively useful in comparison that I'm reconsidering on that alone.
Title: Re: Q&A for NEW Advanced Start Options
Post by: Halaster on May 21, 2024, 04:51:34 PM
Quote from: KawaiiBear on May 14, 2024, 11:44:48 AMIs there any possibility for fence to opt to get the same bonuses artisan/dune trader gets?
They're almost identical except fence gets boosted stealth and 2 crafting skills set to master vs 6 crafting skills set to master.
Getting 4 crafting skills to master is imo much more valuable than boosted stealth, especially with how low it caps for fence.

I would like to play a fence tbh but the starting bonuses DT/Artisan are so much more massively useful in comparison that I'm reconsidering on that alone.

This is reasonable.  I've updated Fence to be:

For Fence:
- Offense, Defense raised a tiny amount
- Parry raised to apprentice if you start with it
- Two fighting styles (two-handed, dual wield, or shield use) raised to apprentice
- Kick, bash, disarm, rescue, guarding, riposte and hack all raised a small amount (depends on skill) if your guild/subguild combo starts with the skill.
- Ride set to journeyman if you start with it
- Large boost to 3 "other" skills.  Examples would be hunting, direction sense, skinning, clothworking, etc.  Again, a skill you start with only.
- 2 crafting skills (in addition to above) set to master
- 2 crafting skills (in addition to above) set to advanced
- Sneak and hide set at low advanced
Title: Re: Q&A for NEW Advanced Start Options
Post by: benjonson on May 28, 2024, 05:08:39 AM
How can I use this option?
Title: Re: Q&A for NEW Advanced Start Options
Post by: Halaster on May 28, 2024, 07:15:40 AM
Quote from: benjonson on May 28, 2024, 05:08:39 AMHow can I use this option?
You can do this by using a Special Application.  Everyone gets 2 special applications a year, once they reach 1 karma.

So once you have 1 karma, you can go into the request tool, click New Request, go under Character Related and choose Special Application.  Here is the helpfile on it:  https://www.armageddon.org/help/view/Special%20Applications
Title: Re: Q&A for NEW Advanced Start Options
Post by: Athapaxis on June 02, 2024, 11:09:49 PM
Sorry if this has already been answered somewhere - but when does this open?
Title: Re: Q&A for NEW Advanced Start Options
Post by: cnemus on June 02, 2024, 11:19:06 PM
[Halaster has a better answer]
Title: Re: Q&A for NEW Advanced Start Options
Post by: Halaster on June 03, 2024, 08:40:44 AM
Now actually.

From this announcement:  https://gdb.armageddon.org/index.php/topic,60419.0.html

"June 1st - applications for rolecalls and specapps are open in the request tool"

So if you want to do an advanced start special app, you can submit the request in the request tool now.  The systems to actually -create- the character aren't open yet, that'll be June 10.


Title: Re: Q&A for NEW Advanced Start Options
Post by: Athapaxis on June 03, 2024, 10:09:38 AM
In the Request tool, I'm seeing 'Special Application' but when you select that it says not to use it for extended subguild or skill bump - but to use the request specific to that.  Not seeing another option in the menu.  Am I missing something?
Title: Re: Q&A for NEW Advanced Start Options
Post by: Riev on June 03, 2024, 11:13:55 AM
Are we at the point where if I'm NOT asking for a special app or sponsored role, but I want to put one or two things in my background that I'm unsure about, it can be submitted?

I'd hate to put in a character app only to get it denied because "you can't say you did that in your background"
Title: Re: Q&A for NEW Advanced Start Options
Post by: zealus on June 03, 2024, 11:36:53 AM
Quote from: Riev on June 03, 2024, 11:13:55 AMAre we at the point where if I'm NOT asking for a special app or sponsored role, but I want to put one or two things in my background that I'm unsure about, it can be submitted?

I'd hate to put in a character app only to get it denied because "you can't say you did that in your background"
I'd say put it in a question request.
Title: Re: Q&A for NEW Advanced Start Options
Post by: Halaster on June 03, 2024, 03:50:08 PM
Quote from: Athapaxis on June 03, 2024, 10:09:38 AMIn the Request tool, I'm seeing 'Special Application' but when you select that it says not to use it for extended subguild or skill bump - but to use the request specific to that.  Not seeing another option in the menu.  Am I missing something?

Oversight on my part, I'll fix that soon!  Thanks for pointing it out.
Title: Re: Q&A for NEW Advanced Start Options
Post by: Usiku on June 03, 2024, 04:02:57 PM
Quote from: Riev on June 03, 2024, 11:13:55 AMAre we at the point where if I'm NOT asking for a special app or sponsored role, but I want to put one or two things in my background that I'm unsure about, it can be submitted?

I'd hate to put in a character app only to get it denied because "you can't say you did that in your background"

You can fire in a question request any time really, just note that staff are quite busy at the moment so depending on the complexity it might not get a response right away.
Title: Re: Q&A for NEW Advanced Start Options
Post by: Riev on June 03, 2024, 04:05:01 PM
I'm not a priority at this time?

I am shocked. Shocked and ... shocked again. Twice shocked!

Thank you!
Title: Re: Q&A for NEW Advanced Start Options
Post by: Boggis on June 05, 2024, 06:50:03 AM
From Raider, Fighter and Enforcer:
- Kick, bash, disarm, rescue, guarding, riposte and hack all raised to journeyman/advanced (depends on skill) if your guild/subguild combo starts with the skill.

- One ranged weapon style (archery, blowgun, crossbow, slings, throw) raised to journeyman/advanced

What's the criteria to decide if the skill is raised to advanced or journeyman?
Title: Re: Q&A for NEW Advanced Start Options
Post by: Halaster on June 05, 2024, 10:35:10 AM
Quote from: Boggis on June 05, 2024, 06:50:03 AMWhat's the criteria to decide if the skill is raised to advanced or journeyman?

They have slightly different start skill values, so like one may be 30 in kick the other may be 25 in kick.  The bonus added to them might put them on the high end of jman, while for another it may put them on the very low end of advanced.  Number wise they're all within about 5 of each other, it's just that puts them right near where the category name changes.

Also, depending on your subguild choice, that may start with a higher value in those skills, so just adds more variables to it.

Make sense?
Title: Re: Q&A for NEW Advanced Start Options
Post by: eska on June 10, 2024, 05:35:06 PM
QuoteFor Raider, Fighter, and Enforcer:
...
- Kick, bash, disarm, rescue, guarding, riposte and hack all raised to journeyman/advanced (depends on skill) if your guild/subguild combo starts with the skill.
...

I just noticed that only fighters gets this bonus in full. Enforcers and Raiders only benefit 3 of these skills unless they pick Guard as the subguild for the fourth.

Any chance to rework on this for Enforcer and Raider?
Title: Re: Q&A for NEW Advanced Start Options
Post by: Halaster on June 10, 2024, 11:04:15 PM
Quote from: eska on June 10, 2024, 05:35:06 PM
QuoteFor Raider, Fighter, and Enforcer:
...
- Kick, bash, disarm, rescue, guarding, riposte and hack all raised to journeyman/advanced (depends on skill) if your guild/subguild combo starts with the skill.
...

I just noticed that only fighters gets this bonus in full. Enforcers and Raiders only benefit 3 of these skills unless they pick Guard as the subguild for the fourth.

Any chance to rework on this for Enforcer and Raider?


There are no plans to.  It's always been about "if you get the skill, it gets raised".  Once the game launches and the initial dust settles, maybe we can revisit it then.
Title: Re: Q&A for NEW Advanced Start Options
Post by: Tailong on July 10, 2024, 10:13:39 AM
Hypothetically speaking, say you advance start in a clan and if that clan turns out to be less than optimal and unfun, can you leave early, after spending a considerable about of playtime? Two real life months is an hefty investment into a clan that may or may not be worth the said investment.
Title: Re: Q&A for NEW Advanced Start Options
Post by: Halaster on July 10, 2024, 04:18:39 PM
Quote from: Tailong on July 10, 2024, 10:13:39 AMHypothetically speaking, say you advance start in a clan and if that clan turns out to be less than optimal and unfun, can you leave early, after spending a considerable about of playtime? Two real life months is an hefty investment into a clan that may or may not be worth the said investment.

If there was a commitment up front, then you'd be expected to honor that commitment.