Spicing up FK (New classes and New options)

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Spicing up FK (New classes and New options)

Post by Vibius » Fri May 17, 2013 12:34 pm

Slow day at work leads to inner rambling.

I was thinking that adding perhaps one or two more classes to FK would give more diversity and perhaps making it more desirable for old and new players alike (perhaps barbarians and monks)

Also adding new spells/skills that are of a more tactical nature (feint skill, confusion spell) might make combat more interesting as well.

Does anyone knows how difficult is it to code new classes or skills/spells beyond your typical attribute/damage damage/bonus?

I used to code C at university, yet for some years the only "programming language" I have touched is ABAP.

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Re: Spicing up FK (New classes and New options)

Post by Tamryn » Fri May 17, 2013 1:40 pm

More classes might retain some people's interest for a little while, but unless Mask keeps adding new classes forever, those people would still get bored, it'd just take longer.

I think the main strength of FK is in its RP, which is always changing and "new", since it's constantly being created by players... so I'd rather see the limited amount of coder / imm time spent on that rather than new mechanics.

Just my 2cp.
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Re: Spicing up FK (New classes and New options)

Post by Kinni » Fri May 17, 2013 3:24 pm

Variety is the spice of life! That being said, I think the game has a decent variety of skills/classes (excluding maybe adding the Sorcerer class, but that has been discussed on another post. I'd like to see a greater variety of races. The biggest RP driver is faith and race, from what I can tell. A think a variety of races (and I don't mean three versions of gnomes or three versions of halfling) would be a great asset.
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Re: Spicing up FK (New classes and New options)

Post by Tamryn » Fri May 17, 2013 3:37 pm

More evil races. *nod*. Let's get some proper evil RP going! I volunteer to playtest the lich race.

More seriously: what sort of races are you thinking of? Coming from 2nd edition, even the idea of playing a drow, let alone a tiefling, is pretty novel.
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Re: Spicing up FK (New classes and New options)

Post by Jeanne » Fri May 17, 2013 4:23 pm

Tamryn wrote:More classes might retain some people's interest for a little while, but unless Mask keeps adding new classes forever, those people would still get bored, it'd just take longer.

I think the main strength of FK is in its RP, which is always changing and "new", since it's constantly being created by players... so I'd rather see the limited amount of coder / imm time spent on that rather than new mechanics.

Just my 2cp.
There are already plenty of classes, not just four. So I totally agree with this, the point isn't "What class do I want to be next?" it's "What CHARACTER do I want to be next?". Add too many classes, races, powers...and you become, inevitably, a MUD that attracts flighty, non-RP powergamers. I know, I've seen it.
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Re: Spicing up FK (New classes and New options)

Post by Beskytter » Fri May 17, 2013 5:34 pm

What if adding greater indepth class refinement were to be done?
Such as, I have a Fighter who's almost maxed...how about I trade in almost half my levels to specialize even more. So he walks about, introducing himself as a shield fighter; And he is for that is how he fights, with a shield and a sword. However, what if he could trade in those levels to gain Shield Fighter Class? Grants him improved bonuses to shieldwork, bash, dodge, rescue, and a bonus to AC when using a shield of any size and weight.

Could make specialization classes for all classes, such as Paladins becoming Crusaders, or Cataphracts.
Rogues become Assasins, or Ninja; Bards become Runemasters, or Spellblades; Wizards already have specializations based on school; Clerics become Inquisitors, or Physicians...each specialized class would be given bonuses to their unique skill sets, but you trade in levels for it and will have re-level. No new skills really, but added bonuses and offers a chance for class RP after guilding.
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Re: Spicing up FK (New classes and New options)

Post by Kaaurk » Sat May 18, 2013 3:54 am

There are already plenty of classes, not just four. So I totally agree with this, the point isn't "What class do I want to be next?" it's "What CHARACTER do I want to be next?". Add too many classes, races, powers...and you become, inevitably, a MUD that attracts flighty, non-RP powergamers. I know, I've seen it.
You're going to have powergamers now matter how RP driven a game is. It's a fact of line and some people enjoy it so why make a big deal about it? More classes and races would be good incentive to make new RPs, we have a million brawny fighters and priests already. I've been waiting a long time for barbarians and sorcerers to be put into the game. As well as some rarer races that would be fun to play.
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Re: Spicing up FK (New classes and New options)

Post by Gwain » Sat May 18, 2013 5:10 am

At one point the game had several new races that were largely underused by the playerbase and were slowly phased out. I think its because some of them were overpowered (centaurs and wemics) and others were under represented by the community over a period of several years. And there were some that were coded butnever used because of balance and area issues. I think the ones that were kept as playable represented the most popular types and most balance with existing races.
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Re: Spicing up FK (New classes and New options)

Post by Kaaurk » Sat May 18, 2013 5:18 am

I was about 50 kismet away from a Bugbear when they took them out! I was very disappointed.
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Re: Spicing up FK (New classes and New options)

Post by Jeanne » Sat May 18, 2013 5:23 am

Kaaurk wrote: You're going to have powergamers now matter how RP driven a game is. It's a fact of line and some people enjoy it so why make a big deal about it? More classes and races would be good incentive to make new RPs, we have a million brawny fighters and priests already. I've been waiting a long time for barbarians and sorcerers to be put into the game. As well as some rarer races that would be fun to play.
Well I couldn't disagree more :) The more RP-driven it is, the fewer powergamers you have. I mean, that's pretty much a mathematical/logical fact. They see RP, they don't like RP, they go somewhere where they don't have to RP. Make a big deal out of powergaming? Cuz it has no place on a RP Mud, which FK is. I mean, if someone wants to RP a character that just fights and fights and gains levels and has absolutely no personality, cool for them...but why come to a Mud that says "RP Enforced" to do that?
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Re: Spicing up FK (New classes and New options)

Post by Jeanne » Sat May 18, 2013 5:25 am

Kaaurk wrote:I was about 50 kismet away from a Bugbear when they took them out! I was very disappointed.
Well the reason you can't play a bugbear is probably the same reason you can't play a bugbear in D+D. They're monsters, not PC's.
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Re: Spicing up FK (New classes and New options)

Post by Jeanne » Sat May 18, 2013 5:38 am

Jeanne wrote:
Kaaurk wrote: You're going to have powergamers now matter how RP driven a game is. It's a fact of line and some people enjoy it so why make a big deal about it?
Bad RP:
-- power-levelling (spending most of your time training and/or optimizing your character's scoresheet, rather than roleplaying with others)

Cuz it's against the rules.
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Re: Spicing up FK (New classes and New options)

Post by Gwain » Sat May 18, 2013 5:46 am

viewtopic.php?f=1&t=12472

This thread from a few years back explains in detail why Bugbears were removed from the game. It explains it better than I could (mechanics and balance wise.) and offers some good examples and perspective. It should be halfway down in the thread. Lathlain's post explains it well in detail. Sorry to detract from the subjects being discussed here.
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Re: Spicing up FK (New classes and New options)

Post by Kaaurk » Sat May 18, 2013 5:53 am

Oh I know the reason they are out Gwain I can still be disappointed though :P
Well I couldn't disagree more :) The more RP-driven it is, the fewer powergamers you have. I mean, that's pretty much a mathematical/logical fact. They see RP, they don't like RP, they go somewhere where they don't have to RP. Make a big deal out of powergaming? Cuz it has no place on a RP Mud, which FK is. I mean, if someone wants to RP a character that just fights and fights and gains levels and has absolutely no personality, cool for them...but why come to a Mud that says "RP Enforced" to do that?
Does it hurt or interfere with your characters at all? I've honestly been here 5 or 6 years now and I've never come across anyone who didn't RP unless they didn't like the character trying to RP with them.
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Re: Spicing up FK (New classes and New options)

Post by Tyeslan » Sat May 18, 2013 5:56 am

Jeanne wrote:
Jeanne wrote:
Kaaurk wrote: You're going to have powergamers now matter how RP driven a game is. It's a fact of line and some people enjoy it so why make a big deal about it?
Bad RP:
-- power-levelling (spending most of your time training and/or optimizing your character's scoresheet, rather than roleplaying with others)

Cuz it's against the rules.
Against the rules? You aren't able to really power level in the first place, but I know many characters on the game that level, more than RP, and it isn't against the rules. Some people prefer to just go out, and train, and avoid people, and some others don't. RP is encouraged here, not forced. You will run into someone at some point in time, and need to RP, but some people just want to log in, and train a lot.
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Re: Spicing up FK (New classes and New options)

Post by Gwain » Sat May 18, 2013 6:08 am

I agree with Tyselan. I view the mud as striking a balance between roleplay and powerplay. There are players that are good at both, better at one or evolving into different categories as they play. The mud is flexible, it changes, it adapts. Even though its not straight griding or pure rp it sort of works for both. I'd welcome players that fit into any of those categories.
Last edited by Gwain on Sat May 18, 2013 6:14 am, edited 1 time in total.
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Re: Spicing up FK (New classes and New options)

Post by Jeanne » Sat May 18, 2013 6:11 am

Tyeslan wrote:
Jeanne wrote:
Bad RP:
-- power-levelling (spending most of your time training and/or optimizing your character's scoresheet, rather than roleplaying with others)

Cuz it's against the rules.
Against the rules? You aren't able to really power level in the first place, but I know many characters on the game that level, more than RP, and it isn't against the rules. Some people prefer to just go out, and train, and avoid people, and some others don't. RP is encouraged here, not forced. You will run into someone at some point in time, and need to RP, but some people just want to log in, and train a lot.
Then why is there a help file on this website that defines "Bad RP"...(see above)
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Re: Spicing up FK (New classes and New options)

Post by Tyeslan » Sat May 18, 2013 6:13 am

Definitely, Gwain. A lot of people come here, and don't know how to RP. Myself included in this. Many of us have come, and evolved over time, and many of us have stayed to train, or found that training suited us better. A lot of those people work behind the scenes on this game :)

Personally, I would like to see a new class, or two. Even a new race, or two. I don't really have a preference of which ones. It is kind of exciting when this happens, and you get to research what they are, and how you would make a character to be.

Also, the helpfiles do still need to be updated from a time past when things were far more strict, and harsh. Bad RP isn't against the rules, and many do seek out higher quality RP when they want it.
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Re: Spicing up FK (New classes and New options)

Post by Jeanne » Sat May 18, 2013 6:22 am

Tyeslan wrote:Definitely, Gwain. A lot of people come here, and don't know how to RP. Myself included in this. Many of us have come, and evolved over time, and many of us have stayed to train, or found that training suited us better. A lot of those people work behind the scenes on this game :)

Personally, I would like to see a new class, or two. Even a new race, or two. I don't really have a preference of which ones. It is kind of exciting when this happens, and you get to research what they are, and how you would make a character to be.

Also, the helpfiles do still need to be updated from a time past when things were far more strict, and harsh. Bad RP isn't against the rules, and many do seek out higher quality RP when they want it.
Wow...a spirited defense of powergaming. I tried...Cya guys. Have fun.
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Re: Spicing up FK (New classes and New options)

Post by Kaaurk » Sat May 18, 2013 6:28 am

If something doesn't effect me in anyway, ie someone else playing a character I don't need to deal with. I just ignore it and have fun.

but we should put this thread back on track. What Races would people ideally like to see put into the game? Ideally being we had any say in the matter lol
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