by Dragoth » Tue Mar 12, 2013 4:19 am
I had some free time and decided to ponder about what I do not like about the current system and come up with a few ideas which would make Slothmud a perfect mud for me and I kind of wanted to see what other players think.
This is not a bash at the current system, at this point this is purely subjective and I simply would like to read if other players agree with this and if it’s a common thing, if the problems are there for everyone or are in my head alone.
Idea and problem A
Slothmud was always a group-oriented mud, for that reason players are capped in many ways to not allow groups to get out of control.
However, with many more levels and fewer groups, it gets very rough after a certain point. Bonus exp is great, but it's just that, bonus exp, doesn't really change the fact that you are still running the same things over and over again albeit for slightly more exp.
What I think would be pretty cool at this point is to see a 2 prime class system, where the second class prime abilities which are activated upon a player reaching 6x40, the secondary prime skill will be activated the same way a prime skill does, but it will get capped earlier. I.e a Cleric/druid will have Aerial servant and Shield of thorns at 6x40, but Shield of thorns will only ever reach 50-75% of what it would be for Druid/Cleric, which will have Aerial servant at 6x40, but..well you catch the drift.
This gives a player slightly more powers at 6x40, but in the grand scheme of things, besides being a novelty which would motivate players, will not let players get out of control. I don’t think a 50% parry with 50% riposte will give a ma/wa that much of an exp boost at 6x40 most good exp mobs hit for 500hp per round already and come on, has any immortal actually experienced the 5x40+ grind ? I mean, Jeez.
Idea and problem B
Another issue is homogeneity of most of the class choices and lack of replay-ability. What i mean by this, is that despite a huge variety of classes, there are actually only a few viable class combinations which every experienced players tend to follow to maximize their exp gain and joyfulness. Mana, regen and deathgrip are king.
This poses 2 problems:
First problem is that most classes chosen utilize only a few skillsets that are really desirable for their chosen class, which are usually divided into
1) Caster options: 4x caster to get max mana OR being a caster and a monk somewhere to have ability to grip while sacrificing around 100 mana for that privilege. All other combinations are wasted.
2) Noncaster options: Non-caster prime with 3xcaster classes to maximize mana. Non-thief non-monk primes with monk somewhere in the following 3 classes to have a good starting combo. That is it, all other combinations are nearly useless.
And the second problem is that this system is completely counter-intuitive. If you are new player and you think you are making an interesting class, you could not be any more wrong. It IS IMPOSSIBLE to choose a class based on your intuition in this game, when you choose a class, it will be absolutely nothing like you thought it would be, because to choose a class that is viable, that could make you at least some exp, you need to know how the game works and if you don’t, in 70% of the time you will end up with a dead-end class.
My take on this, is that we should scale every possible combination of skills depending on the position of that class in your class order. All blasting damage will be scaled back the further your mage is down the classo line. All healing will be scaled the further your cleric is down the classo line. All armor caps will scale the further the warrior is down the line. Pets already scale, shift forms already scale, monk handdam and damreduct caps already scale. Why not continue the theme ?
This will give every class a distinction from every other class, this will add a logical order to class choices.
As a conclusion to my thoughts:
In my perfect mud with both ideas implemented, we could end up with a completely different mud yet im sure it would still be very familiar. Yes, Players would be more class oriented and some of the classes that we have right now, that worked good because it maximizes your mana and regen might not work as your caps are moved further down the line and your healing and blasting abilities become capped.
However, in my mind, what we end up with is an intuitive system, where you could make a class as a newbie or look at someone’s class and completely imagine what it would be like to play and no class would be completely the same. Right now you look at a war/dr/cl/ne/ma/mo and you look at war/mo/ba/ne/cl and you realize that those 2 classes are playing in exactly the same way, however one class has over 700mana and the other has 300 – where is the fun in that ??
Ok, I will let the poll take over.