Pirates in MajorMUD?

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Kai Shadowbane

Pirates in MajorMUD?

Post by Kai Shadowbane »

Thanks for voting. Based on the results, the Pirate class will be added to MajorMUD. - Daymia



Ugh, that's all I have to say about that.
Sven
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Joined: Fri Nov 15, 2002 6:00 am

Re: Pirates in MajorMUD?

Post by Sven »

Arr matey! There be pirates here! Arr I just bought me a brand new pirate ship me did! Now I can sale the seven silvermere waters and turn the mossy cave into a pirate's hideout. ARRR! Bah, the only problem is the damned boat be weighing 40000 enc and I can't be carrying that now can I?
Jedi
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Joined: Sat Aug 31, 2002 5:00 am

Re: Pirates in MajorMUD?

Post by Jedi »

I'd rather see her make classes then skirts. =)
Kai Shadowbane

Re: Pirates in MajorMUD?

Post by Kai Shadowbane »

I'd rather see her make classes then skirts. =)



Dunno, I guess I always thought they didn't keep up with all the classes/races they had initially anyway. The game needs more meat for the ppl who don't just look at their script a couple times a day to see how things are going.
Locke Cole
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Joined: Fri Jun 21, 2002 5:00 am

Re: Pirates in MajorMUD?

Post by Locke Cole »

Thanks for voting. Based on the results, the Pirate class will be added to MajorMUD. - Daymia



Ugh, that's all I have to say about that.

There's nothing wrong with Pirates. It fits the era that MajorMUD is supposed to be taking place in, and there are already pirate monsters in the game (re: crystal lake and the ship). So it's not like the concept is totally foreign to MajorMUD.



As far as the issue of there being too few areas oceanic areas-- I imagine this is a problem that will be solved over time.
Kai Shadowbane

Re: Pirates in MajorMUD?

Post by Kai Shadowbane »

There's nothing wrong with Pirates. It fits the era that MajorMUD is supposed to be taking place in, and there are already pirate monsters in the game (re: crystal lake and the ship). So it's not like the concept is totally foreign to MajorMUD.



As far as the issue of there being too few areas oceanic areas-- I imagine this is a problem that will be solved over time.



I guess, now I'm just waiting for the "pirates" to long on only to say in gossips:



Arr, me hardon!



Shiver me Timber!



Polly want a crack whore?



It seems more of a novelty class than anything else, and SAIL THEM WATERS OF CRYSTAL LAKE, cuz that damn squid will whoop you like it whoops everything else. I dunno, I always imagined pirates in a flordia keys/caribbean setting razing ports and boarding ships. MajorMUD doesn't even have a real ocean for god's sake, much less a real beach :)



If there was an ocean, and raiding were more common (blue gang house doesn't count) then sure, but not when there's nothing really to base it on. Most "pirates" don't leave the seas or ports much. Find me a real sea and port. I mean there's a damn waterfall from wherever the silver river flows down from silvermere, and I just don't see arlysia being a huge port of call for all the sailors on crystal lake.



-Kai
Locke Cole
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Joined: Fri Jun 21, 2002 5:00 am

Re: Pirates in MajorMUD?

Post by Locke Cole »

I guess, now I'm just waiting for the "pirates" to long on only to say in gossips

I'm not saying the class is perfect and will end all need for further classes. I'm just saying that, in the scheme of things, is it really so hard to picture a Pirate in MajorMUD? I mean, where are all the Gypsy caravans? Sure, there's two Gypsy encampments in MMUD (one in mod-9, and one in mod-4 by Orfeo IIRC), but no roaving caravans on the trails or anything, and up until recently there wasn't much content to back up Gypsies at all. (In fact, up until mod-4, there was only a lone shopkeeper in Silvermere to represent the lowly Gypsy).



Pirates, when and if (I say "if" because I'm sure with enough bitching the people who are dead set against them will get their way) they're added, will likely have to wait some time before having dedicated class areas. But they'll get the usual treatment of having a quest spirit, as well as customized quest cloak, and so on. And I have no doubt that there'll be a number of Pirate-only items (peg-leg and eye patch, for example).



I just don't think it's worth getting into an uproar over. There are plenty worse things being done to MMUD than Pirates. :P
Kai Shadowbane

Re: Pirates in MajorMUD?

Post by Kai Shadowbane »

dunno, feels like they are concentrating on the completely wrong things when I see this stuff coming out. Use the brainpower to get more quests in!
Locke Cole
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Joined: Fri Jun 21, 2002 5:00 am

Re: Pirates in MajorMUD?

Post by Locke Cole »

dunno, feels like they are concentrating on the completely wrong things when I see this stuff coming out. Use the brainpower to get more quests in!

Heh, yeah, but two things--



1) The class is already defined and finished pretty much. All that's left is picking which quest hall to have them go through, and then working on NPC interaction for their class spirit. Most everything else, including the quest weapon, has been decided already.



2) The designers seem to have tons of idle time because of all the code changes lately. Sure they could throw in more areas, but that just means more testing later, and as far as I'm concerned, the sooner they get mod-10 out the door the better. Class design is pretty easy in comparison, and leaves open the door of exploring the background of those classes in future mods (such as Pirates and new ocean areas).
Sven
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Joined: Fri Nov 15, 2002 6:00 am

Re: Pirates in MajorMUD?

Post by Sven »

There's nothing wrong with Pirates. It fits the era that MajorMUD is supposed to be taking place in, and there are already pirate monsters in the game (re: crystal lake and the ship). So it's not like the concept is totally foreign to MajorMUD.



As far as the issue of there being too few areas oceanic areas-- I imagine this is a problem that will be solved over time.





I would have to disagree. A raider/barbarian type class, yes, the thing about pirates is that they have ships. In my post above, I was sarcasmic about that very thing, how are you gonna carry a ship around? they would have to scale it down to carriable, and then it wouldn't be very realistic, not that fantasy games are, but that defies even fantasy game rules of physics. So, if they dont get their own ship to run around on the non-existant ocean maps, what CAN they do? They run around on land burning and pillaging villages and such. So, what makes them any different than a evil warrior? The point is, ships and water are what makes a pirate a pirate. Without that, you just have a warrior.
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