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Re: Pirates in MajorMUD?

Posted: Sun Jan 04, 2004 3:28 pm
by Platinum
Though I do think a lot of time, effort, and good thought was put into the Pirate class, I have to agree with these guys..to an extent. I don't think Pirate's should be added, but not for the same reasons.



Why add Pirates? What makes them good? Would you pick a Pirate over a Bard? I wouldn't. Anyone who would is completely insane, as for what I saw the only thing they have on Bard's is being combat 4..according to what Daymia posted anyway. Bards get more spells than Pirates which makes up for the combat difference anyway, and then some. Also, what the hell good is combat-4 on a 1h class? What exactly does it help? QND-ness and whatnot? As if that's not already possible on every 1h weapon in the game.



I don't see 1 advantage that Pirates have over any other class, and I don't see 1 thing that they'll add to the game. Unless Metro devises some real nice abilities for the Pirates to have, or some advantages over other classes that make them worth playing, I don't see them being the least bit useful. Daymia's suggestion was 210% exp chart..that's the same as a Bard, and again..Pirate's will lose toe-to-toe to a bard if the Bard is even half-assed good.



Locke, tell me what YOU think the Pirate's add to the game, just as your opinion. I'm really curious as to why people think another useless class needs to be added to the game. Why not take out thieves, or take out gypsies. Classes no one ever plays, and those who do have nothing to brag about except horrible characters. Why not, instead of adding new classes, disect the ones that currently exist and figure out why they suck so bad, and fix it.



You can argue that a gypsy or a thief is a good character, but I've been playing this game for long enough to know they aren't, so don't bother. Let's just see what you think about Pirates.

Re: Pirates in MajorMUD?

Posted: Sun Jan 04, 2004 3:35 pm
by Sven
I can understand about gypsies, but theifs are somewhat good. They have a very low exp chart, which allows them to make levels quickly, and they can bs. On boards like mudrev, they can be insane. In reg mud I don't think they are all that much, but the rogue is always a playable class in almost any rpg. :) As for gypsies, when I first started playing mud, there was a lvl 13 gypsy with sunbolt scripting the graveyard, I asked why, the guy said because gypsies suck. That hasn't changed over the 7 years since then.

Re: Pirates in MajorMUD?

Posted: Sun Jan 04, 2004 11:45 pm
by iNViSiGOD
Heh, of all things they came up with they decided upon Pirates. While in theory it would have been a good replacement "NAME" for thieves, the concecpt itself has little merrit. Now if you added say a Summoner into the game that could add spice, that way they could fall upon exsisting monsters as summon spells and possibly even add a few nice higher level ones. Another one that would be nicee would be making Wardancers a standard in the game. Make it a nice high chart,say 300% or more, all 1h and robe based,basically making a more useful mystic. Bash my ideas if you want im not worried about it,jujst thought i'd add in my 2 cecnts.

Re: Pirates in MajorMUD?

Posted: Mon Jan 05, 2004 1:23 am
by Locke Cole
Heh, of all things they came up with they decided upon Pirates.

...



If Pirates were the only idea being considered so far, I'd agree with you, but they're not. Pirates are just the most controversial of them for some ill conceived reason. Go read the MudForums, there were something like 20-30 class ideas all in a single poll. Sure, some were far-fetched, but no stone was left unturned in looking for new and unique concepts. Peoples odd fascination with Pirates seems to have less to do with MajorMUD and more to do with that god damned movie (despite the idea for a Pirate class being far older than the movie, and despite the fact that pirates have been in MajorMUD since mod-9).

Re: Pirates in MajorMUD?

Posted: Mon Jan 05, 2004 1:40 am
by Locke Cole
Why add Pirates?

Why not? With all the other ideas being thrown around, Pirates are the least intrusive of them. I'm really surprised people aren't bitching about the other ideas that Metro has offered up.



What makes them good?

They're a good 1H Combat-4 class, they get access to a subset of Bard songs, while also having a few new songs added just for them (not "just" for them, of course a Bard can also learn these new songs, but their concept and origin would be firmly set with Pirates). They would also likely receive thievery and picklocks, as well as possible resistance to water attacks (either via quests, items, or both). I think all of these set them apart from most other classes.



Would you pick a Pirate over a Bard? I wouldn't.

What does this have to do with anything? It's like asking if people would pick a Thief over a Warrior. I wouldn't pick a Thief, but that's me. Just because you'd pick a Bard over a Pirate doesn't mean everyone else would. You're not representative of other players in the slightest.



Anyone who would is completely insane, as for what I saw the only thing they have on Bard's is being combat 4..according to what Daymia posted anyway. Bards get more spells than Pirates which makes up for the combat difference anyway, and then some. Also, what the hell good is combat-4 on a 1h class? What exactly does it help? QND-ness and whatnot? As if that's not already possible on every 1h weapon in the game.

I think the assumption is that more 1H weapons will be added that kick ass. No doubt class-restricted items would also be added either just for Pirates, or limited to a selection of the other 1H classes. Combat-4 would also help during the early levels when we're not all Q&D with our weapons, and while the lower levels account for less and less of a chars total life these days (an unfortunate turn of events, IMHO), it doesn't change the value of it in the end.



I don't see 1 advantage that Pirates have over any other class, and I don't see 1 thing that they'll add to the game.

If we applied this logic of yours to the existing classes, a lot of them would be removed. In other words-- your logic and reason is irrelevant. If we subscribed to that, we might as well stop playing MajorMUD.



Unless Metro devises some real nice abilities for the Pirates to have, or some advantages over other classes that make them worth playing, I don't see them being the least bit useful. Daymia's suggestion was 210% exp chart..that's the same as a Bard, and again..Pirate's will lose toe-to-toe to a bard if the Bard is even half-assed good.

She went on to point out that the chart was intentionally set to the same as a Bard until some discussion over what it should be could be had. As people appear to be engaging in bitch-fests over the class (despite a majority wanting the class according to the polls), I'm willing to bet that any discussion of their exp chart will likely be held off forum between the designers with no player interaction. In other words, by being vocal against a majority, you're ensuring that you don't get listened to in the future.



Locke, tell me what YOU think the Pirate's add to the game, just as your opinion.

Enumerated above.



You can argue that a gypsy or a thief is a good character, but I've been playing this game for long enough to know they aren't, so don't bother. Let's just see what you think about Pirates.

Heh, so why add anything, what a great plan. Nevermind that a number of other classes are being added alongside Pirates and that as a whole it broadens the scope and will no doubt re-kindle interest in MajorMUD, let's just keep Pirates out because we don't like them for some goofy reason.



As I said in the MudCentral forums-- plenty of shit doesn't make ANY sense at all in MajorMUD. Why do Pirates not making sense warrant this kind of repeated bitching?

Re: Pirates in MajorMUD?

Posted: Mon Jan 05, 2004 1:56 am
by Platinum
Why do Pirates not making sense warrant this kind of repeated bitching?

Re: Pirates in MajorMUD?

Posted: Mon Jan 05, 2004 2:09 am
by Locke Cole
Yes? And? They don't make sense, but otherwise the class is fine. There's plenty worse going on in MMUD than Pirates. Open your eyes.

Re: Pirates in MajorMUD?

Posted: Mon Jan 05, 2004 6:22 am
by Miles
The Pirate class is the dumbest fucking idea I have seen them come up with yet. I mean they are CODERS for god's fucking sake, why don't they code something. Something Unique, not some basic bullshit useless class with a shitty exp chart to go along with the other 3-4 shithole classes. (That in all actually are really fun and balanced with a tiny modification. Damn Idiots.) If they spend all this time tweaking this formula, and fucking up this formula.. Why don't they take the time to create something worthwhile.. The Summoner class.. Great idea, It wouldnt be hard to code the controlling of monsters and summon spells, Shit I did it myself in Redux. The Psionist class... The Archer class with off-hand bows. BeastMaster class (Charm abilities... Make Monsters able to come within parties and fight for you) the ever common magely twin of paladins, The Mageknight/BattleMage..



CHRIST A FUCKING PIRATE? Definately Novelty, very Cheezy, and is it Bardic? Because I never knew a pirate that could fukn sing. Yeah they sings song aboard the boat? Dosn't mean they are good at it. Give me a fuckin break. I'm sure.. Unless its some fairy pirate that can sing (Which wouldn't exist in that day and age.) That's all we need, MajorMUD with gay pirates sticking it in the gay bard's ass. (ie: Vladimer)



C'mon you damn idiots over at Metro.. Theres bigger problems, and better ideas then to whip up a piece of shit like that just to satisfy your ass-kissing forum userbase. Majority of MajorMUD players don't even read that gay ass forum because they are all bunch of idiots and have fucking gay tag lines.

Re: Pirates in MajorMUD?

Posted: Mon Jan 05, 2004 9:40 pm
by Sven
The Pirate class is the dumbest fucking idea I have seen them come up with yet. I mean they are CODERS for god's fucking sake, why don't they code something. Something Unique, not some basic bullshit useless class with a shitty exp chart to go along with the other 3-4 shithole classes. (That in all actually are really fun and balanced with a tiny modification. Damn Idiots.) If they spend all this time tweaking this formula, and fucking up this formula.. Why don't they take the time to create something worthwhile.. The Summoner class.. Great idea, It wouldnt be hard to code the controlling of monsters and summon spells, Shit I did it myself in Redux. The Psionist class... The Archer class with off-hand bows. BeastMaster class (Charm abilities... Make Monsters able to come within parties and fight for you) the ever common magely twin of paladins, The Mageknight/BattleMage..



CHRIST A FUCKING PIRATE? Definately Novelty, very Cheezy, and is it Bardic? Because I never knew a pirate that could fukn sing. Yeah they sings song aboard the boat? Dosn't mean they are good at it. Give me a fuckin break. I'm sure.. Unless its some fairy pirate that can sing (Which wouldn't exist in that day and age.) That's all we need, MajorMUD with gay pirates sticking it in the gay bard's ass. (ie: Vladimer)



C'mon you damn idiots over at Metro.. Theres bigger problems, and better ideas then to whip up a piece of shit like that just to satisfy your ass-kissing forum userbase. Majority of MajorMUD players don't even read that gay ass forum because they are all bunch of idiots and have fucking gay tag lines.





Ya, im playing with the idea of a summoner class, but enslaved monsters really dont do shit. Im afraid the class would suck major ass. The monsters don't tank, they randomly decide when they feel like attacking, the summoner would have to be a platemail, 10-15 hp a lvl class just to survive long enough for the monster to kill anything.

Re: Pirates in MajorMUD?

Posted: Mon Jan 05, 2004 10:27 pm
by Pike
Thanks for voting. Based on the results, the Pirate class will be added to MajorMUD. - Daymia





What were the choices for the vote? They must not have had very many to come up with such a terrible class. I mean, look at all the new and better classes on the hexed boards. Seems Pirates = Gypsys without spells.