Page 4 of 7

Re: Pirates in MajorMUD?

Posted: Thu Jan 08, 2004 12:40 am
by Demosthenes
Where did I say that there was an abundance of work involved with creating Pirates? I didn't, you can't quote me on that, because I never uttered it. Pirates were easy to implement, but here's the problem people bitching about them have--



THEY CAN'T SEE THE FOREST FOR ALL THOSE PESKY FUCKING TREES



From your last post:





There were however, many design decisions being contemplated.





I'm not gonna sit here and be condescending to you by assuming that you're grammatically challenged. I presume you were just too overwrought to type correctly. Now, as to the quote, perhaps I misunderstand it, but you seem to be saying there were many things to consider in implementing pirates - considering that pirates are the topic under discussion.





Hi, new classes are being added to legit MMUD for the first time in eons. MORE THAN ONE CLASS IS BEING ADDED. More than likely we'll see, at a minimum, a HALF DOZEN (that's 6 for you mathematically challenged individuals) NEW CLASSES. Pirates are but ONE aspect of the overall additions. You people seem to be ignoring all the other GOOD additions being considered.



Who cares if Pirates are "similar" to existing classes. They're also very different in a few ways too, and yet for all these differences, all the people bitching in this thread can come up with is "oh it's lame". Well fuckhead, how is it lame, beyond your inability to engage in any level of fucking fantasy to actually make yourself worth fucking listening to.



Think people. Fucking try to think.



It's lame because there ARE NO OCEANS, FUCKHEAD. It's lame because PIRATES DON'T SING INSPIRATIONAL SONGS, FUCKHEAD. Inspirational songs, by the way, happen to be the entire basis of bardic magic. New classes are great, but pirates just don't belong. The whole structure of bardic magic isn't designed for levels of it, either, since most of the spells are combat enhancement-oriented. So tell me, FUCKHEAD, what differences do pirates have from existing classes besides a magic level that'll inevitably be either useless or sickeningly powerful, due to 80% of the bard spells being clones of each other, and a premise that makes even less sense than ninjas? What's so great? Has Izak been whispering in your ear at night about how he's going to add an ocean to the NPP and the pirates can rampage and plunder across it, which really is ultimately what the game needs for a new spark of life?



By the way, I don't appreciate your acting as if I'm an ignorant child because I happen to think an idea you support is stupid. You spend half your time in these forums calling people idiots, I guess you shouldn't shit where you eat then. If you want to act like fucking Artic, do so, and don't try to be productive the next minute. Try having a rational discussion for once.

Re: Pirates in MajorMUD?

Posted: Thu Jan 08, 2004 12:57 am
by Sven
I think when a pirate sings, they should automatically go evil. Why? Who wouldn't want to kill some ship-bound bum trying to sing songs to "inspire" you? I want to slaughter the fuck just thinking about it. Bards are fags. We accept that. Don't lower seedy ocean-bound thief/warrior combinations (aka "pirates") to the gayness of bards.



Also, people keep saying theres more, but if someone would provide a link to the forum where this is all being discussed, it would help.

Re: Pirates in MajorMUD?

Posted: Thu Jan 08, 2004 1:13 am
by Locke Cole
I'm not gonna sit here and be condescending to you by assuming that you're grammatically challenged. I presume you were just too overwrought to type correctly.

There is nothing wrong with what I said at a grammatic level. Perhaps you need a refresher course on English if you believe what I said was challenging to comprehend.



Now, as to the quote, perhaps I misunderstand it, but you seem to be saying there were many things to consider in implementing pirates - considering that pirates are the topic under discussion.

No, you did misunderstand it. I never implied that it took large quantities of time, or that there were large amounts of decisions-- the only thing one can logically derive from what I said was that it wasn't something someone saw in Pirates of the Caribbean and decided to throw in on a fucking whim.



It's lame because there ARE NO OCEANS, FUCKHEAD.

You need to play MajorMUD more. There is an ocean, and in mod-9 Pirates (albeit ghost pirates) have a ship on the crystal lake, and in mod-7 there's a ship (where you get the golden idol) that seems, to me, to be possibly a pirates ship (or could potentially have been, anyways).



It's lame because PIRATES DON'T SING INSPIRATIONAL SONGS, FUCKHEAD.

You're right, they don't sing inspirational songs. Who said they did?



Inspirational songs, by the way, happen to be the entire basis of bardic magic.

Heh, if you say so. As has already explained elsewhere, ASSCLOWN, Pirates would likely pick up the songs due to their frequent visits to Inns and Pubs. You know.. where Bards perform... And it's not much of a stretch to think that a Pirate captain might keep a Bard as a member of his crew to encourage the men.



New classes are great, but pirates just don't belong.

Which, of course since you're in the minority, is really an irrelevant opinion. Thanks for sharing it though, I'm sure Miles is filled with joy knowing that he has a partner that agrees with him.



The whole structure of bardic magic isn't designed for levels of it, either, since most of the spells are combat enhancement-oriented.

This is your opinion, which is not backed up in any way by the facts. Daymia already fleshed out which songs a Pirate would get, and they seemed to be broken down quite logically.



So tell me, FUCKHEAD, what differences do pirates have from existing classes besides a magic level that'll inevitably be either useless or sickeningly powerful, due to 80% of the bard spells being clones of each other, and a premise that makes even less sense than ninjas?

They're a 1H Combat-4 class, MajorMUD doesn't have one of those yet. They can use a limited set of Bardic magic, and depending on how they go in, they may have a natural resistance to water attacks (or atleast a quest cloak that grants such an ability, or perhaps a quest ala Gaunt Ones). As oceanic areas are invariably added, they will be there to be considered for quests and areas in said new ocean areas. OTOH, if Pirates aren't put in, why even bother with a vast ocean area? Cart before the horse kind of deal, something I know you'd never understand because you're so fucking ignorant.



By the way, I don't appreciate your acting as if I'm an ignorant child because I happen to think an idea you support is stupid.

Well if you weren't acting like a fucking ignorant child, I wouldn't be treating you like one. But here we are-- your ignorance is showing through like a beacon, encouraging other ignorant people to join in fighting "the man" because god forbid a Pirate class be added to MajorMUD. Again, forest for the trees scenario, despite all the other classes and other changes being considered, you dumbasses focus in on the one minor addition-- a Pirate class. Amazing.



You spend half your time in these forums calling people idiots, I guess you shouldn't shit where you eat then.

Relevancy? I don't call this place home, and I've never claimed that people here are the brightest bulbs on the Christmas tree. So where are you going with this? Why should I be treating your shit like gold bars when it's really just more cow manure? You're a fucking tool, why would I waste time trying to carry on something intelligent with the likes of you?



If you want to act like fucking Artic, do so, and don't try to be productive the next minute. Try having a rational discussion for once.

I did, and I have already in the MudCentral forums. You can only defend against the same worthless arguments before it gets tiring. If you want to go debate people, go to the MudCentral forums. If you want someone to tell you you're a fucking n00b, stay here and debate me, because that's all you're getting.



Enjoy!

Re: Pirates in MajorMUD?

Posted: Thu Jan 08, 2004 1:47 am
by Sven
As oceanic areas are invariably added, they will be there to be considered for quests and areas in said new ocean areas. OTOH, if Pirates aren't put in, why even bother with a vast ocean area? Cart before the horse kind of deal, something I know you'd never understand because you're so fucking ignorant.

Enjoy!



I don't see why you need pirates to add ocean areas. Sure, if pirates are put in, they belong on water type areas, but they should make some either way. In many books, there are wizards/mages and such who go out on boats and have boat to boat spell wars. I don't think pirates should be better on water than any other class. I mean, if I was born and raised on water, a fighter, but not a pirate, wouldn't I still have the same abilities? I just would have different means of getting money.

Re: Pirates in MajorMUD?

Posted: Thu Jan 08, 2004 2:00 am
by Dilbert
This is the latest voting think ppl are realising pirates are a shit idea like some of the others. (gunslingers for crying out loud):)



Alchemists 27 (5.4%)

Animists 13 (2.6%)

Archers 35 (7%)

Artificers 11 (2.2%)

Falconers 17 (3.4%)

Fools 9 (1.8%)

Gladiators 17 (3.4%)

Gunslingers 11 (2.2%)

Illusionists 31 (6.2%)

Inventors 9 (1.8%)

Loremasters 18 (3.6%)

Martial Artists 24 (4.8%)

Mimics 11 (2.2%)

Morphers 24 (4.8%)

Necromancers 43 (8.6%)

Pirates 30 (6%)

Psionists 45 (9%)

Samurai 50 (10.1%)

Summoners 53 (10.7%)

Swordspell 17 (3.4%)





Total votes: 495

Re: Pirates in MajorMUD?

Posted: Thu Jan 08, 2004 2:05 am
by Rust In Peace
Locke,



Take Izak's dick out of your ass and shut up. Pirates are a very useless and redundant class. I'm kind of having trouble placing them on the scale of usefulness. Perhaps you could help me, Locke. Should they be slightly before or after gypsies? And if the gears in that brain of yours are ticking, I'm sure you realize that either way, this places them into the bottom 3 of mud's classes, in the elite company with the thieves.



But all the *obvious* faults of this class aside, explain one thing to me. Why do you defend Metro's decisions that don't make sense? Are you stupid, or just retarded? You sound like you want them to improve the game, and yet you approve of their decisions that ruin it.

Re: Pirates in MajorMUD?

Posted: Thu Jan 08, 2004 2:17 am
by Kai Shadowbane
This is the latest voting think ppl are realising pirates are a shit idea like some of the others. (gunslingers for crying out loud):)



Alchemists 27 (5.4%)

Animists 13 (2.6%)

Archers 35 (7%)

Artificers 11 (2.2%)

Falconers 17 (3.4%)

Fools 9 (1.8%)

Gladiators 17 (3.4%)

Gunslingers 11 (2.2%)

Illusionists 31 (6.2%)

Inventors 9 (1.8%)

Loremasters 18 (3.6%)

Martial Artists 24 (4.8%)

Mimics 11 (2.2%)

Morphers 24 (4.8%)

Necromancers 43 (8.6%)

Pirates 30 (6%)

Psionists 45 (9%)

Samurai 50 (10.1%)

Summoners 53 (10.7%)

Swordspell 17 (3.4%)





Total votes: 495



Hey, I kinda liked that Gunslinger class :cool:

It's time to move from the, well, metal age to the, uhm

gunpowder stage

besides, didn't gunpowder arrive before pirates?

Re: Pirates in MajorMUD?

Posted: Thu Jan 08, 2004 7:19 am
by Dilbert
Hey, I kinda liked that Gunslinger class :cool:

It's time to move from the, well, metal age to the, uhm

gunpowder stage

besides, didn't gunpowder arrive before pirates?



Grin Kai, just as long at level 65 im able to use a SAW (squad automatic weapon)

with teflon coated 7.62 ammo. :)

Re: Pirates in MajorMUD?

Posted: Thu Jan 08, 2004 9:45 am
by Sven
Grin Kai, just as long at level 65 im able to use a SAW (squad automatic weapon)

with teflon coated 7.62 ammo. :)



Im assuming you want that to come with the auto, semi-auto, and three-round burst options? :cigar:



Im glad they are putting in summoners. That will finally fix enslave. If they don't, they will run into the same prob as me, summoners will be worthless unless wearing full plate. :thumbd: I can't believe they would pick pirates over morphers or some neat class like that. Make a thief, get on a boat, and go "ARRR Matey!" and wow, you are a pirate. Doesn't need its own damn class.

Re: Pirates in MajorMUD?

Posted: Thu Jan 08, 2004 10:50 am
by Locke Cole
Take Izak's dick out of your ass and shut up.

Maybe you should take Mile's dick out of your ass first.



Pirates are a very useless and redundant class.

Thank you for your opinion, please feel free to chime in next time with more useless commentary the next time you believe your opinion is valuable.



I'm kind of having trouble placing them on the scale of usefulness.

At least you admit it's a problem with you.



Perhaps you could help me, Locke.

I'm sorry, I didn't sign up as a volunteer for the Special Olympics.



But all the *obvious* faults of this class aside, explain one thing to me. Why do you defend Metro's decisions that don't make sense?

There were no obvious faults. You compared them to existing, enjoyable classes, and acted as if this was enough to warrant bitching endlessly about them. I'm afraid it's not. Who cares that they're a fucking hybrid class besides you in the minority? Gypsies, Warlocks and the other hybrids are some of the funnest classes in the game-- the problem with them is that they tend to have exp charts that don't quite reflect their actual value (read: they cost too much to be able to script solo). Of course with Pirates that's a minor issue because they have combat-4, so a high chart is entirely doable.



As far as me defending Metro's decisions-- you're a fool. I'm the first in line to bitch at them at length when they do something incredibly stupid. The fact that you're suggesting otherwise is quite amusing however, and I'm certainly interested in seeing all my "Metro defense" posts brought to light. I mean, I was the first person to complain about the regen fix after it was released: how long does it fucking take to fix something so simple? It should have been done in a week or two, and it should have worked flawlessly. Instead it took 6-8 months with the "new" coder, and the regen fix has problems that require recoveries to solve still (monsters appearing out of place, the audit trail being flooded with errors, etc). So no, I think you have it backwards, I'm the least Metro apologetic person alive.. but hey, if it makes your argument better, why go with the facts when you can divy up some fiction?



Are you stupid, or just retarded? You sound like you want them to improve the game, and yet you approve of their decisions that ruin it.

Heh, I've still not seen the horrible, disgusting, awful change that Pirates would bring that would bring ruin to MajorMUD. Perhaps one of you chuckleheads could point me to this major flaw that would cause players to leave in droves?



And hey, why bitch anyways? You people don't tend to run legit games, you could just edit the Pirate class out and use the extra slot in a semi-legit game (without having to crack the DLL). You should be thanking me for providing atleast one more class slot for your editing use. But what do I get? No love.