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Starting Characters

Posted: Mon Nov 05, 2007 10:20 am
by Llama
This proposal aims to change how characters start off

I) Removal of Obsolete Packs:

Some packs are less 'worth it' then others, other packs are just useless. The bard package was useful when it had elvish in it, now its totally useless, so are priest and thief.

These should be removed.

I would also remove mage and battlemage from the starting package, at least until we have an NPC system (gives people less ideas).

II) Balancing of Packages

Mage contains clothes, a wand, and a staff
Fighter contains platemail, a pothelmet and leggings
Crafter starts with a hammer, a saw and a needle (2 of which will probably be useless to you)

These need to be balanced.

I would suggest: Start from 5 silvers, and reduce the price for each item, then give the rest as coins. So if you choose mage, you'd get some good cash, while if you choose fighter, you don't get as much.

III) Give for all choices:

"Crafter" needs to be broken down into "Carpenter", "Tailor" , "Cook". (Smithing shouldn't be an option, as the smelting tools cost a lot, and PCs have a monopoly on them).
Carpenter should contain an axe, crafting tools, a plane, a saw...

People shouldn't be thrown into a game without having the proper tools, especially if they Rp their characters as following that profession since ages.

IV) How to: Books

Until newbie island starts, the starting package for a craft should contain a book called "Manual to XXXXX". It would describe the basics in that craft, (including OOC information). This is to prevent people running around asking a person how to craft, while they have roleplayed crafting since ages. "I am XXXX, a elvish carpenter, umm, can you explain to me how to use this?"

V) Skillz:

The skills given at the start package should be WORTH something. At least 3 'levels' in crafting (3 new items can be made), and the equivalent in resource collecting. For fighter classes, the skills should be divided amongst the primary weapon (one that comes in the pack).

VI) Food:

Its useless starting out a lizardman with 10 apples, sausages and bread... So give food depending on the race of the character in question. 10 "normal foods" and 2 "Good foods".

VII) Item quality:

DON'T give half destroyed items. Give items of at least average quality, it'll allow the person to be able to do something before s/he needs to change their gear. Also, since everyone starts with half torn clothes, everyone started as a beggar?

VIII) Custom:

For those 1337 enough to want a particular character, there should be a custom item/skill option. You choose the items you want from a list, and a number of skills (Note that it'd be divided equally amongst them, so if you choose 10 skills, you'll have very little). So if you don't want a fighter like that, but prefer an unarmed fighter, you can ditch all the gear for more hard cash (for example).

Discuss.

Posted: Mon Nov 05, 2007 10:46 am
by Juliana D'cheyne
This proposal aims to change how characters start off

I) Removal of Obsolete Packs:

Some packs are less 'worth it' then others, other packs are just useless.
agreed but I do think the bard pack with an instrument is helpful, it is hard to be a bard without one.




I would also remove mage and battlemage from the starting package, at least until we have an NPC system (gives people less ideas).

I think it gives them hope that they will be in system at least...... and would not remove
II) Balancing of Packages

Mage contains clothes, a wand, and a staff
Fighter contains platemail, a pothelmet and leggings
Crafter starts with a hammer, a saw and a needle (2 of which will probably be useless to you)
I would add scissors

I would suggest: Start from 5 silvers, and reduce the price for each item, then give the rest as coins. So if you choose mage, you'd get some good cash, while if you choose fighter, you don't get as much.

This sounds like a good idea... especially with the food the way it is...not being able to even buy a spoon or bag ig without finding a crafter, it is not unreasonable
III) Give for all choices:

IMO this would be too hard to set up and possibly not even necessary...
IV) How to: Books

Until newbie island starts, the starting package for a craft should contain a book called "Manual to XXXXX". Possibly if can have a link it would be nice for it to go to the wiki.
V) Skillz:

The skills given at the start package should be WORTH something. At least 3 'levels' in crafting (3 new items can be made), and the equivalent in resource collecting. For fighter classes, the skills should be divided amongst the primary weapon (one that comes in the pack).
And mages? priests, druids?

VI) Food:

Its useless starting out a lizardman with 10 apples, sausages and bread... So give food depending on the race of the character in question. 10 "normal foods" and 2 "Good foods".

Since apples can be picked immediately ig I really don't see the need of adding them at all.

VII) Item quality:

DON'T give half destroyed items. Give items of at least average quality, it'll allow the person to be able to do something before s/he needs to change their gear. Also, since everyone starts with half torn clothes, everyone started as a beggar?


Fully agree


VIII) Custom:

For those 1337 enough to want a particular character, there should be a custom item/skill option. You choose the items you want from a list, and a number of skills (Note that it'd be divided equally amongst them, so if you choose 10 skills, you'll have very little). So if you don't want a fighter like that, but prefer an unarmed fighter, you can ditch all the gear for more hard cash (for example).

It is late and may just be me.. but I don't understand this suggestion.

Posted: Mon Nov 05, 2007 10:55 am
by Llama
VIII)

"Custom Build"

Items:

[]bag
[]serinjah-sword
[]shield
[]platemail
[]leather armor

X coins left
---

Basically you pick your own items, and your own skills.

Posted: Mon Nov 05, 2007 11:01 am
by Korm Kormsen
the starting package for a craft should contain a book called "Manual to XXXXX". It would describe the basics in that craft, (including OOC information).
a very good idea.

i think, even players, that don't read manuals will inspect their starting luggage.

Posted: Mon Nov 05, 2007 11:02 am
by Estralis Seborian
http://illarion.org/community/forums/vi ... hp?t=25085 (german only :-()

You might want to contact PO Banduk who promised to redo the start packages.

Posted: Mon Nov 05, 2007 5:56 pm
by Nitram
He did allready. I'm going to check the syntax of all packages these days and will put them into the account system.

Posted: Fri Dec 07, 2007 4:48 pm
by Llama
I have to dig this up again, because it seems that for SOME packages it works, for others it doesn't.

A few days ago a friend of mine started as a blacksmith, and he could make a lot of different things.

Yesterday I started as a farmer. Again the tools are bad, there is no skill, and even if the wiki states that you need a sickle to harvest plants, there is no sickle, but there's a (large) shovel instead.

Can someone make sure that all the packs work well?

Posted: Fri Dec 07, 2007 6:55 pm
by Nitram
The packages work exactly in the way they were designed.

To balance the things, it would be needed to get a list of the price of each item. The price its traded ingame. The lack of such a list, is also the reason for the crappy NPC Traders. Because I just have no idea, how much the different items are worth.

Nitram

Posted: Fri Dec 07, 2007 7:43 pm
by Pellandria
We need Smacc again..

Posted: Fri Dec 07, 2007 11:23 pm
by Nitram
I would be glad if a SMACC list would exsist again.

Some values I could work with, balancing the starting packages, building up a "advanced startpack selector" ( something where you can build your startpack individual ), balancing the NPC prices, maybe even have a look at the monster drops again...

And more ;-)