On Characters: Credos and learning system

Thoughts on the further development of Haven & Hearth? Feel free to opine!
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warrri
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Re: Character Development: Credos and change in learning system

Post by warrri »

One could argue there are following two classes right now:
Main char you play and craft with
Murder alt

However nothing prohibits you not to skill any other skill on your murder alt, or murder on your main char.
The world I love The tears I drop To be part of The wave can't stop
Ever wonder if it's all for you
The world I love The trains I hop To be part of The wave can't stop
Come and tell me when it's time to
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Jackard
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Post by Jackard »

Warri........

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Winterbrass
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Re: Character Development: Credos and change in learning system

Post by Winterbrass »

warrri wrote:However nothing prohibits you not to skill any other skill on your murder alt, or murder on your main char.
Therefore, there are no classes.
jorb wrote:Haven aims to be hardcore.
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Chakravanti
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Re: Character Development: Credos and change in learning system

Post by Chakravanti »

'Murder alts' make excellent smiths because of their strength if you have forges. THat's pretty much how I managed my main two toons. Fed my murder alt con, agi & str food while macro mining and Developed the shit I needed for jeweling on my main.

You could argue, in fact that there are two special types of crafters:
Jewelers & farmers.

By 'special' I mean that the character needs to develop any stat over 100 to preform the increasing values and demand for that profession.

I kept my shit balanced on the last map but I think that was inefficient and don't plan to do the same on this one.
Winterbrass wrote:
warrri wrote:However nothing prohibits you not to skill any other skill on your murder alt, or murder on your main char.
Therefore, there are no classes.
Not so. These are classes even if they are unofficial.
Well what is this that I can't see
With ice cold hands takin' hold of me
Well I am death, none can excel
-Ralph Stanley, O Death!
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Jackard
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Post by Jackard »

Stop making up your own definitions. Thats not what the word fucking means.
Last edited by Jackard on Sun Feb 21, 2010 4:24 am, edited 2 times in total.
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Winterbrass
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Re: Character Development: Credos and change in learning system

Post by Winterbrass »

Chakravanti wrote:
Winterbrass wrote:
warrri wrote:However nothing prohibits you not to skill any other skill on your murder alt, or murder on your main char.
Therefore, there are no classes.
Not so. These are classes even if they are unofficial.
Unofficial classes are not classes. They're 'builds', or 'playstyles'. Classes are inherent to the construction of the game. Choosing a 'class' prevents the player from doing some things, rather than simply making them more difficult. Play a Warrior on World of Warcraft and then try to cast a spell. Play a Paladin in D&D 3.5 and attempt to Decipher Languages.
jorb wrote:Haven aims to be hardcore.
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sabinati
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Re: Character Development: Credos and change in learning system

Post by sabinati »

archetypes have no place in a skill based system like this
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Bigfish
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Re: Character Development: Credos and change in learning system

Post by Bigfish »

Winterbrass wrote: Unofficial classes are not classes. They're 'builds', or 'playstyles'. Classes are inherent to the construction of the game. Choosing a 'class' prevents the player from doing some things, rather than simply making them more difficult. Play a Warrior on World of Warcraft and then try to cast a spell. Play a Paladin in D&D 3.5 and attempt to Decipher Languages.
Thats exactly what i was think while writing this topic. When you choose a credo should still have the chance to be decent (not the best) in all skills.

Added this to OP:

Restrictions
I also had the idea to adding restrictions so a newbie is not overwhelmed by the mass of options (i was when i first started :? which was annoying as hell). For regular/old players it should stay the same in terms of accessibility, ie you wont have steel to create a plate armor right after starting but when you have you will be able to craft it. Skill level cost may remain as it is now, so you ll be expert very fast.
Skill name: [skill level](building restrictions)

Smith:
  • apprentice[5-15]( everything not mentioned afterwards)
    expert[15-50](steel, bronze armor, coinpress, rings[expect those below], metal plow);
    master[>50](b12, plate armor, monocle, Thane's Ring, Family Heirloom )
Carpentry:
  • apprentice [5-15] (everything not mentioned afterwards)
    expert[15-50] (wooden chests, cheese rack/tray, meat grinder, cupboard, cellar, mine hole)
    master[>50] (stone mansions, brickwalls)
Chef:
  • apprentice [5-15] (everything not mentioned afterwards)
    expert[15-50] ( cheese, cakes, sausages)
    master[>50] ( bear salami, BBB, WWW)
Sewer:
  • apprentice [5-15] (everything not mentioned afterwards)
    expert[15-50] (Hirdsman's Cape, Lawspeaker's Hat, Lawspeaker's Robes, Necromancer's Cloak, Boar Tusk Helmet)
    master[>50] (cylinder hat, Ranger's Boots, Rangers bow)
Thief:
  • apprentice [5-15] pickpocketing
    expert[15-50] "Hide in the shadows"
    master[>50] maybe some kind of assassination attack
Marksman:
  • apprentice [5-15]
    expert[15-50] "Directed shot" guarented hit (some cooldown)
    master[>50] "Multiple shot" hits several opponents for 50% of normal damage
Meele/Unarmed/:
  • (- need to analyze combat system)
Last edited by Bigfish on Sun Feb 21, 2010 1:19 pm, edited 2 times in total.
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Potjeh
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Re: Character Development: Credos and change in learning system

Post by Potjeh »

No, thanks.
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Winterbrass
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Re: Character Development: Credos and change in learning system

Post by Winterbrass »

Potjeh wrote:No, thanks.
jorb wrote:Haven aims to be hardcore.

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