Re: [Circle] Class strategy

From: Yoink! (
Date: 11/05/96

On Tue, 5 Nov 1996 wrote:

> I was a god on a well-developed mud for some time.  This mud had 10 races 
> and 11 classes with about 55 allowable combinations of the two.   I went 
> thru the player file and looked at the popularity of the various class 
> combinations for players who had reached 10+ level (out of 100), giving me 
> about 200 players in my sample.  I found that 10 combinations of classes 
> and races accounted for over 95% of the players.  (Something like 20 
> combinations were not used by anyone). Now that I am working on my own mud, 
> it seemed to me that instead of coding in races as a thing separate from 
> classes, why not just add in the popular combinations (or facsimiles 
> thereof) as classes?  Anyone here have experience with a similar approach?

Similar situation on my mud.  We started out with about 2 dozen types and
the same 3 keep coming up.  So when I imp my own mud, I'll remember to use
their class balance as a reference, and know which 3 classes already rock
and what 2 really suck.

> On another topic.  I've been having discussions with players on things they 
> would like to see.  The gist of what they want is to have more hydrid 
> classes where a player can do it all (fight, cast spells, do thief stuff).  
> It seems to me that such hydrid classes take away from he "pure" classes 
> (fighters, mages, thieves) that specialize in one aspect of the game.  If 
> this is the general trend in hack'n'slash mudding then the end result would 
> be a single class and a single race.  Have other imps/admins seen this 
> trend in their muds or others they frequent?  

Yeah, the problem with players is that they are "munchkin". They ALWAYS
want more skils/spells in the same class.   You gotta have some high level
rewards - say only a straight thief can learn a certain kick butt

> The approach I favor is strict separation of class functions so that the 
> playing experience for different classes is very different.  Different 
> classes would use different strategies to gain exp and use different eq. Am 
> I bucking a trend here and so am doomed to failure?

Nah.  Wish more muds did that.
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