Re: [Circle] Class strategy

From: Edward Glemkowski (edwardg@ellie.cla.sc.edu)
Date: 11/05/96


>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?

i would imagine this is generally true, since a lot of people want
their characters to be as powerful as they can, and certain races
favor certain classes (giants favor warriors, but discourage mages and
thieves; hobbits favor thieves, but disfavor warriors, etc.).
then you get your silly people, who will make a giant mage just to be
different. 

but then you get people who want something different, but not quite
that silly :)  such as a hobbit priest (every race has their dieties,
right?).

if you code out the ability to select race/class as desired, that last
group (which might very well be the best of the mudders, or at the least,
highly interested in role-playing) will be screwed and probably go
elsewhere.  however, if you are not concerned about losing that
minority of players, don't worry about it.

of course, stock circle doesn't even have races... ;)

>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?  

i would discourage these kinds of super-classes, but this is purely a
personal thing.  i like to emphasis the social and role-playing
aspects, others just want to kill.  if you just want to kill, then go
ahead and gives the players what they want.  i would make one word of
caution here though - if you do do this, do not have limits on the
numbers of items (e.g. only 6 titanium shields [or whatever
super-items you have] allowed - after 6, they stop loading), since
that will encourage very cut-throat, anti-social behavior and the
players will quickly be at each others throats trying to get that
super-eq, and that will drive away the nice/friendly/helpful/kind 
mudders and the casual mudders (i mudded, but i didn't inhale ;)
leaving you with the scum of the earth :P  i've seen that happen...
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