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Poll
Question: All good?
Option 1: EPIC WIN votes: 15
Option 2: EPIC FAIL votes: 10
Title: Character Class Restrictions
Post by: Kamimaia on 08-08-2011
Character Class Setup Proposition 'Tactics'

Alignments: Black/Corruption, Green/Jungle, Blue/Ocean, Gray/Machine, Purple/Skyfire, Red/Hell, White/Light, Yellow/Balance
Classes: Knight, Mage, Artificer, Chemist, Rogue, Martyr, Spellblade, Archer

(These apply only to equips- not vanities. Anyone can wear any vanity, as choices are limited.)
(Hammers, axes and picks are always limited to Gold by default as they are considered construction tools, seperate Auth required for use of higher-tier picks.)
(If your class has restricted an item that is allowed by your race or alignment, it cannot be used. You may ALWAYS use any item allowed by your class. Example: Mage restricts Armor, yet allows Wizard Hat.)

UNIVERSALLY ALLOWED UNLESS RESTRICTED BY CLASS
Mining Helmet
Bucket
Magic Mirror
Shackle
Healing Potions
Mana Potions
Restoration potions
Goldfish
Mushrooms
Glowing Mushrooms
Purification Powder
Breathing Reed
All Shortswords
Broadswords up to Wood
Armors and Bows up to Copper
Arrows
Flaming Arrows

Choose one OR two Alignments, choose TWO alignment bonuses (not from each) if choosing two alignments. Normal alignment bonuses do not apply, but you cannot choose an item that is restricted by your class. If Balance is chosen when picking TWO alignments, cannot choose 'Night's Edge' or 'Star Cannon'
Choose one OR two classes, apply the restrictions from all classes chosen. If one class restricts items allowed by another class, those items are restricted.

---

Alignments:

(Classes or Races listed in parenthesis after any entry are designated as the ONLY class(es) or Race(es) that can use that bonus from an Alignment)

-Black/Corruption-
The Breaker (Knight) (Artificer)
War Axe of the Night (Knight) (Artificer)
Dark Lance (Knight) (Mage)
Light's Bane (Knight) (Rogue)
Demon Bow (Rogue) (Archer)
Ball O' Hurt (Knight) (Artificer)
Vilethorn (Mage) (Chemist) (Spellblade)
Demon Scythe (Mage)
Shadow Armor (Knight) (Artificer) (Spellblade) (Archer)
Battle Potion (Knight)
Thorns Potion (Mage) (Artificer)
Unholy Arrows (Rogue) (Archer)
Purple Phaseblade (Spellblade)
Vile Powder (Chemist) (Rogue)
Ivy Whip (Mage) (Chemist) (Rogue) (Spellblade) (Archer) (Martyr)

Knight- "Blackguard"
Mage- "Viramancer"
Rogue- "Assassin"
Artificer- "Ruiner"
Archer- "Shadowed Arrow"
Spellblade- "Vile Blade"
Chemist- "Poisoner"


-Green/Jungle:-
Blade of Grass (Knight) (Martyr)
Staff of Regrowth (Knight) (Mage) (Rogue) (Martyr)
Thorn Chakrum (Knight) (Rogue) (Martyr) (Archer)
Vilethorn (Mage) (Chemist) (Rogue) (Martyr) (Spellblade)
Flower of Fire (Mage)
Green Phaseblade (Spellblade)
Ivy Whip (Mage) (Chemist) (Archer)
Jungle Armor (Knight) (Spellblade)
Thorns Potion (Knight)
Regeneration Potion (Rogue) (Archer)
Nature's Gift (Mage) (Chemist) (Rogue) (Martyr) (Spellblade)

Knight- "Sentry of the Grove"
Martyr- "Disciple of Growth"
Spellblade- "Verdant Blade"
Mage- "Druid"
Chemist- "Grove Tender"
Archer- "Hunter"
Rogue- "Ranger"


-Blue/Ocean:-
Spear (Chemist) (Martyr)
Trident (Knight) (Mage) (Chemist) (Martyr)
Muramasa (Knight) (Martyr)
Blue Moon (Knight) (Martyr)
Harpoon (Artificer) (Chemist) (Martyr)
Aqua Scepter (Mage) (Chemist) (Martyr)
Water Bolt (Mage) (Rogue)
Blue Phaseblade (Spellblade)
Flipper (Mage) (Chemist) (Rogue) (Martyr) (Spellblade)
Diving Helmet (Knight) (Artificer) (Chemist)
Gills Potion (Knight) (Rogue) (Martyr) (Spellblade)
Water Walking Potion (Mage) (Rogue) (Martyr) (Spellblade)
Gold Armor (Knight) (Artificer) (Spellblade)

Martyr- "Disciple of Depth"
Knight- "Deep Knight"
Mage- "Aquamancer"
Chemist- "Cleanser"
Artificer- "Atlanteer"
Rogue- "Riptider"
Spellblade- "Wake Blade"

-Gray/Machine:-
Spiky Ball (Knight) (Chemist)
Grenade (Artificer) (Martyr)
Harpoon (Knight) (Martyr) (Archer)
Flintlock Pistol (Chemist) (Rogue) (Martyr) (Archer)
Handgun (Chemist) (Rogue) (Martyr) (Archer)
Minishark (Artificer)
Musket (Chemist) (Martyr)
Diving Helmet (Artificer)
Necro Armor (Knight) (Archer)
Musket Ball (Chemist) (Rogue) (Martyr)
Grappling Hook (Knight)
Sandgun (Artificer) (Rogue) (Martyr) (Archer)

Artificer- "Machinist"
Knight- "Shield"
Chemist- "Oiler"
Martyr- "Disciple of the Machine"
Rogue- "Thief"
Archer- "Sniper"

-Purple/Skyfire:-
Meteor Hamaxe (Knight) (Martyr)
Fiery Greatsword (Knight) (Martyr)
Pheonix Blaster (Artificer) (Archer)
Flintlock Pistol (Rogue) (Martyr) (Archer)
Starfury (Mage)
Space Gun (Spellblade)
Magic Missile (Spellblade)
Purple Phaseblade (Spellblade)
Obsidian Skull (Artificer) (Archer) (Rogue)
Meteor Armor (Knight) (Spellblade)
Meteor Shot (Artificer) (Martyr) (Archer) (Rogue)
Musket Ball (Rogue) (Martyr)
Shine Potion (Mage) (Martyr) (Spellblade)

Knight- "Skyfire Guardian"
Martyr- "Disciple of Aurora"
Artificer- "Skyfallen Mender"
Archer- "Skyfallen Arrow"
Rogue- "Violet Runner"
Spellblade- "Chaos Blade"
Mage- "Auramancer"


-Red/Hell:-
Molten Hamaxe (Knight) (Artificer)
Fiery Greatsword (Knight)
Molten Fury (Archer)
Flamarang (Chemist) (Martyr)
Sunfury (Knight) (Martyr)
Flower of Fire (Mage) (Spellblade)
Flamelash (Mage)
Red Phaseblade (Spellblade)
Molten Armor (Knight) (Artificer) (Spellblade)
Hellfire Arrow (Archer)
Obsidian Skin potion (Mage) (Martyr) (Spellblade) (Archer)
Obsidian Skull (Artificer) (Chemist) (Knight) (Spellblade)

Knight- "Hellfire Knight"
Artificer- "Welder"
Archer- "Arrow of Hades"
Martyr- "Disciple of Sin"
Mage- "Diablomancer"
Spellblade- "Sin Blade"
Chemist- "Firetiller"


-White/Light:-
Silver Armor (Artificer) (Spellblade)
Silver Broadsword (Artificer) (Rogue)
Spear (Martyr)
Silver Bow (Artificer) (Rogue)
Jester's Arrow (Martyr) (Archer)
Fiery Greatsword (Knight) (Martyr)
Flintlock Pistol (Chemist) (Martyr)
Handgun (Martyr) (Archer)
Musket Ball (Chemist) (Martyr)
Silver Bullet (Artificer) (Chemist) (Martyr) (Archer)
Magic Missile (Spellblade)
Starfury (Mage)
White Phaseblade (Spellblade)
Feral Claws (Knight) (Rogue) (Martyr)
Orb of Light (Knight) (Martyr) (Spellblade)
Invisibility Potion (Mage) (Spellblade) (Archer)
Shine Potion (Knight) (Mage) (Martyr) (Spellblade)

Spellblade- "Bright Blade"
Archer- "Arrow of Heavens"
Rogue- "Vigilante"
Knight- "Paladin"
Mage- "Cleric"
Martyr- "Disciple of Light"
Chemist- "Suncatcher"
Artificer- "Mirrorcrafter"


-Yellow/Balance:-
Night's Edge (Knight) (Martyr)
Yellow Phaseblade (Spellblade)
All Gold Equipment (Knight) (Artificer) (Spellblade) (Archer)
Enchanted Boomerang (Knight) (Chemist) (Rogue) (Martyr)
Star Cannon (Mage)
Magic Missile (Spellblade)
Grappling Hook (Rogue) (Archer)
Band of Regeneration (Knight) (Chemist)
Aglet (Mage) (Artificer) (Chemist) (Archer)
Anklet of the Wind (Mage) (Artificer) (Chemist) (Archer)
Lucky Horseshoe (Knight) (Artificer) (Chemist) (Rogue) (Archer)

Knight- "Sentinel"
Martyr- "Disciple of Zen"
Spellblade- "Masterwork Blade"
Archer- "Truefletch Arrow"
Chemist- "Scientist"
Rogue- "Twostepper"
Mage- "Zenmancer"
Artificer- "Scale of Libra"

---

Classes:


-Knight:-
RESTRICTION: All magic.
Silver Armor and Below
Silver Broadsword and Below
Spear
Silver Bow and Below
Throwing Knife
Cobalt Shield
Ironskin Potion
Regeneration Potion



-Mage:-
RESTRICTION: DEFENSE ITEMS (armor OR accessory), Cannot choose Gray alignment.
Spear
Any wooden equipment
Bone
Magic Missile
Space Gun
Dirt Rod
Rocket Boots
Band of Starpower
Wizard's Hat
Featherfall Potion
Gravitation Potion
Magic Power Potion



-Artificer:-
RESTRICTION: All magic, Cannot choose Green alignment.
Any iron equipment
Spiky Ball
Harpoon
Flintlock Pistol
Handgun
Musket
Musket Ball
Grappling Hook



-Chemist:-
RESTRICTION: All bows. Cannot choose Purple alignment.
Any and All Potions
Any copper equipment
Poisoned Knife
Throwing Knife
Grenades
Cloud in a Bottle



-Rogue:-
RESTRICTION: All broadswords. Cannot choose Red alignment.
Any iron equipment except broadswords
Throwing Knife
Shuriken
Wooden Boomerang
Hermes Boots
Anklet of the Wind
Aglet
Cloud in a Bottle
Shiny Red Balloon
Archery Potion
Invisibility Potion
Night Owl Potion
Spelunker Potion
Blowpipe




-Martyr:- 
RESTRICTION: DEFENSE ITEMS (armor OR accessory). Cannot choose Black alignment.
All Broadswords and Bows up to Gold
Aglet
Anklet of the Wind
Shiny Red Balloon
Hermes Boots
Band of Regeneration
Grappling Hook
Feral Claws
Swiftness Potion
Lucky Horseshoe



-Spellblade:-
RESTRICTION: Cannot use swords other than Shortsword and Phaseblade. Cannot choose Gray alignment.
Band of Starpower
Band of Regeneration
Grappling Hook
Lucky Horseshoe
Aglet
Anklet of the Wind
Feral Claws
Mana Regeneration Potion



-Archer:-
RESTRICTION: All swords other than shortsword. Cannot choose Blue alignment.
Any armor up to Silver
All bows up to golden
Archery Potion
Hunter Potion
Flintlock Pistol
Musket
Musket Ball
Wooden Arrow
Flaming Arrow
Night Owl Potion



After two weeks of play, any individual may choose 1 item from the following list to gain access to (still have to go find it/make it):

Nightmare Pickaxe
Shadow Key
1 item from an alignment that is not yours, that your class would give access to, that is not restricted by your class.

After every two weeks, a Player may choose another item from the list (cannot choose one item more than once), until each item on the list has been unlocked for that person.

Players must be in good standing with mods (haven't griefed, havent smuggled items, haven't flown off the handle, etc) during all of said two weeks to gain an unlock. If at any time a player is not in good standing, time period is put on hold until they make amends.
Title: Re: Character Class Restrictions
Post by: Kamimaia on 08-08-2011
A note: this does not only extend to classes, if we choose. Character builds can be a combination of Race (Dwarf subtype, Human, Elf subtype, Gnome subtype, etc), Class (Knight, Paladin, Ninja, Thief, Druid, yaddayadda) and Alignment (Green/Jungle, Black/Corruption, Gray/Machine, Red/Hell, White/Light, w/e). Applicable restrictions can apply to anything from potions to armor to equipment to whether they can go outside on a friday. The sky's the limit (and yeah, there's a limit to the sky. Grav potions prove it).
Title: Re: Character Class Restrictions
Post by: Steven :D on 08-08-2011
Mr. Bison: YES!!! HD (http://www.youtube.com/watch?v=vWizDna1XO4#ws)
Title: Re: Character Class Restrictions
Post by: Kamimaia on 08-08-2011
My New Slogan (http://www.youtube.com/watch?v=0vAp6U3--Pc#ws)

SO GO NUTS
Title: Re: Character Class Restrictions
Post by: Kamimaia on 08-08-2011
Here's one of many possible solutions, and yes, this is entirely open for debate and new ideas. If multiple systems are submitted, then a new poll will be created after this one closes to decide which system is best.

Characters will be assigned a:
Race (Human, Elf sub, Dwarf sub, etc)
Class (Knight, Thief, Mage, etc)
Alignment (Black/Corruption, Green/Jungle, White/Light, Red/Hell, Gray/Machine, Purple/Meteor(Skyfire), Blue/Ocean)
Job (Constructor, Alchemist, Miner)

All things grant accesses and limitations. If you have a limitation, but also an access to the same thing, the access overrides the limitation (If you have something that says you can do this AND something that says you can't, you're able to do it).

All things grant a roleplaying ability of some sort- something specific to that nature, giving each character 4 race/class/alignment/job talents to be used in RP fighting or in RP at large (Material components may be used, such as Angel statues. In order to ensure that angel statues can be found, once one is used it must be given to another player who will then hide it in the ground somewhere).

Jobs make characters capable of one specific thing- forcing players to work in groups, forming alliances and finding "Hey! We work pretty well together!" The Constructor can create underground bridges and aboveground buildings, the Miner can find resources to DO so, and the Alchemist can create potions that ease the effort required. All three have their own methods of making money. This category might not be necessary- the classes make cooperation almost a necessity as is, especially for softy magi.

No classes can 'only' use one item from each category they're allowed- all classes can use different tiers of the same item, if they're allowed access to it. Alignment would determine what your 'finished' equipment would be.

Creating subsets for this system would not be hard, and each subset would bring on a ton of different combinations.
Title: Re: Character Class Restrictions
Post by: Cpt.Gingerbeard on 08-08-2011
I'd think the best thing to do would be to make people draw up charachter sheets (going oldschool). That way we could moniter what people can and can't have and prevent people from simply going "sure hit me with your sword but it turns out that my charachter is actually part of a secret race of ROCK LOBSTERS who are unaffected buy puny human metals". Possible alowances to be made for thoes who note that they have a "secret background" or something. (would also be  usefull for mods to check up on what the charachters are supposed to have).
(also, lol, shoutout)
Title: Re: Character Class Restrictions
Post by: Kamimaia on 08-08-2011
Character sheets I agree with- I was also going to make a thread for 'Character Dossiers' which would allow people to basically write up a profile- the two could be spliced together, combining the in-game info with whatever they felt like telling about their character.

As far as 'secret backgrounds' go though, I don't feel that would work spectacularly in Terraria- they would have to tell SOME mod (mod, not player), so we at least know who's bs'ing- and that would probably extend only to Alignment. I can see a Paladin having Corruption or Hell as an alignment, but it secret- its just that the mods would have to know, so we don't go 'wtf are you doing with a Light's Bane/Demon Scythe?'
Title: Re: Character Class Restrictions
Post by: Cpt.Gingerbeard on 08-08-2011
I think there should be a special ruleing on picks tho, currnetly there are only two picks that can mine anything, the demonite and the hellstone pick. The problem with them is that rather than looking neutral they are themed and centered around a certain theme meaning groups such as the "Knights of ice and light who melt next to fire and wither next to darkness" would find themselves at a destinct disadvantage, simply being unable to obtain any equipment or items after a certain "tier". Picks should be classified as neutral objects untill we obtain higherteir pick with a more neutral feel i'd say... but that's just my opinion
Title: Re: Character Class Restrictions
Post by: Kamimaia on 08-08-2011
Ah, but I believe that's where trade and the like comes in. You say 'inability to obtain high-tier equipment', I say 'Interaction with other players.'
Title: Re: Character Class Restrictions
Post by: Cpt.Gingerbeard on 08-08-2011
Quote from: Kamimaia on 08-08-2011
Ah, but I believe that's where trade and the like comes in. You say 'inability to obtain high-tier equipment', I say 'Interaction with other players.'
well i partial agree. What will most likely happen is a few groups will become increadibly powerful due to their ability to mine hellstone and make an almost limitless amount of hellstone teir equip- to balance this maybe give certain groups exclusive "farming" abilities, e.g Only a cerrtain group of peopl should be able to plant and harvest blue mushrooms-say farmers, and maybe only the "pirates" can kill sharks for the fins and collect corral. By giving a group (or groups) of people some sort of advantage as major as the ability to mine anything they will have a substantail advantage over the others- in that scenario it will be more like begging than trading... but maybe we could turn that into a story line of it's own with some sort of coup d'etat- however i'm getting side tracked. My main worry is that by making picks (and picks alone, no other item grants as much long term power, generaly the first thing a person makes with their shadow scales and their demonite is a pick) exclusive to a few groups they will become too powerful. The only real solutions i can see to that is to either make picks of that tier universal or make picks of that tier excusive to a mineing based class (however i suppose acceptions could be made for OC building) (my apologies if i have waffled). (However to clarify as far as tradeing is concerned, i'd say that is a brillain idea- especialy if we give certain groups excusive ability to do certain things, such as harvest jungle roses, mine certain ores ect (maybe not thoes spesific advantage but you know what i mean))
Title: Re: Character Class Restrictions
Post by: Lord_Blair on 08-08-2011
Quote from: Cpt.Gingerbeard on 08-08-2011
Quote from: Kamimaia on 08-08-2011
Ah, but I believe that's where trade and the like comes in. You say 'inability to obtain high-tier equipment', I say 'Interaction with other players.'
well i partial agree. What will most likely happen is a few groups will become increadibly powerful due to their ability to mine hellstone and make an almost limitless amount of hellstone teir equip- to balance this maybe give certain groups exclusive "farming" abilities, e.g Only a cerrtain group of peopl should be able to plant and harvest blue mushrooms-say farmers, and maybe only the "pirates" can kill sharks for the fins and collect corral. By giving a group (or groups) of people some sort of advantage as major as the ability to mine anything they will have a substantail advantage over the others- in that scenario it will be more like begging than trading... but maybe we could turn that into a story line of it's own with some sort of coup d'etat- however i'm getting side tracked. My main worry is that by making picks (and picks alone, no other item grants as much long term power, generaly the first thing a person makes with their shadow scales and their demonite is a pick) exclusive to a few groups they will become too powerful. The only real solutions i can see to that is to either make picks of that tier universal or make picks of that tier excusive to a mineing based class (however i suppose acceptions could be made for OC building) (my apologies if i have waffled). (However to clarify as far as tradeing is concerned, i'd say that is a brillain idea- especialy if we give certain groups excusive ability to do certain things, such as harvest jungle roses, mine certain ores ect (maybe not thoes spesific advantage but you know what i mean))
Your still missing something. We have Auths. We're not just going to let anyone who calls themselves a Hellknight or a Hellfireknight have Hellfire tools/Armor. Same with Demonite. And again, you could always RP the look.
Title: Re: Character Class Restrictions
Post by: Cpt.Gingerbeard on 08-08-2011

Your still missing something. We have Auths. We're not just going to let anyone who calls themselves a Hellknight or a Hellfireknight have Hellfire tools/Armor. Same with Demonite. And again, you could always RP the look.

got me there, over looked that
Title: Re: Character Class Restrictions
Post by: Kamimaia on 08-08-2011
Lets keep it civil, guys.

Nothing is set in stone, for one- but I see no issue in letting Hell+Knight have access to molten armor without an Auth. If its listed in their character class they can use it, why the hell not? I can still see the need for keeping hold of Auths for the picks, but not so much for armor or weapons. The idea is that, at the endgame, each class is fairly balanced (or at least not too unbalanced that a Hunter can't best a Mage or the like). For classes that give access to, say, Molten or Meteor armor or such-and-such weaponry, there's no reason why we couldn't make Quests for such. Rites of passage, that sort of thing. If the Samurai class gives access to muramasa (it should), we can require that people, if they find one in the Wilderness server, give it to a Questmaker. We can even create temples (Stone layer dungeon-walls with magma/sand traps and puzzles/riddles much)? for such, that can be reset (not hard to do) when necessary. Players that complete Rites of Passage gain a title and a listing on an 'Ascended' thread or something.

This doesn't *have* to be only about factions. I demand Glory, dammit!
Title: Re: Character Class Restrictions
Post by: Souless Dark on 08-08-2011
Well, I think that having someone give up something they put effort into finding (like your Muramasa example) might cause trouble. So if you make that a rule, I'd have to say no on principle. But I do like some of the other stuff mentioned here.


I'd like to add an idea, it's simple but, ehh.


For non-magic based classes I think it would be nice if they were allowed to use magic based on their Alignment, say, if you were Blue and a Warrior you could use Water Bolt, or if you were Light and a Ninja (weird example) you could use Magic Missile.
Title: Re: Character Class Restrictions
Post by: Kamimaia on 08-08-2011
Technically, they would only be giving it up temporarily. Like giving it to some monks for an unsealing or something, so that it could be used. But so many people are used to the challenges in Terraria, that I know there's someone out there who can get through the Dungeon/Hell/whatev with a grappling hook and a copper shortsword.

I think each individual class will gain something different from Alignments- some might be magic for non-magic classes, others might be access to a different tier of weaponry, or different potions, etc. What we could also do is 'This alignment boost has four (or w/e) options to choose from. Pick one.' And if you're Green/Jungle, you could choose Blade of Grass, Thorn Chakrum, Vilethorn or Ivy Whip. There could even be a leveling system in place, somehow- gaining more than one option from Alignment, by gaining something or doing a particularly hard thing (Vs. Skeletron, Eye of Cthulhu and Eater of Worlds all at the same time, alone, using your class build? Nah, too much. Teamwork is the thing here) or being the owner of a faction (Big Boss) or WHATEVER.
Title: Re: Character Class Restrictions
Post by: Souless Dark on 08-08-2011
I was mistaken then, I thought what you meant by it was that say, if a Mage found the Muramasa they would have to give it up because they weren't a Samurai. However, if that is the case (and I'm just misunderstanding it again), then would it be possible for say, someone with two characters (example, one Mage, one Samurai), to trade items to their other character that was of the right class to use the item?

With Level systems, I think it should be something like quests. For instance, there is a pretty convenient unfinished Hellevator by my Temple in the Jungle in game, if you were Green, someone would go down there and hide a certain item in a chest (with a sign, so if someone else finds it they'll know not to take it), or a person waiting down there for them, once found they would get the item, but would need to then defeat a boss down there (the most convenient to summon being the Eye, so not much of a choice, really), though this may make it a bit more difficult for Alignments like Hell, for obvious reasons.
Title: Re: Character Class Restrictions
Post by: Kamimaia on 08-08-2011
QuoteI was mistaken then, I thought what you meant by it was that say, if a Mage found the Muramasa they would have to give it up because they weren't a Samurai. However, if that is the case (and I'm just misunderstanding it again), then would it be possible for say, someone with two characters (example, one Mage, one Samurai), to trade items to their other character that was of the right class to use the item?

Give it up? No. They could if they wanted, but there's no call for that. They found it, they can decide what to do with it.
But trade it? YES. ...But it might still have to be 'unsealed'.

As far as Level systems go, it might be best to think on that after sure we want classes at all. There are plenty of days left on this poll, we should take things one at a time and see where they go. We don't even have a Wilderness server yet, after all.
Title: Re: Character Class Restrictions
Post by: Ragolution on 08-08-2011
You should really reword your poll choices.
Title: Re: Character Class Restrictions
Post by: JohnieG on 09-08-2011
This is a really good idea. A Class system would be very nice in this server, and item restrictions would be cool too. And also, I dont have the BoG. I probably would never use it, because my character is a barbarian class. He uses Axes (Yea who uses those?) Instead of swords. So the most advanced weapon he will ever use will be a molten Hamaxe if he can ever make one.
Title: Re: Character Class Restrictions
Post by: Cpt.Gingerbeard on 09-08-2011
Quote from: JohnieG on 09-08-2011
This is a really good idea. A Class system would be very nice in this server, and item restrictions would be cool too. And also, I dont have the BoG. I probably would never use it, because my character is a barbarian class. He uses Axes (Yea who uses those?) Instead of swords. So the most advanced weapon he will ever use will be a molten Hamaxe if he can ever make one.
pffft axes, who would use thoes
Title: Re: Character Class Restrictions
Post by: jaik on 09-08-2011
Quote from: Ragolution on 08-08-2011
You should really reword your poll choices.

Seriously.
What the fuck were you thinking?
Title: Re: Character Class Restrictions
Post by: Kamimaia on 09-08-2011
I was thinking I liked them. :P
Title: Re: Character Class Restrictions
Post by: Kamimaia on 10-08-2011
Character Class Setup Proposition 'Tactics'

Races:
Elven, Human, Dwarven, Halfling, Gnome,
Alignments: Black/Corruption, Green/Jungle, Blue/Ocean, Gray/Machine, Purple/Skyfire, Red/Hell, White/Light, Yellow/Neutral
Classes: Paladin, Knight, Druid, Mage, Artificer, Chemist, Thief, Ninja, Samurai, Spellblade, Archer

(These apply only to equips- not vanities. Anyone can wear any vanity, as choices are limited. Vanities do not need to be unsealed.)
(Hammers, axes and picks are always limited to Gold by default as they are considered construction tools, seperate Auth required for use of higher-tier picks.)
(All characters may use Healing, Mana and Restoration potions. Yes, goldfish and mushrooms too.)
(Buckets, Magic Mirrors, and Breathing Reeds are universally allowed)

RACES:

-Elven Subtype:-
Bows up to Silver bow (May use wooden or flaming arrows)
All Shortswords
Spear
Feral Claws
Armors up to Silver
May consume Archery and Night Owl potions

-Dwarven Subtype:-
All Shortswords
(No weapon proficiencies, as hammers and axes are kinda dwarf things)
Band of Regeneration
Obsidian Skull
Armors up to Gold
Obsidian Skin potion
Ironskin potion

-Halfling Subtype:-
All Shortswords
Blowpipe
Wooden or Enchanted boomerangs
Flintlock Pistol (Musket Ball only)
Hermes Boots
Aglet
Anklet of the Wind
Copper Armor
Swiftness Potion

-Gnome Subtype:-
All Shortswords
Harpoon
Spiky Balls
Sandgun
Cloud in a Bottle
Nature's Gift
Dirt Rod
Aqua Scepter

-Human Subtype:-
All Shortswords
Broadswords up to Gold
Armors up to Iron
Choose one OR two Alignments, choose TWO alignment bonuses (Not from each). Normal alignment bonuses do not apply. If Neutral is chosen when picking TWO alignments, cannot choose 'Night's Edge'.

---

Alignments:

(Classes or Races listed in parenthesis after any entry are designated as the ONLY class(es) or Race(es) that can use that bonus from an Alignment)

-Black/Corruption-
The Breaker (Dwarf, Artificer)
War Axe of the Night (Dwarf)
Dark Lance (Mage, Knight)
Light's Bane (Knight, Paladin, Samurai, Ninja)
Demon Bow (Archer)
Ball O' Hurt (Knight)
Demon Scythe (Mage, Spellblade)
Shadow Armor (Knight, Paladin, Samurai
Battle Potion (All)
Thorns Potion (Chemist)
Unholy Arrows (Archer)

This is an unfinished (when finished, all classes and races will have something decent to gain from every Alignment) proposal for the Class System. Counterarguments are welcome- this is nowhere near set in stone.
Title: Re: Character Class Restrictions
Post by: UknowMe on 10-08-2011
That sounds pretty legit.

I wouldn't mind having this system to be put in use.
Title: Re: Character Class Restrictions
Post by: Souless Dark on 10-08-2011
So... what about the actual classes? You have ideas for the races and alignments (which look good), but little on the actual classes. I would think that a character's chosen trade would influence what weapons/tools they used more then their race, it seems like the classes only affect the alignment items. I mean, racial proficiency is a great game mechanic, but wouldn't the classes expand on that rather then affect something else?
Title: Re: Character Class Restrictions
Post by: Kamimaia on 10-08-2011
Classes will have their own proficiencies, in ADDITION to Alignment/Race. I plan to have them far more specific in weapon types, but allow access to higher-tier stuff.
Title: Re: Character Class Restrictions
Post by: The_Hitchenator on 11-08-2011
please add assassin to the class list
Title: Re: Character Class Restrictions
Post by: Kamimaia on 11-08-2011
Ninja is quite equal to assassin. The only difference is the name.
Title: Re: Character Class Restrictions
Post by: Felonious on 11-08-2011
I've been trying to think of a way to respond to this, positively for the most part. I can see a few foreseeable issues, those being creative and whatnot, taking into perspective that players may choose to be something outside of the confines given them creatively. Outside of this single flaw (which is adjustable) I rather like the idea, it brings more order to the chaos we have going now. Once everyone becomes jungle armored, rocket-booting, Blade-o-grass swinging, thorn chakram launching, clones, we have an issue.

I find this a feasible, and reasonable solution to keep people from going overboard to be the highest of the high. (I'm fond of the alignment system too, this all reminds me of Pen and Papers a wee bit, and to a good reason!)
Title: Re: Character Class Restrictions
Post by: UknowMe on 11-08-2011
Quote from: Kamimaia on 11-08-2011
Ninja is quite equal to assassin. The only difference is the name.

Ninja sounds a bit too toonish, to be honest. Make it rouge or assassin.
Title: Re: Character Class Restrictions
Post by: Kamimaia on 11-08-2011
Thief would be rogue.

idk, the name 'Ninja' sounds more appealing to those who like naruto or the like.

Perhaps a secondary name can be attached to specific Alignment/class combos.
Title: Re: Character Class Restrictions
Post by: Fyropyro on 11-08-2011
I wan be a hidden leaf ninja >.> could actually have an idea how to go about  roleplaying that way XD
Title: Re: Character Class Restrictions
Post by: Souless Dark on 11-08-2011
I don't really like Naruto... I just like Ninjas.


I don't think the Naruto world intersects with Caphori, so I'm not sure if playing as a "Hidden Leaf" Ninja would be possible, but hey, whatever floats your boat.
Title: Re: Character Class Restrictions
Post by: Fyropyro on 12-08-2011
Lol I can easily adapt the rp to caphori XD I don't have to say hidden leaf, but I can be a Green Ninja with jungle ties. XD Also, magic could be reworded as chakra and such. . Rp is flexible enough for it to fly id say.
Title: Re: Character Class Restrictions
Post by: Blacklegend on 15-08-2011
My only problem with this is the fact that even if you get a class and everything is awesome you still have the problem of you have to stick to that classes items, which for a lot of classes aren't very good. So lets say you are alchemist or miner and you need to go get fire blossoms or some obsidian or hellstone well you're screwed enless you get like 2 guides or a really op guide or you happen to get lucky and get some of the supplies before you get your brains blown out. Now if you did get guards then everything would be hunky dory, but a lot of people don't have that option do to public hate in or out of character and the fact that a lot of people don't have the time to guide or don't want to use their time to guide. If you sort out this whole problem then I'm totally fine with this since it sounds really awesome.


Title: Re: Character Class Restrictions
Post by: Kamimaia on 17-08-2011
Just an update: The Class Proposition is ALMOST complete. The only thing that remains is to factor in what classes and races gain from Alignments (You don't get everything that an alignment governs), and fine-tune the whole thing. It'll likely be done by the time the Poll resolves.
Title: Re: Character Class Restrictions
Post by: Blacklegend on 19-08-2011
Ok and ninjas make sense since they are technically medieval.
Title: Re: Character Class Restrictions
Post by: Kamimaia on 20-08-2011
Check the poll and re-vote, and check the first post. Its been edited.
Title: Re: Character Class Restrictions
Post by: Lord_Blair on 20-08-2011
Ok... I'm thinking why don't Knights get bows. You see them using them ALL the time in any game/movie that has a main hero. When his enemy is at far range or running away, he pulls out his bow, snipes them down, and then cuts the wounded down like a boss.
Title: Re: Character Class Restrictions
Post by: Kamimaia on 20-08-2011
Possible issue- multiclassing with Chemist, for reasons of 'all potions'.
Title: Re: Character Class Restrictions
Post by: Plunger on 20-08-2011
Chemist & Knight with allignment bonuses of Muramasa and Shadermail
Perfect for an adventurer class.
Title: Re: Character Class Restrictions
Post by: Noidness on 20-08-2011
I think mages should get some types of armour, because a couple are dedicated to magic. Like the jungle armour is completely magic, and it wouldn't make sense to not use that.
Title: Re: Character Class Restrictions
Post by: [email protected] on 20-08-2011
eh the idea is great but i dont know...
Title: Re: Character Class Restrictions
Post by: Lord_Blair on 20-08-2011
My cutomized class
Journeyman:

       
  • Harpoon
  • Silver Armor and below
  • Iron Bows and below
  • Wooden Boomerang
  • Spear
  • Iron tools, weapons, and below.
  • Shuriken
  • Grappling Hook
  • Aglet
  • -Black/Corruption-
    Light's Bane (Journeyman)
    Shadow Armor (Journeyman)
    Thorns Potion (Journeyman)
    Unholy Arrows (Journeyman)



    -Green/Jungle:-
    Blowpipe (Journeyman)
    Thorn Chakrum (Journeyman)
    Ivy Whip (Journeyman)
    Thorns Potion (Journeyman)


    -Blue/Ocean:-
    Trident (Journeyman)
    Muramasa (Journeyman)
    Flipper (Journeyman)
    Gills Potion (Journeyman)
    Gold Armor (Journeyman)


    -Gray/Machine:-
    Spiky Ball (Journeyman)
    Grenade (Journeyman)
    Musket (Journeyman)
    Diving Helmet (Journeyman)
    Musket Ball (Journeyman)



    -Purple/Skyfire:-
    Meteor Hamaxe (Journeyman)
    Flintlock Pistol (Journeyman)
    Obsidian Skull  (Journeyman)
    Meteor Armor (Journeyman)
    Musket Ball (Journeyman)



    -Red/Hell:-
    Molten Hamaxe (Journeyman)
    Flamarang (Journeyman)
    Molten Armor (Journeyman)
    Hellfire Arrows (Journeyman)



    -White/Light:-
    Silver Armor (Journeyman)
    Silver Broadsword (Journeyman)
    Silver Bow (Journeyman)
    Jester's Arrow (Journeyman)
    Shine Potion (Journeyman)



    -Yellow/Balance:-
    All Gold Equipment (Journeyman)
    Enchanted Boomerang (Journeyman)
    Anklet of the Wind (Journeyman)
Title: Re: Character Class Restrictions
Post by: Kamimaia on 20-08-2011
Possible multialignment rule options:

one alignment fully, plus an item (besides Night's Edge or Star Cannon) from a different alignment that's class-related

one alignment fully, plus any item (besides Night's Edge or Star Cannon) that's not class-related

Two items from any two alignments (or from any four, or three, etc) (four total), class-related or not class-related

Thoughts?
Title: Re: Character Class Restrictions
Post by: Lord_Blair on 21-08-2011
Who thinks that the one item bonus should override all restrictions. Just reply to the saying +1 or for no, do -1.
Title: Re: Character Class Restrictions
Post by: Noidness on 21-08-2011
-1
Title: Re: Character Class Restrictions
Post by: Kamimaia on 21-08-2011
-1
Title: Re: Character Class Restrictions
Post by: Plunger on 21-08-2011
-1
Title: Re: Character Class Restrictions
Post by: Lord_Blair on 21-08-2011
Quote from: Noidness on 21-08-2011
-1
Oh fu you switching bastard.
Title: Re: Character Class Restrictions
Post by: Cpt.Gingerbeard on 21-08-2011
I'd say +1 but thats me being greedy and wanting an ivy whip (purple knight(or maybe martyr)/artificer will be what i'm going for)
so -1

to save me double posting ima add a sudgestion to this aswell, whats peoples opinions on a restriction on certain items which need other conditions to unlock- say with the star cannon (for mages) you have to go through some sort of "meteor trial" (a hall of meteorite  which is infested with  meteorite heads, where the objective is to make it to the other side without dieing) which can only be atempted once a week or something (with mod present?)- stop people from simply getting the more powerful stuff too quickly
Title: Re: Character Class Restrictions
Post by: Tom on 21-08-2011
I don't play Terraria. . . However I think a class system that is not implemented via script would be rather silly :V
Title: Re: Character Class Restrictions
Post by: Velspera on 22-08-2011
I think think the option to choose a weapon, accessory, or other item from a different CLASS after 2 weeks in good standing should be available to possibly replace the option of choosing from different alignments, or even restrict what alignments can be drawn from a little OR allow the person to choose beforehand whether they'd want to draw items from classes or items from alignments and stick to that plan. 

Imagine a person playing for a year under this class system with no infractions.  Starting with a red alignment, each week he chooses an item from a different alignment.  By the end of the year, he might have such a varied range of items that one might wonder why his original alignment mattered in the first place? 

A person picking items from different classes, however, could just be seen as a 'Jack of All Trades' since most of the items there are accessories that don't have much to do with alignments in the first place, other than those they are restricted.
Title: Re: Character Class Restrictions
Post by: Kamimaia on 22-08-2011
Some people have asked what a phaseblade should be RP'd as. I'll let this open up my input.

(https://forums.hypergamer.net/proxy.php?request=http%3A%2F%2Fnosgoth.net%2FDefiance%2Fimages%2FRaziel.jpg&hash=80d5005a9c009e1cf9efc057f39dd5f1308c6062)

See that? That's a sword. Coming out of his hand. Its really big, and I don't wanna touch it. Gotta look, though- kinda like a moth next to a bugzapper.

To me, a Spellblade is one so close to magic that they might as well be it- and all that power is less a focus on spells, than more an access to it at all times. They can't cast the big stuff as they were never trained- but they can take all that happy arcana that slithers through their veins and utterly destroy an entire room with a constant barrage of magic- half of which comes from the sort-of-not-really-there arcane weapon they summon from their very soul. Mages bring the heavy hitters- but Spellblades don't run out of mp.
Title: Re: Character Class Restrictions
Post by: Lord_Blair on 22-08-2011
Ok. To the demand of Kamimaia and Velspera, I'm doing a vote on here. Who thinks there should be more alignment items, instead of just 2 whereas you have to pick a good weapon and armor to actually do damage. Leave a comment, and don't just say yes or no.
Title: Re: Character Class Restrictions
Post by: Safianna on 22-08-2011
Hehe. I don't even have access to the server yet, however I would still like to ask a question or two.
I'm trying to understand the layout of the class restrictions.
I ripped the chemist stuff for an example.


-Chemist:-
RESTRICTION: All bows. Cannot choose Purple alignment.
Any and All Potions
Any copper equipment
Poisoned Knife
Throwing Knife
Grenades
Cloud in a Bottle


UNIVERSALLY ALLOWED (removed bows and arrows since chemists can't use)
Mining Helmet
Bucket
Magic Mirror
Shackle
Healing Potions
Mana Potions
Restoration potions
Goldfish
Mushrooms
Glowing Mushrooms
Purification Powder
Breathing Reed
All Shortswords
Broadswords up to Wood
Armors


-Yellow/Balance:- "Scientist"
Enchanted Boomerang (Chemist)
Band of Regeneration (Chemist)
Aglet (Chemist)
Anklet of the Wind (Chemist)
Lucky Horseshoe (Chemist)

From this, I would assume that as a Yellow aligned Chemist (Scientist), I would be given access to the Scientist list, the class items below the 'restriction' line saying I cannot use bows and be purple, and the universal list (barring bows and arrows). It would also prevent me from using any other alignment specific items.

Am I correct in thinking this or do I have something wrong? I know it's in the proposal phase, but I figured I ought to clarify for myself for the future.
Title: Re: Character Class Restrictions
Post by: Safianna on 24-08-2011
Another question that is fairly specific.
What is the reasoning behind a Corruption Spellblade being able to use the Ivy Whip and a Jungle Spellblade cannot?
Title: Re: Character Class Restrictions
Post by: Kamimaia on 25-08-2011
A difference in focus. Jungle Spellblades have access to Nature's Gift as well as Jungle Armor, and so are more magic-based. Corruption Spellblades have only Shadow Armor, and so require a method of getting close to their foes.
Title: Re: Character Class Restrictions
Post by: Safianna on 25-08-2011
Ah. More for mechanical balancing. Fair enough!
Would it be safe to say that the spell / item used by the Corruption Spellblade (from an IC standpoint) is not actually made of "pure jungle ivy" but rather the thorny vines from the Corruption or a corrupted jungle vine? Or not even plant-based at all and is just foul magic at its worst?
Title: Re: Character Class Restrictions
Post by: Kamimaia on 25-08-2011
Exactly.
Title: Re: Character Class Restrictions
Post by: Noidness on 25-08-2011
The choosing only 2 items when dual aligning seems a bit iffy. 2 items isn't really a lot, like you could make it so the choosing 2 items doesn't include some things, like armour?
Title: Re: Character Class Restrictions
Post by: Eowomyriewyn on 26-08-2011
I am very interested in this idea. Coming from a mainly D&D background (with enough computer related RP'ing I assure you), I think this could be a wonderful idea, but reading over it I become easily confused with the format.

I apologise now if I missed this somewhere in text.

Perhaps organzing it in a form akin to:

Class Abilities

Alignment Bonuses (for that class)

Racial Bonuses (if those ever come up or are up)

I'm sorry if i'm the only one, but I get a little confused when I read what the class gets, then have to search for the alignment choices.
Title: Re: Character Class Restrictions
Post by: Lord_Blair on 26-08-2011
Quote from: Eowomyriewyn on 26-08-2011
I am very interested in this idea. Coming from a mainly D&D background (with enough computer related RP'ing I assure you), I think this could be a wonderful idea, but reading over it I become easily confused with the format.

I apologise now if I missed this somewhere in text.

Perhaps organzing it in a form akin to:

Class Abilities

Alignment Bonuses (for that class)

Racial Bonuses (if those ever come up or are up)

I'm sorry if i'm the only one, but I get a little confused when I read what the class gets, then have to search for the alignment choices.
Class abilites... I though that was listed below the class, and for each alignment don't you already get bonuses? Racial Bonuses.... maybe...
Title: Re: Character Class Restrictions
Post by: Eowomyriewyn on 26-08-2011
Well yes they are listed, but they are listed below the alignments. WHat I was gonig more for was something like this:

-Mage:-
RESTRICTION: DEFENSE ITEMS (armor OR accessory), Cannot choose Gray alignment.
Spear
Any wooden equipment
Bone
Magic Missile
Space Gun
Dirt Rod
Rocket Boots
Band of Starpower
Wizard's Hat
Featherfall Potion
Gravitation Potion
Magic Power Potion

-Yellow/Balance:-
Star Cannon (Mage)

-White/Light:-
Starfury (Mage)
Invisibility Potion (Mage) (Spellblade) (Archer)

-Red/Hell:-
Flower of Fire (Mage) (Spellblade)
Flamelash (Mage)
Obsidian Skin potion (Mage) (Martyr) (Spellblade) (Archer)

-Purple/Skyfire:-
Starfury (Mage)
Shine Potion (Mage) (Martyr) (Spellblade)

-Blue/Ocean:-
Trident (Knight) (Mage) (Chemist) (Martyr)
Aqua Scepter (Mage) (Chemist) (Martyr)
Water Bolt (Mage) (Rogue)
Water Walking Potion (Mage) (Rogue) (Martyr) (Spellblade)

-Green/Jungle:-
Staff of Regrowth (Knight) (Mage) (Rogue) (Martyr)
Vilethorn (Mage) (Chemist) (Rogue) (Martyr) (Spellblade)
Flower of Fire (Mage)
Ivy Whip (Mage) (Chemist) (Archer)
Nature's Gift (Mage) (Chemist) (Rogue) (Martyr) (Spellblade)

-Black/Corruption-
Dark Lance (Knight) (Mage)
Vilethorn (Mage) (Chemist) (Spellblade)
Demon Scythe (Mage)
Thorns Potion (Mage) (Artificer)
Ivy Whip (Mage) (Chemist) (Rogue) (Spellblade) (Archer) (Martyr)

UNIVERSALLY ALLOWED UNLESS RESTRICTED BY CLASS (minus Armors and Bows up to Copper) (Sorry if I missed any restriction)
Mining Helmet
Bucket
Magic Mirror
Shackle
Healing Potions
Mana Potions
Restoration potions
Goldfish
Mushrooms
Glowing Mushrooms
Purification Powder
Breathing Reed
All Shortswords
Broadswords up to Wood
Arrows
Flaming Arrows

This isn't to cause a problem, just a matter of organization. Its a layout that, to me anyways, allows me to better decide what alignment I want to go with my class.

And I am terribly sorry if I accidently missed or added anything that doesn't belong.
Title: Re: Character Class Restrictions
Post by: Tom on 26-08-2011
Nobody answered my question :|
Title: Re: Character Class Restrictions
Post by: Kamimaia on 26-08-2011
You didn't ask one.
Title: Re: Character Class Restrictions
Post by: Tom on 26-08-2011
Oh yeah, your right. . . Well I was just wondering about the class system and its purposes
Title: Re: Character Class Restrictions
Post by: Lord_Blair on 26-08-2011
Quote from: Tom on 26-08-2011
Oh yeah, your right. . . Well I was just wondering about the class system and its purposes
Restricting us?
Title: Re: Character Class Restrictions
Post by: Tom on 27-08-2011
Quote from: Lord_Blair on 26-08-2011
Quote from: Tom on 26-08-2011
Oh yeah, your right. . . Well I was just wondering about the class system and its purposes
Restricting us?

Why?
Title: Re: Character Class Restrictions
Post by: Lord_Blair on 27-08-2011
Quote from: Tom on 27-08-2011
Quote from: Lord_Blair on 26-08-2011
Quote from: Tom on 26-08-2011
Oh yeah, your right. . . Well I was just wondering about the class system and its purposes
Restricting us?

Why?
I have no idea. I'm against it, because it serves no practical purpose but restricting you.
Title: Re: Character Class Restrictions
Post by: Tom on 27-08-2011
Okay
Title: Re: Character Class Restrictions
Post by: Cpt.Gingerbeard on 27-08-2011
Quote from: Lord_Blair on 27-08-2011
Quote from: Tom on 27-08-2011
Quote from: Lord_Blair on 26-08-2011
Quote from: Tom on 26-08-2011
Oh yeah, your right. . . Well I was just wondering about the class system and its purposes
Restricting us?

Why?
I have no idea. I'm against it, because it serves no practical purpose but restricting you.
it resticts us so we can roleplay more accurately and have a varioty of charachters. If things where left as they where, everyone would be walking around with a blade of grass, a chakram, necro armour, rocket boots & a crap tone of higherter items depending on how long they have played. Lets be honest, rolepley aint fun if everyone ends up roleplaying and playing the same thing- it devalues the charchters themselves and makes it more difficult to become individual unless you decide to purposfully place restrictions on yourself. It also serves as a balancer so players who have played for slightly longer, or managed to get to the dungeon BEFORE IT WAS STRIPED BARE, dont have a completely dominating advantage. Admitedly there will be people who dislike the balancing- but rather short term dislike and then a quick acustoming to the new "playing feild" than a long term disintered due to the fact they you find yourself surounded be either clones or extreemly dominant charachers who crush everyone around them. Sure they may seem a bit anoying- however they will only serv to enrich the long term playing value (however i do agnoledge the fact that people work for their items-and i give them that, But each class and affinity usually get something good, just find the class which matches your charchter and has the equips you want)

(However if you don't like spesific item arangements for the classes, then just bring it up- i got the impression tha ael-err Kami wanted it to be up for dicusion anyhow, nice clean debate is always good especialy with game changeing ideas- it allows for the flaws to be weeded out )
Title: Re: Character Class Restrictions
Post by: Crow793 on 28-08-2011
Most of us are to assume Alignment will somewhat impact one's moral values? Or will there be a seperate system for that?

Could even be a few bonuses depending on a player's morality, such as a Good-natured player receiving bonuses with city fame, shop discounts, etc., while an evil player may be more accepted by goblins, dark players, and maybe even otherworldly spirits.

Not that I'm saying all corruption people must act corrupted...

Also, might an alignment's Biome of choice likely add ICly combat bonuses in RP? (Corruption in Corruption, Hell in Hell, Forest in Forest, Ocean in Water, etc etc etc)? I find it unlikely that a Hell aligned person could claim superiority over an Ocean alignment underwater.

Of course these are all IC suggestions and have no real impact on the game mechanics itself, and would likely be implemented on player tastes. But I'd like to see other peoples opinions on it.
Title: Re: Character Class Restrictions
Post by: Velspera on 29-08-2011
So, it took me a while to sort out all of my thoughts on this, but here they are...

Crow's comment is pretty interesting, though my issue with the prop the way it is is that, after a while, it will be damn near impossible to create a valid argument for alignment bonuses in combat if people are allowed to pick and choose extra equipment from alignments willy nilly for good behavior.  Of course opposite alignments are restricted for all of the classes, but it is still a problem.

If alignments impact morals and act as a sort of 'religion' or way of life, if it's ingrained in them deeply enough it should not be something they can bend at will.  Especially someone who is part demon, dryad, angel, or other creature whose alignments should be pretty damn strict.  Yeah, they may turn to the side of good or evil depending on where they started and their thoughts may change, but their body does not. 

Secondly, all of the high-tier weapons are in packed into alignments which can still make it feasible to have an OP character even if there are class restrictions keeping you from using certain items. 

Why not let someone choose to EITHER specialize in learning to use items from different alignments OR specialize in using items from different classes as long as the items fit within their restrictions? 

I, for one, am not a high-tier weaponry fiend.  I'm an accessories fiend and having pretty much every accessory I use (most of which I have worked into my characters' backgrounds so there is a valid reason to use them) is blocked off.

At any rate, I like the prop as guidelines and a way to steer players in the right direction in terms of using equipment, but after a while every character within a certain class becomes sort of a cookie-cutter version of another in the same class, even with the extra items added.  Not every character is the same and yes, they should be restricted, but not this much. 

At any rate, I'm half and half between Blair and Kami.  I think the Prop should be here, but only as a set of guidelines players should stay within in when creating a character that has a specific class and alignment.  Classes should be more open, but alignments should be a little more rigid.  In the long run, however, players should be able to craft their own character sheets, but send them to mods for approval and they need to be able to explain how and why their character uses each item on it that isn't something universally allowed by all.

tl;dr - Maybe want. 
Title: Re: Character Class Restrictions
Post by: Lord_Blair on 29-08-2011
Quote from: Velspera on 29-08-2011
So, it took me a while to sort out all of my thoughts on this, but here they are...

Crow's comment is pretty interesting, though my issue with the prop the way it is is that, after a while, it will be damn near impossible to create a valid argument for alignment bonuses in combat if people are allowed to pick and choose extra equipment from alignments willy nilly for good behavior.  Of course opposite alignments are restricted for all of the classes, but it is still a problem.

If alignments impact morals and act as a sort of 'religion' or way of life, if it's ingrained in them deeply enough it should not be something they can bend at will.  Especially someone who is part demon, dryad, angel, or other creature whose alignments should be pretty damn strict.  Yeah, they may turn to the side of good or evil depending on where they started and their thoughts may change, but their body does not. 

Secondly, all of the high-tier weapons are in packed into alignments which can still make it feasible to have an OP character even if there are class restrictions keeping you from using certain items. 

Why not let someone choose to EITHER specialize in learning to use items from different alignments OR specialize in using items from different classes as long as the items fit within their restrictions? 

I, for one, am not a high-tier weaponry fiend.  I'm an accessories fiend and having pretty much every accessory I use (most of which I have worked into my characters' backgrounds so there is a valid reason to use them) is blocked off.

At any rate, I like the prop as guidelines and a way to steer players in the right direction in terms of using equipment, but after a while every character within a certain class becomes sort of a cookie-cutter version of another in the same class, even with the extra items added.  Not every character is the same and yes, they should be restricted, but not this much. 

At any rate, I'm half and half between Blair and Kami.  I think the Prop should be here, but only as a set of guidelines players should stay within in when creating a character that has a specific class and alignment.  Classes should be more open, but alignments should be a little more rigid.  In the long run, however, players should be able to craft their own character sheets, but send them to mods for approval and they need to be able to explain how and why their character uses each item on it that isn't something universally allowed by all.

tl;dr - Maybe want.
You make it sound like me and Kamimaia are having a war... And... I CAME UP WITH THAT OWN CHARATER SHEETS IDEA WTF.
Title: Re: Character Class Restrictions
Post by: Velspera on 29-08-2011
That's why I said I'm torn between BLAIR and Kami, because the character sheet idea was YOURS.

DUH.
Title: Re: Character Class Restrictions
Post by: Kamimaia on 31-08-2011
You guys have until I post this (within four days, I plan to spice it up and give it a clean before making it official) to come up with:

A: A BETTER PROP

B: A COHERENT SUGGESTION (THAT MEANS SPECIFYING THE PROBLEM AND A POSSIBLE SOLUTION) BACKED BY MAJOR PLAYERS HERE.

Get to work. That means all of you lurking without giving an opinion, I don't want to hear bitching when you find out you can't use rocket boots and armor at the same time, or that there's not a Sky Pirate class, or enuff naruto references or w/e. You decided to keep quiet- and quiet people don't get to cry.
Title: Re: Character Class Restrictions
Post by: Cpt.Gingerbeard on 31-08-2011
Quote from: Kamimaia on 31-08-2011
You guys have until I post this (within four days, I plan to spice it up and give it a clean before making it official) to come up with:

A: A BETTER PROP

B: A COHERENT SUGGESTION (THAT MEANS SPECIFYING THE PROBLEM AND A POSSIBLE SOLUTION) BACKED BY MAJOR PLAYERS HERE.

Get to work. That means all of you lurking without giving an opinion, I don't want to hear bitching when you find out you can't use rocket boots and armor at the same time, or that there's not a Sky Pirate class, or enuff naruto references or w/e. You decided to keep quiet- and quiet people don't get to cry.
so me requesting sky fire rouges to be called Sky pirates is too late?

Edit: i suppose i have a sudgestion (being the busy body asshole that i am)- A slight simplification of the current systerm (perhaps, you be the judge) Basicly my idea is this. People choose a wepon class and  a sub wepon class, where items are ordered in terms of level/rank (where something like a spear would be e rank and something like a dark spear would be S rank). The sub wepon should be about 2/3 levels below the main wepon class- Advancing through the ranks would be simple- just do something to prove that you deserve to use said items- acheive some sort of in game quest or show some sort of strength or power during roleplay (say defeating X amount of people in pvp when using the same rank wep- also the possiblity to add deterents to items like blade of grass to stop people power farming it, like an extra requiremnt of 20 vines or something difficult). This would allow for a greater level of customisation -however a possible filtering process may be needed to match character with wepon choises, No good cap using Spears and magic when the man is clearly an axe and lava buck- er gun man. Altho the one disadvantage i'd see with this is that people may simly just stick to the same combination (sword and gun or something)

(list of possible wep types)
Swords
Bludgeoning (Hammers, flails, ect)
Magic
Bow
Throwing (boomerangs, knives ect)
Axe (could be combined with swords to make bladed weps tho)
Gun (flintlock, harpoon ect

As far as accesory and armour goes, thoes should be matched towards charcters aswell, however more closely monitered. It would make sence for a pirate to be able to swim (flippers) and breath under water longer than most (Diving helm) in the same way to would make sence for a mage to fly (rocket boots) and be able to recover magic quicker/ use less (band of star power/natures gift) However not the other way around-(no matter how much i want cap to fly ...D:).This is where charachter sheets would become more important simply to make the decision process easier as to what a person can and cant have (for the mods, tho tbh this may put some more pressure on the mods and more work, which is my only worry).   The 2 week good behaviour play to get an extra item could also be modified slightly to make players to obtain new items only after having roleplayed towards some sort of objective that warents them (say a person decides to go evil, and create an evil faction it would make sence that they are given acess to demonite armour- however should be striped of the armour the second they turn "good- also time period could be adjusted) and perhaps a single request single rejection basis so people dont ask for something rediculus,a deternt  to stop people simply acting out of charchter for items(i deserve a luck house shoe, due to the fact that my characher has spent the last two weeks jumpling off high places and "learning" to survive). A possible armour- wepon-accesory type restriction combination could also be included eg thoes wearing a full set of molten wouldnt be able to use hermese boots or jumping items due to "weight" restrictions and would perhaps be limmited only to grapple (placing more of these on higher ranked items to motivate people to use the lesser ranked items)

(also possible exception should be made for (perhaps) the grapple, simply to alow people to cave dive without the occasional bout of death - the inabilitty to move- the ever frequent need to build dirt bridge after dirt bridge due to lack of grapple)

What you guys thing (if i have  been incoherent, feel free to ask me to elaborate or simply clarify any point)?
Title: Re: Character Class Restrictions
Post by: Velspera on 31-08-2011
Quote from: Cpt.Gingerbeard on 31-08-2011
also the possiblity to add deterents to items like blade of grass to stop people power farming it, like an extra requiremnt of 20 vines or something difficult).

This is something I can't agree with at all.

Yeah, Blade of Grass is the easiest of all the elemental weapons to create, but 1) people not in green alignment would already be restricted from using it unless they earned it as an extra slot under the system proposed for good behavior and 2) not ALL high-tier swords need to be as ridiculously hard to create as the Fiery Greatsword. 

For a person with basic armor (or even no armor, like mages) in green alignment, obtaining just the stingers is hard enough.

The only problem we had with people making Blades of Grass was that everyone, no matter their character's background and alignment, was making and using them because there was no alignment restriction just because it was the easiest high-powered weapon to obtain (and believe me, even -I- suffered from this). 

This should no longer be a problem if people would play their characters the way they are supposed to be played.

EDIT: After thinking this over a bit more, Cap, if people are still concerned about this a restriction on the QUANTITY of any craftable high-tier item could be implemented since there are restrictions on USING items but not on making them.  There'd be no issue of people farming BoGs and handing them out if they're technically only allowed to craft one of any item unless they get specific approval to craft a second and so forth from a mod.
Title: Re: Character Class Restrictions
Post by: Velspera on 31-08-2011
As an addition: I've already spoken my piece on the prop, but I'll simplify since the voting is over.

+Class Prop as Guidelines only
+The inclusion of Alignment-Oriented OR Class-Oriented character evolution
++Blair's suggestion of mod-approved character sheets using these guidelines as a foundation
Title: Re: Character Class Restrictions
Post by: Kamimaia on 01-09-2011
Given the limited amount of A-list items, class and alignment evolution is simply not feasible at this juncture of Terraria. Implementing such things at this date would only result in all individuals carrying look-alike equipment. A possibility once more items have been released- another option is simply rounding out the classes/alignments that are already listed, such as Cobalt Armor going to Ocean/Blue Knights and whatnot.

Class Prop as guidelines only would mean that characters would still be carrying exact equipment regardless of class, unless mods were to closely monitor them.

Mod-approved character sheets would require an expansion on application requirements for the server, and claims of 'unfairness' among the populous for any perceived favoritism or slight (they already do that when an app isn't approved).

Restricting quantity of items allowed for creation is hardly enforceable.

Accessories and Armor are, frankly, a bigger issue than weapons IMO (everyone has at least one pair of rocket boots)- assigning armor and accessories a 'type' along with weapons is going to be nigh-impossible with the sheer low number of them.

Best case scenario is that the situation polices itself- NO ONE wants to be a mod 24/7, and most of the suggestions so far require such.
Title: Re: Character Class Restrictions
Post by: Velspera on 01-09-2011
Quote from: Kamimaia on 01-09-2011
Given the limited amount of A-list items, class and alignment evolution is simply not feasible at this juncture of Terraria. Implementing such things at this date would only result in all individuals carrying look-alike equipment. A possibility once more items have been released- another option is simply rounding out the classes/alignments that are already listed, such as Cobalt Armor going to Ocean/Blue Knights and whatnot.

I can argue the exact opposite thing.  Not giving people the option to choose which specialization they want forces them into a rut.  Not all people are after high-tier armor and weaponry.  Not all characters really give a damn about fighting and instead would rather be adventuring, building, and interacting with other players.  For characters like that, honing a character with accessories that are meant to aid them in non-pvp activities is a better choice.  The prop, as it is, is built for people who are playing to fight, which helps some but limits others. 

Also, 'look-alike' equipment isn't really something you can argue for since a lot of people use vanity items in the first place and I doubt players who are more builder than fighter would really care if their equip was similar.  They have a different purpose.

Quote from: Kamimaia on 01-09-2011
Class Prop as guidelines only would mean that characters would still be carrying exact equipment regardless of class, unless mods were to closely monitor them.

Mod-approved character sheets would require an expansion on application requirements for the server, and claims of 'unfairness' among the populous for any perceived favoritism or slight (they already do that when an app isn't approved).


If mods are reasonable and explain their reasons for accepting or denying anything on an application I don't see why it matters.  The answer is simple:

If a player doesn't like one mod's decision, they can get a second opinion from an entirely different mod.  If that second mod sees the exact same problem, then the issue is over.  The person needs to think things through better because they probably either didn't explain it well enough or are trying to be OP.

And character equipment apps aren't just a reason for mods to keep equipment use in check.  It's a way that would allow players to REALLY get an understanding of how they're outfitting their characters.

Quote from: Kamimaia on 01-09-2011

Restricting quantity of items allowed for creation is hardly enforceable.


This is probably true...  EDIT: No, this is absolutely true. XD

Quote from: Kamimaia on 01-09-2011

Accessories and Armor are, frankly, a bigger issue than weapons IMO (everyone has at least one pair of rocket boots)- assigning armor and accessories a 'type' along with weapons is going to be nigh-impossible with the sheer low number of them.

Best case scenario is that the situation polices itself- NO ONE wants to be a mod 24/7, and most of the suggestions so far require such.

Issues with accessories and armor wouldn't be a problem if people properly explained why they're using them in the first place, hence why I support the application process.

We'd end up needing some formal way of keeping up with the class and alignment people choose along with all of their extra items unless every mod plans on simply memorizing all of that information and filing it away in their heads.  Either way: It's going to be work.
Title: Re: Character Class Restrictions
Post by: Velspera on 01-09-2011
Another point I disagree with:

Potions separated by class.  Potions are meant for drinking.  Anyone can open a bottle and drink a potion, unless their character has a reason to not be able to.  (Ex: Vai not being to ingest potions made with ingredients from corruption.)

Maybe there needs to be a reason as to why someone can MAKE a potion, but not use it.  If it's to be argued that they count as spells, that makes no sense.  If it was meant to be a spell, it'd be a spell item.  I know it probably took a long time to think through the potion list and figure out where they fit in all the classes, but I don't agree with them being restricted in the slightest.
Title: Re: Character Class Restrictions
Post by: Souless Dark on 01-09-2011
I find myself agreeing with Velspera's points.


Edit: My apologies, I was just throwing my voice out there so you would all know that I'm still here, since I haven't been on in the while because I've been busy with something else recently. I didn't want anyone thinking I left the server.
Title: Re: Character Class Restrictions
Post by: Lord_Blair on 01-09-2011
Quote from: Souless Dark on 01-09-2011
I find myself agreeing with Velspera's points.
Finally, some other people post, so its not just a battle of the mods and gingerbread. So. From now on, you don't comment when you vote about what you like or don't like in ANY poll, we will not count it.
Title: Re: Character Class Restrictions
Post by: Plunger on 01-09-2011
Quote from: Velspera on 01-09-2011
Another point I disagree with:

Potions separated by class.  Potions are meant for drinking.  Anyone can open a bottle and drink a potion, unless their character has a reason to not be able to.  (Ex: Vai not being to ingest potions made with ingredients from corruption.)

Maybe there needs to be a reason as to why someone can MAKE a potion, but not use it.  If it's to be argued that they count as spells, that makes no sense.  If it was meant to be a spell, it'd be a spell item.  I know it probably took a long time to think through the potion list and figure out where they fit in all the classes, but I don't agree with them being restricted in the slightest.

I don't think it's do with realism, as much as balance, if everyone regardless of class can chug down all the potions no matter what, people would be flying in the air all the time.
Title: Re: Character Class Restrictions
Post by: Velspera on 01-09-2011
Quote from: Plunger on 01-09-2011
Quote from: Velspera on 01-09-2011
Another point I disagree with:

Potions separated by class.  Potions are meant for drinking.  Anyone can open a bottle and drink a potion, unless their character has a reason to not be able to.  (Ex: Vai not being to ingest potions made with ingredients from corruption.)

Maybe there needs to be a reason as to why someone can MAKE a potion, but not use it.  If it's to be argued that they count as spells, that makes no sense.  If it was meant to be a spell, it'd be a spell item.  I know it probably took a long time to think through the potion list and figure out where they fit in all the classes, but I don't agree with them being restricted in the slightest.

I don't think it's do with realism, as much as balance, if everyone regardless of class can chug down all the potions no matter what, people would be flying in the air all the time.

There's realism in being able to drink potions.  However, there isn't realism in everyone automatically being able to make them without proper training. 

I know it's kind of hard to enforce a rule where people can and cannot make certain potions, but telling people they can't drink something just because they're not part of a certain class doesn't make much sense. 

If I see a bottle sitting on a table  and can uncork it, I'm going to drink it.  Yeah, there could be consequences.  I could catch fire.  I could turn inside out.  But, there is no supreme force keeping me from ingesting it.

I think Isaki (who, sadly, hasn't been active in a while) had the right idea.  She basically played an alchemist, but restricted her character so that she didn't take part in combat, and ran a potion shop near the eastern edge of the map, much like the new store in the middle of the town.  But, she specialized.  No weapons, no supplies, no materials: Just potions.  Her prices were reasonable and people could get whatever they needed there.

But, since pretty  much everyone on the server fancies themselves a surpreme alchemist, it detracts from the actual realism.
Title: Re: Character Class Restrictions
Post by: Syndraell on 02-09-2011
this stuff is a little oddly balanced.

needs to be more like Order/Freedom based.
Sure, anyone can get said item or said weapon, but it needs to have something with a little more flare.
items like the blade of grass, and other higher tiered weapons and armor need to be earned. Like how you had to have authorization to use certain items.

and we all love our PVP battles. so, Rights Tournaments.
and i mean this more as the ability to use said item.
Still thinking of certain rules. Will try to make a balance everyone can agree on.
Title: Re: Character Class Restrictions
Post by: Cpt.Gingerbeard on 02-09-2011
Quote from: Lord_Blair on 01-09-2011
Quote from: Souless Dark on 01-09-2011
I find myself agreeing with Velspera's points.
Finally, some other people post, so its not just a battle of the mods and gingerbread. So. From now on, you don't comment when you vote about what you like or don't like in ANY poll, we will not count it.
i find your commnet highly amusing
Quote from: Velspera on 01-09-2011
Quote from: Plunger on 01-09-2011
Quote from: Velspera on 01-09-2011
Another point I disagree with:

Potions separated by class.  Potions are meant for drinking.  Anyone can open a bottle and drink a potion, unless their character has a reason to not be able to.  (Ex: Vai not being to ingest potions made with ingredients from corruption.)

Maybe there needs to be a reason as to why someone can MAKE a potion, but not use it.  If it's to be argued that they count as spells, that makes no sense.  If it was meant to be a spell, it'd be a spell item.  I know it probably took a long time to think through the potion list and figure out where they fit in all the classes, but I don't agree with them being restricted in the slightest.

I don't think it's do with realism, as much as balance, if everyone regardless of class can chug down all the potions no matter what, people would be flying in the air all the time.

There's realism in being able to drink potions.  However, there isn't realism in everyone automatically being able to make them without proper training. 

I know it's kind of hard to enforce a rule where people can and cannot make certain potions, but telling people they can't drink something just because they're not part of a certain class doesn't make much sense. 

If I see a bottle sitting on a table  and can uncork it, I'm going to drink it.  Yeah, there could be consequences.  I could catch fire.  I could turn inside out.  But, there is no supreme force keeping me from ingesting it.

I think Isaki (who, sadly, hasn't been active in a while) had the right idea.  She basically played an alchemist, but restricted her character so that she didn't take part in combat, and ran a potion shop near the eastern edge of the map, much like the new store in the middle of the town.  But, she specialized.  No weapons, no supplies, no materials: Just potions.  Her prices were reasonable and people could get whatever they needed there.

But, since pretty  much everyone on the server fancies themselves a surpreme alchemist, it detracts from the actual realism.
you make this all under the asumption that we have to roleplay potions as potions- if i have to consede the point that spears can be roleplayed as stalves and space GUNS as spells then potions could be conceived as "skills". One could verry easily roleplay potions as skills which can only be used after having completed some sort of regent gathering ritual.
Now altho one can roleplay anything as anything (I refuse to let go of the space gun thing :P ) one cannot enfource rules on items like potions with any real affect, most of the items are passive and can only be seen by the person in question anyhow (night owl for example)- and subsequently, unless the affect is obviouse, you cant stop people who use night owl outside of it class.
Hooooooooowever  potions are not that big of a deal. To be honest most people on the server only use 4 types of potions anyhow- splunking, gravi, obsidien, luminecense. All other potions usually gather dust on shelves with occasional use.
Title: Re: Character Class Restrictions
Post by: INA7HAN on 02-09-2011
I agree with the potion stuff that it can't be made by anyone but can be used. And only thing i can see that i don't like is that the knight can't use magic mirror since it's magic based .Since i'm a knight it gets annoying if i get stuck somewhere. I just think maybe the only magic a knight can use is magic mirror (Maybe has to have been trained how to use it icly by a mage)As i have been stuck before now with no enemies in sight to kill me.
Title: Re: Character Class Restrictions
Post by: fordwell on 02-09-2011
Agreed: Perhaps Magic Mirror should be an all classes item.
Title: Re: Character Class Restrictions
Post by: Kamimaia on 02-09-2011
QuoteI agree with the potion stuff that it can't be made by anyone but can be used. And only thing i can see that i don't like is that the knight can't use magic mirror since it's magic based .Since i'm a knight it gets annoying if i get stuck somewhere. I just think maybe the only magic a knight can use is magic mirror (Maybe has to have been trained how to use it icly by a mage)As i have been stuck before now with no enemies in sight to kill me.
QuoteAgreed: Perhaps Magic Mirror should be an all classes item.

It IS a universally allowed item. It is LISTED under 'universally allowed items'. It has been listed there since day 1. There has never been a moment when Magic Mirror was not universally allowed for ALL characters, ALL alignments, and ALL classes. Look at the list on the VERY FIRST POST OF THIS THREAD before you simply assume something isn't allowed. ffs.

Quote from: Cpt.Gingerbeard on 02-09-2011
i find your commnet highly amusing

I find your comment highly irritating, as Blair is correct. I also won't be able to read anything you suggest until you find and figure out a spellcheck option. Figure it out.

The Prop being posted as rules is on hold at the moment, as I am FINALLY getting input, even if I don't agree with all of it- its about damn time. If what you are suggesting requires a whole rewrite of the prop using a different system, I suggest you post an example of that you mean.
Title: Re: Character Class Restrictions
Post by: Cpt.Gingerbeard on 02-09-2011
Quote from: Cpt.Gingerbeard on 02-09-2011
i find your commnet highly amusing

I find your comment highly irritating, as Blair is correct. I also won't be able to read anything you suggest until you find and figure out a spellcheck option. Figure it out.


the comment was directed at him making a refrece to me.... but nice to see the red mist as settled -Thanks for the obvious information. I wasn't aware you intended your flamebait comment to not be handled by mods, as is our responsibility. Next time I will simply delete your messages, without reasons as to why. You should be able to figure it out, right? This is a serious discussion. If you feel a statement or idea is valueless, give reasons as to why. 'I find your comment highly amusing' is not a constructive response. -Kamimaia.
Title: Re: Character Class Restrictions
Post by: Khyris on 03-09-2011
I just thought of something moments ago here but let's say for an example that if we change it so that the classes/alignments that have things like Molten armor/Jungle armor to where they have the ability to use the silver/gold part that they need to craft the armor set for their class/alignment, it'll make things somewhat easier to gather materials in the jungle/hell wearing something better than copper armor.
I can see the unbalanced bit where like blue/ocean alignment has gold armor for the classes that can use it but can't advance to a higher tier of armor, which does make it kinda unfair for the other alignments and i could assume people would most likely lead to complain and whatnot.
So even im not 100% yeah about this change but you might be able to find a way to counter the unbalanced part where i didn't.
Title: Re: Character Class Restrictions
Post by: Velspera on 03-09-2011
Quote from: Cpt.Gingerbeard on 02-09-2011
you make this all under the asumption that we have to roleplay potions as potions

Yes, but the prop is also making the assumption that we CAN'T just roleplay potions as exactly what they are.  I don't care if someone wants to pretend that when they drink a shine potion they're actually casting an illumination spell on themselves, covered their body in neon lights, or whatever. Let them go crazy.  But, the prop shouldn't make it harder for people who just want to use the potions as they are.

And who cares if people drink down a gravity potion.  It's a freaking potion.  What matters is whether the character MADE the potion that they're drinking without proper alchemical skills, unless they have some other valid explanation behind having the ability to craft it.
Title: Re: Character Class Restrictions
Post by: Safianna on 04-09-2011
My one suggestion is less to do with the mechanics of the game and more with this thread itself.

The initial post should probably be broken up by class rather than by alignment. This has already been suggested, but I figured I would second it. It would make for slightly easier browsing.

Start with the universal list, then the class restrictions, then the class alignment.

So,
Universal

Mage restrict.
Mage align.

Chemist restrict.
Chemist align.

And so forth.
Other than that, the list seems fairly balanced. How to enforce it? The players of the server should be mature and responsible enough to abide by it. Simple as that.

Title: Re: Character Class Restrictions
Post by: Cpt.Gingerbeard on 07-09-2011
Quote from: Velspera on 03-09-2011
Quote from: Cpt.Gingerbeard on 02-09-2011
you make this all under the asumption that we have to roleplay potions as potions

Yes, but the prop is also making the assumption that we CAN'T just roleplay potions as exactly what they are.  I don't care if someone wants to pretend that when they drink a shine potion they're actually casting an illumination spell on themselves, covered their body in neon lights, or whatever. Let them go crazy.  But, the prop shouldn't make it harder for people who just want to use the potions as they are.

And who cares if people drink down a gravity potion.  It's a freaking potion.  What matters is whether the character MADE the potion that they're drinking without proper alchemical skills, unless they have some other valid explanation behind having the ability to craft it.
I find it quite amusing that the issue of potions represents the issue of roleplay in general rather well- there seems to be a fine line between roleplay and actual item use and i suppose it would be prudent to adress that issue  sooner rather than later. should we roleplay items as other objects or simply use them in the manner the game intended to? (perhaps a seperate thread entierly to descuss this as, altho it affects the class prop  it's a topic by itself also) As far as the issue of potions is concerned i find my self leaning towards velsps side (despite my earlier comments) however i also find a lack of realism in people being able to make some potions and not others, if you have the skills to make a gravi potion then why not a feather fall? I personaly hold the opinion that either potions should be craftable by all classes or just one.
Title: Re: Character Class Restrictions
Post by: Velspera on 07-09-2011
Quote from: Cpt.Gingerbeard on 07-09-2011
Quote from: Velspera on 03-09-2011
Quote from: Cpt.Gingerbeard on 02-09-2011
you make this all under the asumption that we have to roleplay potions as potions

Yes, but the prop is also making the assumption that we CAN'T just roleplay potions as exactly what they are.  I don't care if someone wants to pretend that when they drink a shine potion they're actually casting an illumination spell on themselves, covered their body in neon lights, or whatever. Let them go crazy.  But, the prop shouldn't make it harder for people who just want to use the potions as they are.

And who cares if people drink down a gravity potion.  It's a freaking potion.  What matters is whether the character MADE the potion that they're drinking without proper alchemical skills, unless they have some other valid explanation behind having the ability to craft it.
I find it quite amusing that the issue of potions represents the issue of roleplay in general rather well- there seems to be a fine line between roleplay and actual item use and i suppose it would be prudent to adress that issue  sooner rather than later. should we roleplay items as other objects or simply use them in the manner the game intended to? (perhaps a seperate thread entierly to descuss this as, altho it affects the class prop  it's a topic by itself also) As far as the issue of potions is concerned i find my self leaning towards velsps side (despite my earlier comments) however i also find a lack of realism in people being able to make some potions and not others, if you have the skills to make a gravi potion then why not a feather fall? I personaly hold the opinion that either potions should be craftable by all classes or just one.

Potions like health potions (and possibly mana, depending on the class) would probably be okay for anyone to craft.  Most of the characters in Caphori have probably been on their own for a wile and even if they are new to the lands, they're going to need to learn how to make them to survive.  Other potions, however, aren't necessities.  They're useful, but players aren't going to die without them.  Creation of potions like that should be restricted to chemist-class players, who can sell them.

Or, creating an mod-played NPC character that basically just crafts and sells potions.  Players can bring their ingredients to the chemist and have them craft them FOR them at a nominal cost...or buy them flat out for a much higher cost. 
Title: Re: Character Class Restrictions
Post by: Souless Dark on 10-09-2011
Quote from: Cpt.Gingerbeard on 07-09-2011
As far as the issue of potions is concerned i find my self leaning towards velsps side (despite my earlier comments) however i also find a lack of realism in people being able to make some potions and not others, if you have the skills to make a gravi potion then why not a feather fall? I personaly hold the opinion that either potions should be craftable by all classes or just one.

Think of it like cooking. Preparing each dish perfectly requires knowledge, experience, and the proper ingredients to make. So if you know how to make one dish because you've read the recipe, and you have the ingredients, but have never tried, you might end up failing because you lack the experience. Each dish is difficult in it's own right, likewise, each potion is difficult in it's own right as well.
Title: Re: Character Class Restrictions
Post by: Ragolution on 11-09-2011
This is silly.
Title: Re: Character Class Restrictions
Post by: Kamimaia on 11-09-2011
QuoteThis is silly.

How I feel about cold weather (http://www.youtube.com/watch?v=2Al7c0zwsWo#ws)
Title: Re: Character Class Restrictions
Post by: Souless Dark on 11-09-2011
My god, you made Kami turn into a large man with a sad expression! You monster!
Title: Re: Character Class Restrictions
Post by: INA7HAN on 18-09-2011
Quote from: Kamimaia on 02-09-2011
QuoteI agree with the potion stuff that it can't be made by anyone but can be used. And only thing i can see that i don't like is that the knight can't use magic mirror since it's magic based .Since i'm a knight it gets annoying if i get stuck somewhere. I just think maybe the only magic a knight can use is magic mirror (Maybe has to have been trained how to use it icly by a mage)As i have been stuck before now with no enemies in sight to kill me.
QuoteAgreed: Perhaps Magic Mirror should be an all classes item.

It IS a universally allowed item. It is LISTED under 'universally allowed items'. It has been listed there since day 1. There has never been a moment when Magic Mirror was not universally allowed for ALL characters, ALL alignments, and ALL classes. Look at the list on the VERY FIRST POST OF THIS THREAD before you simply assume something isn't allowed. ffs.

Magic mirror is magic and Knights are not aloud to use any magic that's what it says on the Knight restrictions
Title: Re: Character Class Restrictions
Post by: Kamimaia on 18-09-2011
Shut up.
Title: Re: Character Class Restrictions
Post by: Crow793 on 18-09-2011
Quote from: Kamimaia on 11-09-2011
QuoteThis is silly.

How I feel about cold weather (http://www.youtube.com/watch?v=2Al7c0zwsWo#ws)


NICESH (http://www.youtube.com/watch?v=gmigKYPi7uE#ws)
Title: Re: Character Class Restrictions
Post by: Velspera on 09-11-2011
Since this still hasn't been updated, I'll be fiddling with it to find a system we can implement after the invasion event. 
Title: Re: Character Class Restrictions
Post by: vatovie on 09-11-2011
we could just have the classes optainal and have guilds for classes and guild master decides with help of mods decide what free premissions they get and what they cant use and cant go to events if you dont have a class sort of like real life. didnt join to be controled completely.
Title: Re: Character Class Restrictions
Post by: Dungeon_Lord on 09-11-2011
We should use Skyrim Class style!  ;)

Its awesome and it would give some flexibility.
Title: Re: Character Class Restrictions
Post by: JRParadox on 12-11-2011
That would be awesome dungeon lord but sadly I think recreating something as complex and diverse as the Skyrim class system as well as recreating it in a meaningful and applicable form which applies to terraria would be very difficult however Im planning to tinker with the source code and look if there could be some kind of mod I could make, THIS IS NOT A GARENTEE Im not sure if I can access the source code easily and if I would be allowed to, still worth a shot
Title: Re: Character Class Restrictions
Post by: Dungeon_Lord on 15-11-2011
I just suggested because I've been playing it lately and my friend has been working on a Skyrim mod for Minecraft. So far hes gotten some hostile mobs and passive mobs and a couple weapons. Hes workin hard on class system.
Title: Re: Character Class Restrictions
Post by: vatovie on 15-11-2011
my idea is simlair to skyrim and how real medevial times were only not as complex as skyrim.