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Watsine
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PostSubject: Social Classes   Fri Jul 22, 2011 8:14 pm

Clergy:
Gain periodic gold based on the towns happiness
Special shop with holy items
Can hold medium to high rank jobs

Traveler:
Special foreign goods shop
Cannot buy house or have a job
+50g per monster kill
Start with class and some extra gold
Gain 1 extra stat every other level
Can build tent outside

Noble:
Access to more powerful mercenaries
Can have mid or high class job
Higher starting gold
Gain fame easier

Peasant:
+1 to all stats and another + 1 every 4th level
Can have low to mid class job

Citizens (all but traveler)
All players will get exp based on wealth
High enough fame will grant access to a special goods store

Jobs ranking:
Low class:
Miner
Blacksmith
Cook
Delivery
Fisher
Bar
Lumberjack
(Low class jobs will give the best bonuses but least gold)

Mid class:
Gardener
Gravekeeper
(Some perks, mostly irregular gold)

High Class:
Police
Librarian
(Steady income, few perks)

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Last edited by Diaster on Thu Feb 16, 2012 6:31 pm; edited 9 times in total
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Magis
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PostSubject: Re: Social Classes   Fri Jul 22, 2011 9:09 pm

Why would we need "Thug"?

For Noble, could a King also "Honor" somebody to let them be a noble?
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seernox
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PostSubject: Re: Social Classes   Fri Jul 22, 2011 9:22 pm

how is a gypsy supposed to get money i think there should be a few jobs that a gypsy is allowed to do eg. bartender, delivery man and other jobs that you could do for a day then leave without it being a problem. ( also make them be allowed to buy a few homes like the cheap ones because a gypsy could do that)

also DO NOT MAKE A CLASS THAT GIVES EXTRA XP although this is good for rpers it is also alot better for metagamers!!! i would not like a class that gets extra xp because that would encourage the wrong stuff.

make a wilderness based class so it advantages living out in the wilderness not the city.

replace thug with warrior or something this will allow them to have increased str and damage and a ninja is a warrior isnt it?
if warrior replaces thug then make thug have like shadowmeld or an ability to get extra gold when attacking humanoids or give them a steal gold/ xp ability like the thief has because thug implies that they will steal from people and stuff
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Kiseki
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PostSubject: Re: Social Classes   Sat Jul 23, 2011 2:43 am

Diaster wrote:

Thug: Bonus damage and strength. Bonus exp on kills.

When you say that, does that mean people who go thug have to be strength based? Cause I think a lot of people like agi/int based heroes.
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Watsine
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PostSubject: Re: Social Classes   Sat Jul 23, 2011 4:15 am

The entire point of this is to allow players to earn exp different ways.

I'd like to make Gypsy the more survival based class since they are always suppose to be traveling, just coming up with bonuses related to that are difficult.

Also this isn't meant to give characters new skills, just bonuses, so I will not give thug a stealing ability.

I'm still not fully sure where I wanna take thug, I might just stick to the other 4 for implementation.

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YakaryBovine
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PostSubject: Re: Social Classes   Sat Jul 23, 2011 10:46 pm

Brilliant. A bit too specific, though, I think. Should be broadened. Also, rather than giving negatives to each Class, I think the game's base experience rate should simply be decreased.

Loyalist: Gold and experience income basd on Happiness.
Wanderer: Gains 6x experience for each kill made against a new unit type. Cannot pay tax and failing to do so will not be alerted to the Monarch. Cannot acquire a job.
Noble: Gains experience income based on total wealth and gold income based on Happiness.
Worker: Gains increased income and experience from performing jobs.

Only a few changes.
- Loyalist seems more appropriate as Clergy is too specific, same for Wanderer > Gypsy
- I feel that unique shops are a bad idea as efforts going towards making these shops for individual players would be better spent making them for everybody
- Forcing Nobles to rely on Happiness as much as the King does is a better way to encourage them to help eachother than the King having direct power over them
- Extra stats for Peasants is a bad idea because it is blatantly obvious that that is the powerleveler class
- Already established Thug is bad

Also, players should be able to change Social Classes whenever they please with maybe just a time restriction. Monarch should be its own Social Class.

Finally, I think Gypsy/Wanderer not being able to have a job is a good idea because it forces them to rely on other more wealthy players to truly succeed. Illiterate powerlevelers beware.
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Watsine
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PostSubject: Re: Social Classes   Sat Jul 23, 2011 11:03 pm

The worker class seems like shit though imo. No point in doing jobs for gold with nothing to spend it on or benefit from getting it all. Noble is by far the best of them all. I much prefer my models.

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YakaryBovine
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PostSubject: Re: Social Classes   Sun Jul 24, 2011 12:47 am

assuming gold is not useful for anything, that is certainly true. i was going on the assumption gold would gain more practical uses

balance is a little questionable when neither of us has mentioned any numbers. the reason for changing the Peasant/Worker bonus was because i felt your model didnt affect gameplay in the slightest.

Edit: of course this is largely opinion, i think, so theres not much to discuss
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Watsine
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PostSubject: Re: Social Classes   Sun Jul 24, 2011 1:13 am

basically, this is going to be the next version itself, it is needed. Anyways I've been kinda looking for an excuse to add some odd items.

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YakaryBovine
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PostSubject: Re: Social Classes   Sun Jul 24, 2011 1:17 am

sounds fine to me, then. cant wait
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Standarduser
Peasant


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PostSubject: Re: Social Classes   Sun Jul 24, 2011 2:25 am

Assuming gold isnt worth crap, shouldnt you supposed to be dealing with it now, assuming gold is an integral part of the game, instead of another things?
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YakaryBovine
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PostSubject: Re: Social Classes   Sun Jul 24, 2011 3:15 am

Standarduser wrote:
Assuming gold isnt worth crap, shouldnt you supposed to be dealing with it now, assuming gold is an integral part of the game, instead of another things?
he is adding unique shops so i assume thats related
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jamamar
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PostSubject: Re: Social Classes   Fri Jul 29, 2011 2:27 am

and when exactly is this version coming out?
I think you should spend all nighters finishing of this version every1s been waiting for
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Jay.J
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PostSubject: Re: Social Classes   Fri Jul 29, 2011 7:31 am

It'll probably be 6 months to a year.

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Chief-Oblivion
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PostSubject: Re: Social Classes   Fri Jul 29, 2011 8:58 am

Lol @ Jay.J and this would be cool but this would be like unbelievably hard to make balanced...there will always be a class that levels up faster and such...
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Kinorey
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PostSubject: Re: Social Classes   Fri Jul 29, 2011 11:01 am

For the gypsy/wanderer, You can give him the ability to raise a tent to sleep in.
Make it so the gyspy can't raise the tent inside the town, only at the wilderness, or just at the edges of the town. Also you can make it so it takes some time to build the tent, and sleeping is less effective then sleeping in a house - it takes longer time to recover your health. (So you can't just spam the tent and heal = can't train endlessly).
It also helps rp, and helps those who just want to heal from time to time.

I actually think that the Clergy, Peasants/Commoner and Noble Social classes are a must, based on the actual major social classes of the middle ages.

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Watsine
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PostSubject: Re: Social Classes   Fri Jul 29, 2011 8:19 pm

updated the first post. I'm really low on idea on how to buff peasants, could use some idea, and be sure they are based off some aspect of mid-evil life.

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seernox
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PostSubject: Re: Social Classes   Fri Jul 29, 2011 9:06 pm

well peasants usually farmed back in the medieval times so you could add a small farming shop for them so that they can grow crops to gain extra cash, and also grow herbs to buff character.

noble also has one disadvantage... if the king is a total FAG the noble is screwed so I think you should make them wealthy at the start and they gain money that cant exactly be taken by king but some money that can... and another thing about noble how much xp would they get if they had 1 million gold in bank?
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jamamar
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PostSubject: Re: Social Classes   Fri Jul 29, 2011 10:57 pm

seerox i doubt that will ever happen
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seernox
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PostSubject: Re: Social Classes   Sat Jul 30, 2011 1:58 am

yes I doubt it too but at least I have idea's to contribute and I don't just criticise people.

maybe there should be a class that is like...

Knight
-gets money based on towns happiness (bad happiness good for cultist/death knight)
-gets extra money killing monsters
-gets 1 extra strength per level
-starts with either cultist or warrior
-can't get jobs

^actually it doesnt look like much of a change from some other ones but what the hell its just an idea and could be tweaked to like 1 extra defence per level which would be good for a knight
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Standarduser
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PostSubject: Re: Social Classes   Sat Jul 30, 2011 1:55 pm

Being an rp game, shouldnt we classify ourselves to social classes?

I see this alittle restricting.
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Watsine
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PostSubject: Re: Social Classes   Sat Jul 30, 2011 8:38 pm

Standarduser wrote:
Being an rp game, shouldnt we classify ourselves to social classes?

I see this alittle restricting.
Ah ha this young diaster is shaping up, all of you could take a lesson from this one. See how he pretends to be a complete retard and state the opposite of what something does? Glorious young one keep up the good work.


Also updated peasant role.

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Jay.J
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PostSubject: Re: Social Classes   Sat Jul 30, 2011 8:44 pm

The balance of this doesn't seem easy.

For peasant, I'd think his ultimate goal would be either to be a hero or to be rich like a Noble himself! And obviously since we don't just want pure Nobles, Bonus EXP for completing events or killing Bosses...Rags to Riches type thing.

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Watsine
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PostSubject: Re: Social Classes   Sun Jul 31, 2011 1:08 am

well in medevil times, nobles were only such by birth, peasants could never become nobles. I could make it so they get a bonus if they are granted "honor" by the king, where they get some of the noble bonuses, but other then that, in order to let a peasant to switch between a noble and back, I'd have to make it so they share bonuses and make on the lesser of the other forcefully.

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seernox
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PostSubject: Re: Social Classes   Sun Jul 31, 2011 1:25 am

I had an idea and i realised some of these bonuses are a bit overkill maybe you could make them more minor so they don't affect the game as much and let people be overpowered or underpowered maybe make 1 bonus stat every 3 levels or something because that is still good
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