Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Sat Nov 21, 2009 5:49 pm 
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Mortal

Joined: Mon Dec 01, 2008 2:01 pm
Posts: 3527
Location: I'm in a glass case of emotion!
SK Character: Retired Troll
First of all, bounty NPCs are [REDACTED], and all coffers should be drained by whatever means necessary, always. Anything that makes bounty NPCs less prevalent should be encouraged.

Second of all, pking in enemy territory is dangerous, and impossible without a few NPCs to help out. If there is even ONE enemy around, the fight is stacked in that enemy's favor.

Turok did recently own some face, but his enemies, mundy and blaupunk, have come forward, explaining their failure with a bad case of the man-bear-pig flu. He out-maneuvered them, and his win can't be chalked up purely to the NPCs used.

In conclusion, Turok is not OP. His power is NOT over nine thousand, and he can NOT buy more than one pony in a lifetime. Also, even if he were OP, it would be a GOOD thing because those dinosaurs need to get wtpwned ASAP.


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PostPosted: Sat Nov 21, 2009 5:50 pm 
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Joined: Mon Jul 20, 2009 8:33 pm
Posts: 861
Tanaki wrote:
Those draining coffers the way they do is kind of a disappointment as far as I am concearned. Tactics people say.


No, drawing in 13 level 45 paladin NPCs every city room per person in your group is a disappointment. It's completely impossible to fight in enemy territory without an overwhelmingly large group if bounty NPCs are involved.


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PostPosted: Sat Nov 21, 2009 5:59 pm 
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Immortal

Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
I think that draining coffers is a valid but dangerous tactic. Ok in my book.


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PostPosted: Sat Nov 21, 2009 6:19 pm 
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Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
I've said it elsewhere, I'll say it again:

Perhaps bounty NPCs shouldn't spawn in the wilderness, only in cities? That seems to be a road towards something all sides of the camp would like: less easy coffer draining, fewer bounty NPCs.


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PostPosted: Sat Nov 21, 2009 6:26 pm 
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Joined: Mon Jul 20, 2009 8:33 pm
Posts: 861
Coffer draining is always done in city rooms anyway.

If D really wants to keep bounty NPCs but also make the game playable with them, then they should spawn at a max of one per person, and never more than three at a time against a group.


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PostPosted: Sat Nov 21, 2009 6:39 pm 
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Joined: Sun Dec 07, 2003 1:51 am
Posts: 1682
Location: Denmark!
Tribunal NPCs in your group will follow any criminal, rather than stay in your group to offer your protection. This is both a blessing and a curse, because it surely can be a she-dog to suddenly be in the second row as a vulnerable class because your tribunal NPC has gone off to hunt criminals. I can certainly attest to that.


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PostPosted: Sat Nov 21, 2009 6:51 pm 
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Joined: Sat May 24, 2008 11:20 pm
Posts: 2109
Location: Edmonton, Alberta
Konge wrote:
Tribunal NPCs in your group will follow any criminal, rather than stay in your group to offer your protection. This is both a blessing and a curse, because it surely can be a she-dog to suddenly be in the second row as a vulnerable class because your tribunal NPC has gone off to hunt criminals. I can certainly attest to that.


QFT, my guards run away on me all the time, it is really annoying.


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PostPosted: Sat Nov 21, 2009 6:55 pm 
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Joined: Sat Jul 16, 2005 7:50 pm
Posts: 1798
costs or strength of bounty NPCs need to be re-evaluated imo

similar to attacking a cabal headquarter; when there's 0 tribunal defenders online, bounty NPCs should be more powerful, or more spawns, or reduced costs

it's no fun when people don't play 24/7 and/or enemies in different time zones log on and drain the account -- game becomes logging on and making coins


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PostPosted: Sat Nov 21, 2009 7:17 pm 
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Or just stop depositing coin in that daggum account. All it's good for is bounty NPCs anyway.


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