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 Post subject: A list of things to consider - a discussion
PostPosted: Sun Oct 19, 2008 12:31 pm 
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Well I figured this list could use a thread of its own so people could agree/disagree/elaborate on it. So I'll pick a few things out of it I like/dislike and we can start from there. This is from a post of Nyimsk's in this thread: http://www.shatteredkingdoms.org/forums/viewtopic.php?t=17999&start=110

Nyimsk wrote:
1) Dual trib/cabal
2) Revamp of weapons (yes, it needs ANOTHER fine tweak)
3) Important class balance changes (warlox, bard, necro, barb)
4) Balances changes with art/saves (art needs to be more effective)
5) An actual economy/trade system!
6) A war system for tribunals that lets land/territory be exchanged
7) Removal of bounty hunters.
8) Addition of a gray-elven race of mixed blood, there isn't dark nor light.
9) Addition of orcs as a playable race.
10) Addition of more portal stones around the realms that connect various places.
11) Add another section to the outerplanes, ones that maybe don't start at the spire.
12) Decreased spirit disorientation time.
13) Remove hp/me/move limitations from being trained.
14) Reduce the amount of adamantite/mithril/energy in the game
15) Reduce overall quality of weapons.
16) Increase spell damage across the board by 10-15% (there is good reason for this)
17) Give warlocks a 5th elemental, the auripigment elemental, which is a combination of various affects of the 4 elementals at GM (ie resist to lightning, fire, cold, and energy hide, bashes, no di/dh, but doesn't reach/trip, has berserk and is size giant) to increase tactics.
18 Increase HPs across the board for everything by 20% (makes battles last longer, reduces the amount of 1 shotting, this goes with increasing spell damage).
19) Reduce MV cost to move anywhere by 25%. Seriously, this kind of crap makes the game snoozeville, especially lower levels.
20) Remove shovels. Seriously.

OTHER NON GAME RELATED CHANGES:
1) Advertise. A lot. Draw players away from other muds in groups.
2) Remove the SK official forums for all things but bug reports, newbie help, announcements, and afterlife. The game is more fun when everyone isn't oocly worried on cabal/religion/leader/HF/general discuss/gameplay discussions. Also I think this crap discourages newbies.
3) Bring on 2-3 more angels to just RP with folks. They don't have to build new areas, just make fixes to current ones that need to be and spend their time playing with folks. When they are done, let them go and get new ones. Don't give them access to a lot of info, but let people get all super-excited about RPing as an IMM!! Or a NPC!! etc. This allows imms to supervise lesser rp events and take the load off them for minor things.
4) Stop alshain from posting in anything public. Yeah he did a lot of good work for the website, but please gag him. I know this one will get overlooked, but he gets 'into it' with players way too much, especially for one who claims to be so aloof. Not a personal dig, but it's just tiresome to see whenever he decides to post/pay attention to the boards. Let the players [REDACTED] and whine, who cares, it just makes them look bad.
5) Add into the game at login a "newbie" setting, where if they are true newbies, they can log into the game as "newbie" (hidden from who list) and read help files, get a scripted introduction, a bit of advice on how to go through creation, etc.


1)I agree with this, in fact I'm a bit more hardcore, I think tribunals should be removed from the game and it should be just cabals that are in control of protecting kingdoms like it used to be. This would see an increase in numbers in cabals and would unify more of the player base.

2)I have no played a melee since the weapon changes so I cannot comment what so ever on this subject.

3)What class balance issues are there? Elaborate please cause personally I think they're all pretty balanced.

4)In my experiences with art it has been extremely effective, this of course was with 9+ art trains though.

5)This would be a great idea but how would you propose this? Something similar to an auction house where people can auction off items/scrolls/flasks/eq/etc?

6)This sounds like a great idea and would actually promote conflict on a grand scale, people who are raping other countries would actually be able to "capture their flag" and control them until it was returned. Although I am afraid this would just be another CFT cabal like thing if it were implemented. Anything like our current cabal system has proven to be widely unpopular.

7)Agreed, agreed, agreed, agreed. Bounty NPCs are too powerful, and frankly are just annoying. It makes it damn near impossible to go into a country you are wanted in solo and try to find someone you are after. It promotes seclusion and alienation of wanted people and in reality that is a good thing, but in SK its a bad thing.

8 I'm indifferent on this suggestion I don't know much about elf/delf history

9)Is there really enough orc history in SK to warrant a playable race? Do we have orc starting cities?

10)Not sure if this is necessary, I find the current portal stone system to be very convenient and not sure why you would even want to add more. Perhaps give a class the ability to make a timed portal stone that would last for a year or so or until the MUD reboots to replace the lack of gate anchors.

11)Agreed, of course this would take some time but the outer planes still has a lot of potential and another area similar maybe to the iron citadel would be awesome.

12)I agree with this, cut it in half. The people PVPing aren't the ones being punished by this crap its the noobs who die levelling that are being punished. You know how much it sucks to die only to get back to your corpse and not be able to carry what you were holding or your weapon for a full 30(?) minutes? It sucks a lot.

13)I agree, we should still be able to dump HP/ME/or MOVE like back in the day. If someone wants to dump HP they will suffer in other areas, and like wise with the other stats. They all have their downsides and the bonuses aren't particularly broken in any way.

14)This has already been done once fairly recently and I'm not sure it needs to be done again, at least not for energy/adamantite. There is a crap ton of mithril though still in the game.

15)What exactly do you mean here? Reduce their materials or how much damage they do?

16)I think 10-15% would be a bit much, with the recent changes to MP spell damage did get an increase and in my opinion it shows. Can you elaborate as to why you would want this cause personally I think spells are pretty good right now.

17)No comment on this one.

18 I like the idea of making combat last longer, but is the solution to drastically increase hp pools? How would this affect PVE? That would require some extensive testing on the test server for sure.

19)It would be nice to see noobs able to walk a bit further seeing as not everyone has the luxury of refresh necklaces from Exile.

20) Yes, remove shovels. Not sure who suggested this crap in the past or why it was implemented but its an element of the game that frankly doesn't add any tactics or fun but rather is just frustrating and annoying.

Not going to bother commenting on the other suggestions.


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 Post subject: Re: A list of things to consider - a discussion
PostPosted: Sun Oct 19, 2008 1:18 pm 
Demon wrote:

3)What class balance issues are there? Elaborate please cause personally I think they're all pretty balanced.


Class balance changes suggestions:

Necromancers:
1) Remove undead concentration or time limit. One or the other, both is dumb.
2) Increase damage edrain does and xp lost (significantly, we're talking 1/2 level drain not two ticks) from it OR remove the edrain timer.
3) Make all animate type available at all levels. Level 50 zombies, or level 45 ghouls, etc. Can keep the same rate of new undead type acquisition (ie 50 for wraiths).
4) Lower cast time on plague significantly. Why is this so huge?

Warlocks:
1) Make earthquake more useful. Just find a way.
2) Reduce concentration cost on ironguard.
3) Increase damage done by cone of cold.
4) Improve shocking grasp's reflex loss. Way more reflex needs to be lost with this.

Bards:
1) Please put saves on all songs. Seriously.
2) Increase amount healed on songs of healing by a little.
3) Boost songs of death damage.
4) Something needs to be tweaked with persuasion. It's just not highly used.

Paladins:
1) cure poison. thanks.

Hellions:
1) Increase cleave damage now that resting position no longer boosts their damage from o all bash;cleave. That was a staple tactic.
2) Reduce concentration on domination by a little.

Priest:
1) Second attack one status earlier please, thanks.

Shaman:
1) Edamage.

Barbarian:
1) Make it so alertness allows the barbarian to dodge projectiles at a 50% normal dodge rate. You may not see why, but remember, they have no range ability.

Scout:
1) Allow camo on a beach
2) Allow ambush to work with both a bow or a spear. Give different draw backs/bonuses for this.
3) Pets. This is more a builder issue, but seriously. Let's see some actual diversity and lack of wimping constantly for once for these guys.
4) More herb types.


Quote:
4)In my experiences with art it has been extremely effective, this of course was with 9+ art trains though.


Try using them against anyone who has 20+ saves in each of the three categories.


Quote:
5)This would be a great idea but how would you propose this? Something similar to an auction house where people can auction off items/scrolls/flasks/eq/etc?


That along with a "trade alliance" system that allows tribunals to open trade routes to each other, which influences prices and amounts that a shop can have of each type/material of item.

Quote:
6)This sounds like a great idea and would actually promote conflict on a grand scale, people who are raping other countries would actually be able to "capture their flag" and control them until it was returned. Although I am afraid this would just be another CFT cabal like thing if it were implemented. Anything like our current cabal system has proven to be widely unpopular.


Not at all, this would be a system where each country has multiple cities/forts/lookout points that can be captured, granting bonuses/minuses for getting or losing them. Capitols are never up for grabs.

The process of going about capturing them is similar in theory to CRS, BUT, there's no big honking guardian. Only masses of regular guards + 'cabal gate' like ability for tribunal members to come in. Each fort is different, but with a standard 'set of points' that can be spent on things such as armor, number of NPCs, weapons, defensive mechanisms, magic, etc. This way, over time, they can change too as determined by tribunal leaders.

When you have successfully raided a fort or smaller city (difficulty goes up as you get closer to the capitol, IE everclear would be a [REDACTED] compared to some outpost on the uxmal/taslamar border), you have wiped out the local militia and successfully occupied the area for 30 minutes after the last guard dies. At this time, THERE IS NO LAW OR LOCKED DOORS AND NO DEFENSES WORK FOR EITHER SIDE. The defending tribunal has that 30 minutes to amass a force to respond to the invasion. If they succeed in driving out/killing the attackers, they get a moral bonus that lasts 1 week RL for a success victory, resulting in a modest bonus to HP/ME/PE for all /citizens/ of that nation, guard or not. (See where i am going with that? Enlisting citizenry for defense is a tactic and should have a reward.)

If after 30 minutes an attacker presence is still there (as defined by who is in war with said country) and the defenders have not driven them out, the place resets and the attacking country gains the morale bonus for its citizens. A pre-determined tract of land now becomes enemy territory. If more than 1 nation was involved in the attack, the one with the most attackers gets it. For 24 hours (1 day) only a 'light' guard garrison force spawns in the fort, as it takes a while for supplies to move across territories. After that, full guard force is present.

You must take territory adjacent to what you own. Uxmal will also have these forts, manned by NPCs not owned to any player. Those must also be taken and controlled. A disconnection in any of these will leave a fort stranded, and lose the ability to spawn anything. After a RL week, if a connection has not been made, the fort goes back to its original owner.

No capitol can be taken.

Bonuses for controlling territory in enemy land:
1) it's now your law, not their's!
2) You get income bonus from taxes from the land that dribble into your trib bank account daily
3) now your guards! not their's!
4) The more territory in a land you control, the more influence you have in that kingdom. This can be lead to wonderful RP opportunities. Seriously, a side can actually rp out surrender for once.

Also, it just makes tribs more fun to play overall. No more being city defense, or just for spell ups, but now you WAR.

Quote:
7)Agreed, agreed, agreed, agreed. Bounty NPCs are too powerful, and frankly are just annoying. It makes it damn near impossible to go into a country you are wanted in solo and try to find someone you are after. It promotes seclusion and alienation of wanted people and in reality that is a good thing, but in SK its a bad thing.


No [REDACTED] joke.

Quote:
9)Is there really enough orc history in SK to warrant a playable race? Do we have orc starting cities?


Tul'zuth is a pure orc city(serious), Teron has tons of them, ch'yzzrm does too, fort tethos area has them and orcs have invaded nations before.

So why not?

Quote:
10)Not sure if this is necessary, I find the current portal stone system to be very convenient and not sure why you would even want to add more. Perhaps give a class the ability to make a timed portal stone that would last for a year or so or until the MUD reboots to replace the lack of gate anchors.


To promote movement and exploration. The more you get players out and moving, the more activity and fun will be had. It's much easier to get a portal stone to Owyran than to fly to it with a warlock/shaman for instance.

Quote:
12)I agree with this, cut it in half. The people PVPing aren't the ones being punished by this crap its the noobs who die levelling that are being punished. You know how much it sucks to die only to get back to your corpse and not be able to carry what you were holding or your weapon for a full 30(?) minutes? It sucks a lot.


Yep. It's just punishing those who aren't good at the game. I've never had more than 2 SD's ever stacked at once, and that is a super rarity. Way to go screwing the newbie who dies to a NPC, then a road tick, then a tiger all on the way back to his corpse.

Quote:
13)I agree, we should still be able to dump HP/ME/or MOVE like back in the day. If someone wants to dump HP they will suffer in other areas, and like wise with the other stats. They all have their downsides and the bonuses aren't particularly broken in any way.


Yep. The addition of art made choices now much harder and for a game with a 'we don't say you can't do that' it's really silly they say you can't do a lot of things.

Quote:
15)What exactly do you mean here? Reduce their materials or how much damage they do?


Materials. It's really silly how many mithril/adamantite/energy/tanso weapons exist in game.

Quote:
16)I think 10-15% would be a bit much, with the recent changes to MP spell damage did get an increase and in my opinion it shows. Can you elaborate as to why you would want this cause personally I think spells are pretty good right now.


Get hit with a giant barb with buffs and an adamantite battlespear super-enchanted. Then get hit with a magma spray.

Both naked. Tell me which one hurts way more over a far shorter period of time and why one can do it for an hour before having to rest, whereas the other has to sleep after 5 minutes.

Quote:
18 I like the idea of making combat last longer, but is the solution to drastically increase hp pools? How would this affect PVE? That would require some extensive testing on the test server for sure.


Of course it would. PVE hps would get boosted as well. It'll drag out pkill, if it is done proportionately. In SK we have too many 'I win' items.

You either do it two ways: wimp damage or buff hps, at the very basic core.

I vote buff the hps.

Quote:
19)It would be nice to see noobs able to walk a bit further seeing as not everyone has the luxury of refresh necklaces from Exile.


Another change to this would be to super-front load all moves, so by 30 you have 100% of your moves.

Quote:
20) Yes, remove shovels. Not sure who suggested this crap in the past or why it was implemented but its an element of the game that frankly doesn't add any tactics or fun but rather is just frustrating and annoying.


Yep, let's see Dulrik be a man and recant on this one, small simple change.


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PostPosted: Sun Oct 19, 2008 1:39 pm 
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All I know about this is freaking shovels man, absolutely change it back.

I was fishing today and I was digging for worms with my bare hands - it CAN be done, even if it couldn't, come on, this is a game and it's just completely stupid.


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PostPosted: Sun Oct 19, 2008 1:57 pm 
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Quote:
Bards:
1) Please put saves on all songs. Seriously.
2) Increase amount healed on songs of healing by a little.
3) Boost songs of death damage.
4) Something needs to be tweaked with persuasion. It's just not highly used.


1) Ehn. Not such a make or break necessity for the class.

2) Probably worth doing, but ultimately not necessary. Even with a small increase, they won't likely be effective healers. Mostly, they're just good for shortening rest periods.

3) Abso-friggin'-lutely. This song is almost completely pointless. The PE/ME drain from dancing while singing is not useful. The amount of damage the spell does is not useful.

4) You need to be able to use it in combat for it to be used more, complete with its current lag. In addition, the ME cost could be dropped a little. For non-combat uses of Persuade, lag should be reduced.


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PostPosted: Sun Oct 19, 2008 1:57 pm 
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Or at least make them easily found in every city.

And before you contradict that I've looked and Sith DOES NOT SELL THEM >.<


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 Post subject: Re: A list of things to consider - a discussion
PostPosted: Sun Oct 19, 2008 4:10 pm 
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Quote:
Necromancers:
1) Remove undead concentration or time limit. One or the other, both is dumb.
2) Increase damage edrain does and xp lost (significantly, we're talking 1/2 level drain not two ticks) from it OR remove the edrain timer.
3) Make all animate type available at all levels. Level 50 zombies, or level 45 ghouls, etc. Can keep the same rate of new undead type acquisition (ie 50 for wraiths).
4) Lower cast time on plague significantly. Why is this so huge?


1) I would prefer to see the time limit on the animates dropped, the concentration is very low as it is and doesn't seem to be a huge down side.

2) I think energy drain should be completely changed. The fact that it steals XP from people in my opinion is ludicrous. Its completely taboo to steal XP from someone in any way shape or form, they worked hard for that. I would like to see energy drain steal either mana from caster classes, and physical energy from fighter classes all while causing a bit of damage OR it could just steal PE from all and do a decent amount of damage. This would be great to help prevent people from Word of recalling or getting very far after they flee. It would really give it usability in PVP - which is what it needs cause right now no one uses it ever.

3)I'm indifferent on this suggestion.

4) I agree and I would go so far as to say that all maledictions should have their times adjusted so they could effectively be applied in between combat rounds.

Quote:
Warlocks:
1) Make earthquake more useful. Just find a way.
2) Reduce concentration cost on ironguard.
3) Increase damage done by cone of cold.
4) Improve shocking grasp's reflex loss. Way more reflex needs to be lost with this.


1) My idea for earthquake is simple: 2.5 second cast time/directional ranged or same room only/forces all who are not flying into prone - casting it over and over will not reset prone timer/Does small amt of damage or helps to mangle legs.

2) Don't know enough of the concentration of iron guard to comment

3) I'd like to hear more warlocks comments on CoC, it does seem like it could use some help I've seen Pyras use it a few times but I don't think with much success.

4) I think one successful shocking grasp should completely negate reflex for the next spell cast. That to me just makes more sense rather than having to stack it 2-3 times just to cast a single spell on a person.

Quote:
Bards:
1) Please put saves on all songs. Seriously.
2) Increase amount healed on songs of healing by a little.
3) Boost songs of death damage.
4) Something needs to be tweaked with persuasion. It's just not highly used.


1) Would have to be willpower saves in my opinion, I don't see anything else affecting someones resistance to a song.

2) Agreed a slight increase would be nice

3) Agreed, anything that does slight damage over time just isn't useful, its gotta put a little more pressure on for it to be worth a damn.

4) God yes, persuasion has so much potential but just doesn't get used like it should. I think a lot of it has to do with the restrictions that were put on it. Loosen the noose a little let bards have more freedom with persuasion so it can actually be used as intended.

Quote:
Paladins:
1) cure poison. thanks.


1) Sure, why not?



Quote:
Hellions:
1) Increase cleave damage now that resting position no longer boosts their damage from o all bash;cleave. That was a staple tactic.
2) Reduce concentration on domination by a little.


1) Hell, raise it a good amount of completely get rid of the chance to insta-kill with it. I'd rather a skill be consistent rather than be really bad, or really good.

2) SERIOUSLY, aside from being deep-elf if you have a dominate as a hellion you can't hold anything else if you want to use hellfire. Also if you're taking damage forget about it, your concentration is crap and you can't cast anything, it completely makes hellions dependent on their "naked kill" dominates in battle which aren't that great of a trade off if you ask me.



Quote:
Priest:
1) Second attack one status earlier please, thanks.


1) As a player of many priests that is something I agree with, I never even trained second attack on my priests cause by the time I could I was using spells to level. Makes absolutely no sense to have it that late. Other than that priests are perfect they need nothing done to them.



Quote:
Shaman:
1) Edamage.


1) I also agree with this, I've said they either need e-damage or third attack in the past and I still believe they do.



Quote:
Barbarian:
1) Make it so alertness allows the barbarian to dodge projectiles at a 50% normal dodge rate. You may not see why, but remember, they have no range ability.


1) Hell make it so they can dodge ranged spells better too, magic missile and columns of fire are just the same as arrows and boulders.



Quote:
Scout:
1) Allow camo on a beach
2) Allow ambush to work with both a bow or a spear. Give different draw backs/bonuses for this.
3) Pets. This is more a builder issue, but seriously. Let's see some actual diversity and lack of wimping constantly for once for these guys.
4) More herb types.


1) Seriously the game needs navy seals.

2) I like this idea of course if they were using a spear it would have to be same room.

3) I remember back when you would see 5 different scouts and they would all have different pets. This is what they need once again, now a days all you see if the same ole crap. Who remembers Aeros the firecat? Frisky the big [REDACTED] dog, the iron lions, huge gorillas. All these once amazing pets have been made useless due to years and years of wimping, and why? More pets! Make them better, faster, stronger! Don't go overboard but give them some gusto!

4) I dunno about this the herb list is huge and scouts really don't need access to anymore spells in my opinion.



Quote:
Not at all, this would be a system where each country has multiple cities/forts/lookout points that can be captured, granting bonuses/minuses for getting or losing them. Capitols are never up for grabs.

The process of going about capturing them is similar in theory to CRS, BUT, there's no big honking guardian. Only masses of regular guards + 'cabal gate' like ability for tribunal members to come in. Each fort is different, but with a standard 'set of points' that can be spent on things such as armor, number of NPCs, weapons, defensive mechanisms, magic, etc. This way, over time, they can change too as determined by tribunal leaders.

When you have successfully raided a fort or smaller city (difficulty goes up as you get closer to the capitol, IE everclear would be a [REDACTED] compared to some outpost on the uxmal/taslamar border), you have wiped out the local militia and successfully occupied the area for 30 minutes after the last guard dies. At this time, THERE IS NO LAW OR LOCKED DOORS AND NO DEFENSES WORK FOR EITHER SIDE. The defending tribunal has that 30 minutes to amass a force to respond to the invasion. If they succeed in driving out/killing the attackers, they get a moral bonus that lasts 1 week RL for a success victory, resulting in a modest bonus to HP/ME/PE for all /citizens/ of that nation, guard or not. (See where i am going with that? Enlisting citizenry for defense is a tactic and should have a reward.)

If after 30 minutes an attacker presence is still there (as defined by who is in war with said country) and the defenders have not driven them out, the place resets and the attacking country gains the morale bonus for its citizens. A pre-determined tract of land now becomes enemy territory. If more than 1 nation was involved in the attack, the one with the most attackers gets it. For 24 hours (1 day) only a 'light' guard garrison force spawns in the fort, as it takes a while for supplies to move across territories. After that, full guard force is present.

You must take territory adjacent to what you own. Uxmal will also have these forts, manned by NPCs not owned to any player. Those must also be taken and controlled. A disconnection in any of these will leave a fort stranded, and lose the ability to spawn anything. After a RL week, if a connection has not been made, the fort goes back to its original owner.

No capitol can be taken.

Bonuses for controlling territory in enemy land:
1) it's now your law, not their's!
2) You get income bonus from taxes from the land that dribble into your trib bank account daily
3) now your guards! not their's!
4) The more territory in a land you control, the more influence you have in that kingdom. This can be lead to wonderful RP opportunities. Seriously, a side can actually rp out surrender for once.

Also, it just makes tribs more fun to play overall. No more being city defense, or just for spell ups, but now you WAR.


This sounds like a well thought out and really fun idea, something like that would really add a fun and exciting dimension to the game.


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PostPosted: Sun Oct 19, 2008 4:25 pm 
I forgot to add that all forts held by a nation in Uxmal cost them money to obtain, because the citizenry like to rebel a lot.

Also due to this nature, a cabal or playergroup can come in, wipe out the garrison stationed there and leave without leaving any trace.

Should the defenders not get there in 30 minutes, it reverts back to the native control of any nation.

Any attack done by a cabal is not reported, as well (except midnight council), whereas tribunals leave a log of attack in the money record sheet that all tribs have currently.

The addition of a surrender command needs to be added to diplomacy, at which a tribunal guard is disbanded and a certain sum of money is given to the victors, at which time they pull back their troops. THIS MUST BE AN RPED EVENT and its a command that only an immortal may use.


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PostPosted: Sun Oct 19, 2008 6:18 pm 
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That all sounds awesome. Here's hoping an imm takes this seriously.


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PostPosted: Sun Oct 19, 2008 6:53 pm 
I'd build the system myself if no one wanted to do it I want it that much, but I sincerely doubt that anyone will take it seriously.

And even if Dulrik did, by judging from history, it'd be a few years away.

Not knocking you dulrik, just things tend to take way longer due to your lack of time and seeming desire to bring other coders on board.


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PostPosted: Sun Oct 19, 2008 7:04 pm 
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If I was an IMM, I wouldn't even read this thread thanks to whoever used "code" instead of "quote" and screwed up the entire thread.


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