Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: More numbers in the game
PostPosted: Wed Nov 21, 2012 4:02 pm 
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Mortal

Joined: Wed Nov 05, 2003 8:01 am
Posts: 480
Location: Greece
Hi,

I would like to see more numbers in the game. Although the words instead of numbers are good, they should be an option for the ones that want numbers. Or you could add them in brackets, like you did with the Level Status.

Practically examining the case, everyone needs this access to the numbers;
-Experienced players will use them no matter what.
-New players will use them.

Both will end up frustrated with one difference;
-Experienced players will know the numbers while new players will not.

And I am not speaking only for numbers in primary stats but also numbers on enchantments.

You revealed the innate enchantments of each item and this was a cool thing. Prior to this, only those who would have the nerve to fish info from the imms had access to this. So it is much better now. Still, the numbers hide more of the game and favor that old style. It is not like a "play and learn" game or "work to get this info". We know that X armor has +5MP. And Y armor has +4 MP. But How we know it ? I learned it for example from another player. But how the first player knew it in first place? They all say GREATLY! You do the math and you will have your answer.

Examples:
Code:
Brilliant (18)
Moderately (2) increases intelligence.
Greatly (5) increases magical power


And this little number, could be optional. Make it a config value. So you won't "ruin" anything for the newbs.
It is not a matter of roleplay though. STATS are not used for roleplay after all.

Before I close my post, I will pose you this scenario:
An experienced MUD player starts playing SK for the first time. This type of player would want to build a decent character from the very beginning.
-How exactly can this be possible for him ?
-He would not even know the race maxes!
-Why should he bother spending a lot of OOC effort to learn all these hidden numbers that are needed to make a decent char ?

Since this game allows PK, there should be more info about PK given freely in the game for those interested.

To sum up,
I am confident that adding numbers will make the game better and more enjoyable.
If you are that concerned about the feeling, make it optional through a config command that will even WARN the player about the FABULOUS feeling he is about to lose. I am sure people that will be concerned about this, will not choose it.

The rest, can enjoy it.
Thank you


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 Post subject: Re: More numbers in the game
PostPosted: Wed Nov 21, 2012 4:16 pm 
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Joined: Wed Mar 06, 2002 10:34 am
Posts: 1505
Location: Los Angeles, CA
I wholeheartedly agree Revenger. At the end of the day the game can display a word but everyone will still replace it with a number...Might as well make it visible in game. I suggest making it a toggle on the "auto" function.


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 Post subject: Re: More numbers in the game
PostPosted: Wed Nov 21, 2012 4:43 pm 
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Joined: Wed Jun 13, 2012 1:14 pm
Posts: 828
SK Character: Sargas
The tremendous irony about this is that it will give the people who have a hard time figuring exact things out the information that they need, which means that the baseline to be good at the game will go down. Telling people where they are build-wise lets the more casual players make their character better, easier, and I can't see how that's a bad thing.


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 Post subject: Re: More numbers in the game
PostPosted: Wed Nov 21, 2012 6:26 pm 
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Joined: Mon Dec 01, 2008 2:01 pm
Posts: 3527
Location: I'm in a glass case of emotion!
SK Character: Retired Troll
I like things the way they are now because it allows veterans to dominate all those clueless newbs who don't know how to figure out the numbers behind things.


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 Post subject: Re: More numbers in the game
PostPosted: Wed Nov 21, 2012 6:31 pm 
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Joined: Fri Aug 24, 2012 3:21 pm
Posts: 906
Baldric wrote:
I like things the way they are now because it allows veterans to dominate all those clueless newbs who don't know how to figure out the numbers behind things.


Once again, SK needs to be more approachable. The numbers on races and enchantments are not going to ruin the RP of the game at all.


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 Post subject: Re: More numbers in the game
PostPosted: Wed Nov 21, 2012 6:57 pm 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
An experienced MUD player will still be able to build a decent character as long as he doesn't roll something like a giant warlock. As I recall, wasn't Aldric Baldric's first character?

I don't like this idea because A) I agree with Baldric and B) I want people to never have any reason IC to say "I have 25 dex!"


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 Post subject: Re: More numbers in the game
PostPosted: Wed Nov 21, 2012 7:25 pm 
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Joined: Tue Nov 06, 2012 1:41 pm
Posts: 136
Revenger wrote:
It is not a matter of roleplay though. STATS are not used for roleplay after all.

Before I close my post, I will pose you this scenario:
An experienced MUD player starts playing SK for the first time. This type of player would want to build a decent character from the very beginning.
-How exactly can this be possible for him ?
-He would not even know the race maxes!
-Why should he bother spending a lot of OOC effort to learn all these hidden numbers that are needed to make a decent char ?


This about sums it up for me. Trying to figure out the basics of SK stats etc. was a headache for me as a new player and I wouldn't have stuck around without some OOC help. SK is supposed to be a RP game, but I can't/won't focus on roleplaying a character if I don't know if they are viable in the long-term. I played a MUD a while back where new players were assigned random stats at level 5. The veterans knew which stats were good and would throw away the character and start over if they didn't like them. The new players would forge on, finding out only later that their stats were garbage and the scores of hours they put into the character were useless. Do I want to repeat the experience of playing a character for 50 hours only to find that because I didn't have some "veteran" knowledge I have to start over to compete?

Edoras, regarding A, I hope you are joking, and B, in the MUDs I've played (like CF) where stats are exposed, I've never seen this sort of language. The players have no problem roleplaying without using actual numbers and game mechanics. Example:

1) Warrior gives item to mage. "What does it do?"
2) Mage casts identify. Ah, it gives dexterity +1.
3) Mage replies: "The magic flowing through me gives me the feeling that wearing this will help you dodge blows and battle and make you more nimble."


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 Post subject: Re: More numbers in the game
PostPosted: Wed Nov 21, 2012 8:13 pm 
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Joined: Mon May 19, 2008 5:06 am
Posts: 1447
Location: Seattle
SK Character: Theodoric
Edoras wrote:
An experienced MUD player will still be able to build a decent character as long as he doesn't roll something like a giant warlock. As I recall, wasn't Aldric Baldric's first character?

I don't like this idea because A) I agree with Baldric and B) I want people to never have any reason IC to say "I have 25 dex!"


Is this intended to be ironic/sarcastic? Baldric's clearly was. I can't tell with you.

I agree wholeheartedly with Revenger. I know 'no numbers' was/is an active choice, but I'd urge reconsideration. Recently I exchanged over 20 pms with a new player, just to explain how to tell what your stats are and to explain what races can do what. A core group of veteran players could easily provide a limited amt of ingame help file text, inclusive of stern warnings that seat #s are not IC info, and this along with reveals of enchants/attribute numbers in game would vastly improve newcomer retention, in my opinion.


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 Post subject: Re: More numbers in the game
PostPosted: Wed Nov 21, 2012 11:24 pm 
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Joined: Fri Oct 20, 2006 2:13 am
Posts: 177
Location: Wichita, Kansas
SK Character: Norailo Verech
I like the idea. EVERYBODY Should be able to know what this and that does for their character, not just the ones who already know where to get all the good mods, weapons and armor already. And those few who have the luxury of talking to Imms OOCly and finding out themselves, especially since we rarely see Imms anymore as is.


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 Post subject: Re: More numbers in the game
PostPosted: Thu Nov 22, 2012 12:02 am 
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Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
I myself have vied for a score/attribute message that would indicate to some level your enchantment totals. Its something that could be done with or without numbers showing. Players would be able to identify the numbers themselves if there were only words associated, at least in a ballpark sense. It could be a toggle or just another command, maybe like info. The only IC flaw I see is that how does a non-magic class have any idea what their magical attributes are? Joe Blow mercenary is a weapons expert, not a magic expert. Although I suppose they would have knowledge of armor's characteristics. What about treasure items? I could see them having an idea about weapon enchantments first. Perhaps it could be a new spell that would be non-aggro to determine the target's enchantments. Used on self, foe, or friend, and giving the caster a general idea of the range. There's tactical reasons to want to know an enemy's stats as well. Thoughts?


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