Shattered Kingdoms

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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 5:39 am 
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Immortal (Inactive)

Joined: Sat Sep 05, 2009 2:21 pm
Posts: 123
SK Character: Algorab
PK/class differences were taken into consideration. The ability can't be used while there's combat ongoing in the room, has lag attached to it, and noone is going to be moving their corpse more than a handful of rooms. It's mostly intended as a 'I died in front of a fytrysk and noone is on to help me' ability.



Syntax: poltergeist <object> to <direction>

Although no longer having a material body, the spirits of the dead can
interact with the material world in a limited way if they expend enough effort.
The poltergeist command allows a ghost to rattle, levitate and hurl unclaimed
objects that are nearby in the physical world.

The act of poltergeisting drains the ghost of both magical and meta-physical
energy. The heavier the object, the more energy will be expended. Items
may only be poltergeisted when the area is in a peaceful state. Spirits do
not have to manifest to poltergeist and doing so makes it clear which
spirit is causing the paranormal activity.

See also: manifest death exorcism seance


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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 5:41 am 
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Mortal

Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Oh nooez, there are gate targets in the inn! Let's cry a river.

I really don't like the changes to the inn regen bonus. I hope if the playerbase does in fact grow that this change can be reversed.


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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 5:47 am 
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Mortal

Joined: Fri Aug 26, 2011 5:41 am
Posts: 103
The problem is.

Let's say you get PK'd by 1-2 people in the middle of Nerina. Unless they grab your stuff during the fight, you're probably going to get to move your corpse one room. Now those PCs have to move, and probably spend a few moments healing up/etc before they do, so they can deal with the 3-6-9 bounty NPCs they're going to spawn. And while they're busy dealing with that, you're going to have plenty of time to move your corpse however far you have ME/PE to do it.

You can easily get your corpse to somewhere like one of the rooms in Nerina that has 6+ guards in it (3 of which are usually giants with pikes) while spamming anybody even remotely friendly online with "OMG, COME GET MY CORPSE". And the enemy is going to be spawning hordes of guard NPCs every time they move.


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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 5:54 am 
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Mortal

Joined: Fri Aug 26, 2011 5:41 am
Posts: 103
The use you described is nice, I just highly doubt that's going to be its most common use.


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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 6:01 am 
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Mortal

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 1085
Location: DC
Poltergeist is ill-advised, but it's not breaking the game in any way. Unless you add lag on the front-end instead of the back-end, it's just...ill-advised.

I also think that centralizing where people have to go to regenerate is #&*$ing amazing. There needs to be more easily huntable locations than just portal stone camping, or having a scry tool, to initiate PK. I hope it stays this way.

My only question: Has the difficulty in parrying massive weapons been applied to their chance of parrying, as well? Is it just as hard to parry with a greatsword as it is parry a greatsword?

If not, ill-advised. If so - I like it, and carry on.


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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 6:36 am 
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Mortal

Joined: Thu Mar 17, 2011 7:25 pm
Posts: 124
I'm curious about the druid spell too. If it cannot be used like it used to be, that is a huge downgrade to the spell.


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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 6:40 am 
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Mortal

Joined: Fri Aug 26, 2011 5:41 am
Posts: 103
That spell needed a wimp.

It's by far the most powerful of the cabal room spells. Put it at the stones and it's Game Over for anyone who recalls and fails their save. It makes sense OOCly and ICly that you should have to be in the area to maintain concentration on a spell like that.


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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 6:48 am 
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Immortal

Joined: Sat Sep 26, 2009 1:13 pm
Posts: 341
Location: Dreamscape
You will lose concentration on the spell as soon as you move out of the area it was casted at.


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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 6:49 am 
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Mortal

Joined: Fri Aug 26, 2011 5:41 am
Posts: 103
Mira wrote:
You will lose concentration on the spell as soon as you move out of the area it was casted at.


Yes, but how do you define 'area' when cast in the wilderness?


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 Post subject: Re: Code Update 09/09/2011 - Q&A
PostPosted: Sat Sep 10, 2011 6:52 am 
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Immortal

Joined: Sat Sep 26, 2009 1:13 pm
Posts: 341
Location: Dreamscape
The wilderness is divided into areas too, belonging to kingdoms or to unclaimed territory. If you were to cast it in say, the portal stones of Ayamao and moved away a few rooms, you'd maintain it. If you recalled to say, the Empire, you would lose it.


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