Shattered Kingdoms

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 Post subject: Re: Code Update Q&A - 11/27/2011
PostPosted: Mon Nov 28, 2011 7:48 am 
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Mortal

Joined: Thu Apr 14, 2011 4:51 am
Posts: 442
Dulrik wrote:
If it turns out to be as horrible as the early whining makes it out to be, then I am prepared to make alterations. However, I'm going to give it some time before changing anything. As I said before, I'd thought about disarm and it's always seemed to be too weak for people to bother with seriously using it, especially over bash. Now people may have to think a bit more about what their priority is in combat. If nothing else, disarm will probably get more attention from me once people start using it more.



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 Post subject: Re: Code Update Q&A - 11/27/2011
PostPosted: Mon Nov 28, 2011 8:11 am 
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Mortal

Joined: Fri Mar 01, 2002 4:00 pm
Posts: 519
Location: Minot AFB, North Dakota
I think they are overall good changes. I do think this will buff disarm, but if it does it's easy enough to fix by making it so you can't "get all" during combat.

I do however feel a void by not seeing "barding can now be made by certain tailors in the realms".


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 Post subject: Re: Code Update Q&A - 11/27/2011
PostPosted: Mon Nov 28, 2011 8:47 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Minette wrote:
Dulrik when is a character considered long-term?

The statistics are tracked immediately. I call them long-term because they only change slowly over the life of your character. One example is your LTMentorScore, which is separate from how we are currently tracking MentorScore. MentorScore is a resource that is spent in order to receive bonus attribute points each month, whereas LTMentorScore will remember how many mentor points you've ever gained.

As a player you can't see these new values and they currently have no impact on the game. As data accumulates, we will be able to use them to make various kinds of database queries. In the future, they may impact gameplay in some way. You can expect that one likely use (but not the only possible use) would be to incentivize long-term play of a single character.


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 Post subject: Re: Code Update Q&A - 11/27/2011
PostPosted: Mon Nov 28, 2011 8:54 am 
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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
I like these changes. It was kind of silly that people could strip corpses while there was a battle going on. This is a buff to disarm but it just means people need to keep extra weapons in their inventory.


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 Post subject: Re: Code Update Q&A - 11/27/2011
PostPosted: Mon Nov 28, 2011 8:58 am 
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Mortal

Joined: Sat Dec 27, 2008 12:48 pm
Posts: 1725
Location: Rockin' your world
SK Character: Snuffles
You don't always drop your weapon when you're disarmed and in light of these new changes I am curious what affects that particular event. How can a person increase their chances of securing their weapon when disarmed, if they can do it at all?


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 Post subject: Re: Code Update Q&A - 11/27/2011
PostPosted: Mon Nov 28, 2011 9:06 am 
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Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Baldric wrote:
I like these changes. It was kind of silly that people could strip corpses while there was a battle going on. This is a buff to disarm but it just means people need to keep extra weapons in their inventory.


Given the disparity between weapon subtypes, and the limited quantity of high-end materials and subtypes, this is going to exacerbate an already glaring gap for warrior classes.


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 Post subject: Re: Code Update Q&A - 11/27/2011
PostPosted: Mon Nov 28, 2011 2:44 pm 
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Mortal

Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
Ugh, I'm more concerned about the NPCs that disarm.


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 Post subject: Re: Code Update Q&A - 11/27/2011
PostPosted: Mon Nov 28, 2011 2:48 pm 
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TMS Cheerleader

Joined: Sat Oct 13, 2007 11:01 am
Posts: 1302
Location: BFE Arkansas
SK Character: Addison
Just don't suck at getting disarmed and you will be fine.


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 Post subject: Re: Code Update Q&A - 11/27/2011
PostPosted: Mon Nov 28, 2011 3:29 pm 
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Mortal

Joined: Fri Sep 22, 2006 2:42 pm
Posts: 944
Actually, this is a really cool buff for some weapons. Two handed weapons are naturally harder to disarm than one handed weapons so it's kind of a pseudo buff for them.

The no stripping corpses in combat adds an interesting element. It actually makes Pk a bit more tactical because if you engage, you can lose your loot and the victors get all the spoils. Otherwise, those that die are kind of SoL and it really boils down to who's better prepared. It makes a team question whether they flee and cut their losses or stick it out and try to win it all.


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 Post subject: Re: Code Update Q&A - 11/27/2011
PostPosted: Mon Nov 28, 2011 4:49 pm 
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Immortal (Inactive)

Joined: Tue Mar 18, 2008 3:22 pm
Posts: 1049
SK Character: Ain
Kin wrote:
It actually makes Pk a bit more tactical because if you engage, you can lose your loot and the victors get all the spoils. Otherwise, those that die are kind of SoL and it really boils down to who's better prepared.



Wasn't that always what PK was like?


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