Shattered Kingdoms

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PostPosted: Fri May 21, 2010 9:03 am 
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Location: At home. Or work, maybe. Or working from home.
Remove the auto-demotion script. Religion and cabal leaders should keep flag regardless of activity, or you're ultimately creating a bigger problem since they can't even log on to invest / induct fresh blood to replace themselves.


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PostPosted: Fri May 21, 2010 9:26 am 
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Better yet, I'll resurrect an idea I posted months ago:

Access level based organizational management.


Every command gets an access level, every member gets an access level. If your character's level is equal to or greater than the set access level of the command (such as invest), you can use it.

This allows for almost-fully customizable organizational management potentially moving away from the forced first-second tenure-like system that currently -- as you observe -- creates a great deal of drama for administrators who have to spend time dealing with that instead of, say, whatever they're working on at the time.

This would not require as much coding as you would think, so I think it qualifies as a simple idea.


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PostPosted: Fri May 21, 2010 9:30 am 
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Nightwing wrote:
Remove the auto-demotion script. Religion and cabal leaders should keep flag regardless of activity, or you're ultimately creating a bigger problem since they can't even log on to invest / induct fresh blood to replace themselves.


Um, isn't that flag there so that it forces you to log in if you want to keep your HF flag? I mean, not all seekers advertise they are seeking, you can't just expect them to and only come around when you notice one on an alt.

However, if it doesn't already, that auto-demotion should keep alerting the faith's Imm, or heck, why not all Imms and push them to get the faith back on track. Or better yet, maybe 2 days prior to the flag being removed, send an email to the HF's registered email as well as one to the faith's imm.


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PostPosted: Tue May 25, 2010 1:01 pm 
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Joined: Sat Dec 27, 2008 12:48 pm
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Location: Rockin' your world
SK Character: Snuffles
I've a few ideas about some new religious spells.

Sadr:

- Wither nuff said.

Achernar:
- Death's Favor sort of an insta res. A priest will be able to cast it on himself or someone else, and while the spell lasts and the priest keeps it up, a person who dies will immediately be brought back to their respective portal stones - pending the player's receptive response.

- Time stop would be a single target affecting spell that in a manner of speaking freezes said target for a set number of rounds, preventing them from seeing what's happening or performing any sort of action.

Meissa:
- Touch of Healing is a spell that has two purposes; it dispels any sort of character affecting malediction (possibly including a special cabal spell) and heals the targeted player. If the player in question has a single malediction on them, the healing effect of the spell will be lessened by a set percentage. The more maledictions the player has, the less healing they'll receive.

- While Healer's Focus is active on a target, said target will be simultaneously healed by a certain percentage of the spells maximum healing power no matter who the priests heals. It can be cast on themselves and it doesn't make the healing spells cost more mana, nor does it detract from the healing aimed towards the other targets.

Alshain:
- Celestial Guardian allows the priest to call forth a celestial phoenix to aid them in combat. The strength, abilities and effectiveness of said creature are left to the discretion of the Imms.

- Smite allows the priest to increase the damage taken by their target, whether it's physical or magical I can't decide.

Algorab:
- Swarm of Ravens conjures a swarm of ravens (lol) to deal damage to the victim and afflict them with a random malediction.

- Tyrant's Reign allows the priest to give orders without suffering any lag.

As a final note. I realize some of these ideas suck and the names are horrible, but who knows maybe one of them makes the final cut.


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PostPosted: Tue May 25, 2010 6:23 pm 
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A more open forum for idea submission and discussion.

- grep -


Last edited by grep on Thu May 27, 2010 6:57 pm, edited 1 time in total.

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PostPosted: Thu May 27, 2010 6:48 pm 
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give us drow again


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PostPosted: Thu May 27, 2010 8:03 pm 
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Sure I'll play along.

Racial terrain bonuses. Give people a reason to fight outdoors instead of indoors. Also might give people a reason to play elves/drow/half-elves more with all the nice penalties they've got stacked against them already.

Way I see it elves would fight better in a forested ground, half-elves probably within cities, drow underground, and so on and so forth. Takes some thinking but it might spice things up.

If the +15 (random number) to all combat modifiers doesn't sound like your thing, give em racial terrain-based skills.

post stops being simple around here.

Of course then you'd have to then give a reason for people to fight outdoors. This might be considered a second suggestion but its actually part of the first one:

Have certain areas in each kingdom as 'key' locations important for that kingdom in some way or another, I suggest 2-3 per kingdom. If enemies occupy these, kingdom loses something.


Last edited by Erevan on Thu May 27, 2010 8:22 pm, edited 1 time in total.

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PostPosted: Thu May 27, 2010 8:08 pm 
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Introduce bounty rewards as well as rewards for 'dying in the protection of X kingdom'. No trophies required. You killed X, X is proclaimed by tribunal Y as 'wanted', you go to the judge or whatever new NPC and claim your money.

Likewise if you die in defense of a kingdom from a faction at war, you should get something out of it instead of being outlawed for trying to help.


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PostPosted: Thu May 27, 2010 8:15 pm 
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holy bananas major suggestion that will make Dulrik's eyes bleed follows:

Introduce new NPC faction and area. Make them invaders from another plane (sigil or something, many of you know planescape, you can think of something cool) or brign about a new continent. Tons of work yeah, but will probably end up as a huge attraction to the game.

Place should be hostile towards everyone, make raids to a random city or cabal from time to time, build posts somewhere in pyrathia etc.

Capturing those post or the city itself gives major benefits, and unique loot that is obtainable every end of the week (year) and improves the more you've held that location/place.


And here's the posts more feasible, 'simple' suggestion:

Look to what keeps gamers occupied. Take a look at other games, or at your own collection of videogames and see what you like, then see if it can be put into SK in some way that won't require the coders to comit seppuku. The game isn't getting richer because some new area with deathtraps is in play. Not when the major concern of most player is to save ther loot. Freshen things up.


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PostPosted: Thu May 27, 2010 8:28 pm 
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And back to an ancient but very simple suggestion that was made a few years back:

Remove auto assist from PK.

Reduce ammount of people that can simultaneously gank up melee on a single character to 2.

This way you have real battles of tactics instead of lets just gank up on them so they die in 1 round


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