Shattered Kingdoms

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 Post subject: Re: Ideas: More regulation for hoarding / item transfers
PostPosted: Mon Dec 30, 2013 7:23 pm 
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Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
Consummable magic items aren't on this list? Scrolls, staves, etc.?


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 Post subject: Re: Ideas: More regulation for hoarding / item transfers
PostPosted: Mon Dec 30, 2013 9:09 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
Consumable items are not currently part of the plan. But it could always be changed based on how things work out.


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 Post subject: Re: Ideas: More regulation for hoarding / item transfers
PostPosted: Mon Dec 30, 2013 10:09 pm 
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Joined: Sun Jul 25, 2004 5:10 pm
Posts: 426
Location: Rhode Island
SK Character: Walthur
I'm not reading all 17 pages. What I have seen most, which is also a problem, is character-a gets nice EQ finally, character-b (usually a vet) locates it on character-a, kills character-a for it and offers an extremely weak RP-based excuse just to get the eq they wanted. I have had characters that are hunted relentlessly based on the weakest of RP excuses ICly because of OOC greed. Hoarding is less of a problem than this imho. I like Dulrik's idea of having items once on someone's character not allowed on their next, but only regarding rare items/ armor. When I see a player like Ardith play Tolene and keep that unique stardust armor for months, only to reroll a hellion who wears the exact same suit it makes me sick. Its obvious that Ardith is a vet, its obvious the suit is unique/rare and it's also obvious Ardith doesn't care if another player ever sees that armor. One way we could open a door for armors would be a change to skin for scouts. My last character (Eytheress) was a scout and started me thinking that scouts should be able to skin more things and have said skins be usable. That alone would provide many unique suits of all different varieties. In SK there are rare items that are powerful, it's usually the veteran who will attain such things and be more successful at not only using them but also keeping them. There is little we can do about that, unless as I mentioned they do the exact same thing with their next character and the same item. Furthermore, these items which are difficult to get and extremely powerful will rarely be attained by newer characters and rarely shown by vets where/ how to get them. This means vets will always have an advantage even beyond what they should. I think the mud needs to head in the direction of equality (which dehoarding does) but also to narrow the stifling gap between vets and noobs. I'd also like to take this opportunity to thank the staff for removing spells from cabal guards. This went a long way toward making class abilities more unique and powerful, despite the fact that many of them can be found in vial/ scroll form.


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 Post subject: Re: Ideas: More regulation for hoarding / item transfers
PostPosted: Mon Dec 30, 2013 10:24 pm 
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Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
Mr.Treefinger wrote:
I'm not reading all 17 pages. What I have seen most, which is also a problem, is character-a gets nice EQ finally, character-b (usually a vet) locates it on character-a, kills character-a for it and offers an extremely weak RP-based excuse just to get the eq they wanted. I have had characters that are hunted relentlessly based on the weakest of RP excuses ICly because of OOC greed. Hoarding is less of a problem than this imho. I like Dulrik's idea of having items once on someone's character not allowed on their next, but only regarding rare items/ armor. When I see a player like Ardith play Tolene and keep that unique stardust armor for months, only to reroll a hellion who wears the exact same suit it makes me sick. Its obvious that Ardith is a vet, its obvious the suit is unique/rare and it's also obvious Ardith doesn't care if another player ever sees that armor. One way we could open a door for armors would be a change to skin for scouts. My last character (Eytheress) was a scout and started me thinking that scouts should be able to skin more things and have said skins be usable. That alone would provide many unique suits of all different varieties. In SK there are rare items that are powerful, it's usually the veteran who will attain such things and be more successful at not only using them but also keeping them. There is little we can do about that, unless as I mentioned they do the exact same thing with their next character and the same item.


I see this argument used a lot and it simply isn't valid. In the real world, people are killed over diamonds, oil, life insurance policies, cars, and even something as trivial as a pair of shoes. Why exactly should greed, avarice and envy be different in Pyrathia? If you have nice "stuff", other people are going to want it and take it by force.


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 Post subject: Re: Ideas: More regulation for hoarding / item transfers
PostPosted: Mon Dec 30, 2013 10:35 pm 
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Joined: Fri Apr 17, 2009 9:50 pm
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Because it's a game.


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 Post subject: Re: Ideas: More regulation for hoarding / item transfers
PostPosted: Mon Dec 30, 2013 10:47 pm 
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Joined: Sun Jul 25, 2004 5:10 pm
Posts: 426
Location: Rhode Island
SK Character: Walthur
Its not an invalid argument I present Finney, its a facet of the game many dont enjoy. Why dont you run up on me and take my jordans? Cause Ill knock u the F*** out. In sk though there are no real-life consequences because it is a game so people do things they wouldnt normally do in life. Its a lack of RP. Its like real poker vs play poker. They are two entirely different games, one where there is respect and one where people do anything they want and are many times rewarded for it. Sure people are killed for material gains in real life, but there are MANY places that seldom occurs. 'Locate object' is also to blame. There is no reason for another character to know you are wearing 'diamonds' unless they are going to target you for them. 'Locate object' has long needed a tweak because of this, at least then you might actually have to spot a guy wearing it instead of knowing exactly who has it and many times exactly where they are.


Last edited by Mr.Treefinger on Mon Dec 30, 2013 10:54 pm, edited 1 time in total.

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 Post subject: Re: Ideas: More regulation for hoarding / item transfers
PostPosted: Mon Dec 30, 2013 10:52 pm 
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Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
Mr.Treefinger wrote:
Its not an invalid argument I present Finney, its a facet of the game many dont enjoy. Why dont you run up on me and take my jordans? Cause Ill knock u the F*** out. In sk though there are no real-life consequences because it is a game so people do things they wouldnt normally do in life. Its a lack of RP. Its like real poker vs play poker. Two entirely different games, one where there is respect and one where people do anything they want and are many times rewarded for it.


It is an invalid argument. People have and do get killed for things as trivial as a pair of sneakers. People covet things in the real word and they steal, rob and murder to take what others have. The same motives apply to Pyrathia.

If you are unwilling or unable to grasp that, I can't help you.


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 Post subject: Re: Ideas: More regulation for hoarding / item transfers
PostPosted: Mon Dec 30, 2013 10:57 pm 
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Joined: Sun Jul 25, 2004 5:10 pm
Posts: 426
Location: Rhode Island
SK Character: Walthur
You are completely right Finney, and completely wrong. In Pyrathia this happens MUCH more than in real life. As I mentioned (possibly before you saw the edit) I blame 'locate object' for this mostly which does need to be changed at least for this. People in SK rob other people for materials with no RP all the time, even light characters, all the time. In real life, on a global scale it in not occuring even remotely as often I'd say.


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 Post subject: Re: Ideas: More regulation for hoarding / item transfers
PostPosted: Mon Dec 30, 2013 10:57 pm 
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Joined: Fri Aug 24, 2012 3:21 pm
Posts: 906
It is valid, because RL <> SK. If you are unable to grasp that, there is no helping you. Loot has never been an acceptable PK reason. Has window dressing been done to make it look otherwise? Of course.


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 Post subject: Re: Ideas: More regulation for hoarding / item transfers
PostPosted: Mon Dec 30, 2013 10:59 pm 
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Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
Galactus wrote:
It is valid, because RL <> SK. If you are unable to grasp that, there is no helping you. Loot has never been an acceptable PK reason. Has window dressing been done to make it look otherwise? Of course.


Greed, envy and loot are perfectly acceptable reasons for PK.


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