Shattered Kingdoms

Where Roleplay and Tactics Collide
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Good Idea?
Yes 75%  75%  [ 12 ]
No 25%  25%  [ 4 ]
Total votes : 16
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PostPosted: Tue Nov 28, 2006 2:04 am 
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Alea wrote:
You contradict yourself. How is it that the argument on replayability fails, when you at the same time try to claim that preventing the passing of information would require a 'memory wiping? Either or.


You fail context. I was actually arguing that replayability doesn't fail.

Quote:
I never said it was a horrible idea. Go back and read it again. It has horrible replayability - that's not even remotely close to the same. That's like saying a ferrari is a horrible car because it has horrible mileage.


First you need to prove that it has horrible replayability. The opinion of a single person isn't fact. People don't solve quests for the thrill of solving the puzzle. They do it for the rewards that come with them.

Quote:
The fact of the matter is that an area needs to stand as many trips through it as possible. It has nothing to do with OOC instant messenger sharing, multiplaying or any other 'player problem', but everything to do with builder's strategy.


Again, you need to prove how SKs areas are failing to get repeated trips through them. The odds, however, look terribly stacked against you.

Quote:
I think in your eagerness to oppose this over-opinionated freak you completely missed the distinction between the two. I like math puzzled, I like riddles, and I do both with great pleasure - something you're well aware of, or should be, from the times we've played together.


Riddle me this then: why can't you understand what I'm saying?


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PostPosted: Tue Nov 28, 2006 4:44 am 
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Location: Over the hills and far away.
SK Character: Elriorith/Enfaustina/Nimolthar
"We agree to dissagree..."

Now repeat after me... 8)


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PostPosted: Tue Nov 28, 2006 10:05 am 
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Alea is right in that it's very hard to replay discovery. If a quest requires killing monsters, then someone repeating the quest has to kill the same monsters. If a quest just requires thought, roleplaying re-discovery is arbitrary.

That doesn't mean replaying discovery can't be done. I've had quite a bit of fun on my current character, deciding what he knows and doesn't, and how he's allowed to learn about new places.

It does mean, however, that you don't want to pile too many rewards on OOC knowledge transfer. Too many puzzle-type quests wouldn't be good for SK.

That doesn't mean more quests wouldn't be good. Yet I greatly prefer quests with a roleplay component - where you interact with the NPCs and learn their history. There's tons of RP value in a certain quest with three marks, for example. And I expect the average NPC doesn't ICly have math puzzles on his mind.


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PostPosted: Tue Nov 28, 2006 11:15 am 
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SK Character: I wish :(
Some well thought out quests that require groups is not bad, it would force players that are antisocial to make friends, or not do the quest, prehaps a good item reward could prove some incentive..

on the contrary groups with lower level charas could rush the quest just to get experence for them.. but us players do help eachother as much as we can with out spoiling the quest...


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PostPosted: Tue Nov 28, 2006 2:01 pm 
You two kids (Alea and Cyra) calm down before I have to separate you. I'll do it, you know.

Juggs, I've noticed both your and DA's comments (and others) about how there are already all these quests, and I think, why are you so complacent? Is it because you know them, and you don't want things to be in the mud that you don't know? If you simply believed there were enough, you still wouldn't have any active reason to boycot the idea, so there must be a deeper reason than "I think there's quite a few quests already" for you to have this campaign.

So, what's the story?


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PostPosted: Tue Nov 28, 2006 2:11 pm 
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PostPosted: Tue Nov 28, 2006 2:23 pm 
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He'd have some serious trouble finding that! Mainly because it doesn't exist. Boycott, maybe?


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PostPosted: Tue Nov 28, 2006 2:28 pm 
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PostPosted: Tue Nov 28, 2006 3:35 pm 
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God, DA, just shut up, please. I've had enough of the word "troll" for a lifetime - which is sad, considering how much I like Terry Pratchett's trolls. No one appreciates hearing you restrict your language to that one word, so please, stop using it altogether.

The only thing I suggested, was more variations in quests. I think there are a bit too much hunter/gatherer type quests, and the quests I thought were the coolest, WERE math/science based. For example, rainbow tower, Cross Haven, and the one in the outlands with the snail shell. (which, after all these years of playing, didn't understand until three nights ago - at which point I smacked myself in the head for missing out on how simple it was). Even the trapper's quest is awesome. That's what I'd like to see more of - not "go and fetch me xxx".

By open-ended, yes, I was indeed referring to quests having multiple endings, similar to the griffon isle. While my comparisons come from being pampered by Kotor's quest system, I think that would add a whole new sheen of depth to SK. What if lighties didn't HAVE to do the deep-elf quest according to the way the deep-elves wished, but instead, got met at the gate by an undercover Hammer NPC, that asked for the demise of ALL of the matrons instead of just one in particular? Sure, these things already do exist in a few forms, but why stop? Why not include more, and increase the depth of content in sk? Bigger and Better! Excelsior! And all that good stuff.


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PostPosted: Tue Nov 28, 2006 7:14 pm 
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Well...I really hate to be a fire extinguisher...but...stay on topic please...I may not know all the quests...or be ub3r 1337 like everyone else...but...me, as a player of almost a year now with many characters (Because I have noob hopping disease), would like to see more quests...that are differentiated...if you know the quests...GOOD FOR YOU! BUT! Wouldn't you like NEW quests?? Sure it may be an OLD idea...but its a NEW Time right?


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