Shattered Kingdoms

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PostPosted: Fri Apr 06, 2007 4:46 pm 
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Are we going to get new spells and skills or is dual class going to be implemented? I mean its unfair to classes that is a magic class to be shoved into the front lines. How is a magic class that spends the majority of their stat points on improving their minds and magical powers not their health and strength.


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PostPosted: Fri Apr 06, 2007 4:51 pm 
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Kerrien wrote:
Are we going to get new spells and skills or is dual class going to be implemented? I mean its unfair to classes that is a magic class to be shoved into the front lines. How is a magic class that spends the majority of their stat points on improving their minds and magical powers not their health and strength.


The intent is to make more magic-using classes level in groups with PCs, since a PC tank means no thrown weapons hitting second rank. Against lone NPCs, anyways, not really sure how second-ranked NPCs will react to second ranked PCs in GvG. Now the trick is just going to be giving warrior classes some sort of reason to want to rest twice as often, and twice as long during leveling. Few enough of them are willing to do that.

Oh, and please make the exp gained from healing for priests/shamans/warlocks commensurate with the exp gained for dealing damage with their spells. You'll see a lot more happy priests that way, since then there would be a lot more point to leveling in groups as a priest, instead of alone with SoF, HW, and flamestrike from behind a pet.


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PostPosted: Fri Apr 06, 2007 4:54 pm 
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*cough* treat throwing NPCs like mages and you'll be fine *cough*


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PostPosted: Fri Apr 06, 2007 4:55 pm 
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ObjectivistActivist wrote:
The intent is to make more magic-using classes level in groups with PCs, since a PC tank means no thrown weapons hitting second rank. Against lone NPCs, anyways, not really sure how second-ranked NPCs will react to second ranked PCs in GvG. Now the trick is just going to be giving warrior classes some sort of reason to want to rest twice as often, and twice as long during leveling. Few enough of them are willing to do that.


I still think it is dumb to have npc's know if the thing/person in front of you is a pc or a npc.


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PostPosted: Fri Apr 06, 2007 5:14 pm 
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So magic users are the new bards?

Also I know it may be asking for to much but can get get an announcement that has happened in the past couple of months.


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PostPosted: Fri Apr 06, 2007 6:56 pm 
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Dear Dulrik,

Let me be short and to the point. The update with adding throwing objects to npcs as an IA upgrade was not a good idea. Again you try to add realism to shatteredkingdoms, with the price of the fun factor. We the players want to play the game and have fun. You the implementor, I hope would like to have a game built that is fun. These changes do not promote fun at any level. PCs who were leveling behind NPCs were not immune and could not just plvl their way to gm. They still had npc tanks that would get hurt and needed healing. You are trying to promote players to level together, however, not all of us are on the same schedule and cannot always have players availiable to level with.

Unfortunetly, for a player to truely enjoy most of shatteredkingdoms attractions he needs to level. A novice will not have half the fun as a mentor level player. Making leveling more difficult for any class or in whole will not encourage more epic characters that are about for years and make vivid changes to the face of the mud. You will still have those who create new characters every month and new faces who pop up every month. Slowing down leveling will only frustrate players. I do not know about you, but if I get frustrated with something, I tend to leave it alone. A player who becomes frustrated with sk, will leave it alone.

If this is your idea of attracting new blood to the mud, I believe it is the wrong one.

Sincerely,
Tragonis


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PostPosted: Fri Apr 06, 2007 7:04 pm 
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Tragonis wrote:
A novice will not have half the fun as a mentor level player.


I think this is the crux of the argument here. Why would you want to make a change to the game that makes leveling at early levels harder? Wasn't there discussion recently that suggested that early leveling should be as easy as it was, and the higher level leveling should be made harder for the last ten or so levels?

I'm with about everyone else in this thread. While it has an 'ooh, cool' factor to it, I think the change doesn't do anything to make the game more fun to play.


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PostPosted: Fri Apr 06, 2007 7:12 pm 
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The change is a good one in a limited scope. It does indeed add a new tactic to counter, both in exploration and leveling, BUT, as it stands now the majority of those affected in an extremely adverse fashion will be lowbies.

Limit the minimum level of NPCs able to use the code to something in the expert/veteran/mentor range, and I'm all for this new dimension of challenge. The problem with it as it stands now is that those least able to handle the extra damage output, those not yet ICly networked in with friends able to help recover the extra corpses this will generate for them, are the ones that are going to be harmed most.

As was just previously stated, the lowest levels of a character should be pretty easy to get through, and the difficulty balance of doing so was perfect. This new code throws that out of whack, but I can easily see it being acceptable at the higher levels of character advancement.


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PostPosted: Fri Apr 06, 2007 7:17 pm 
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Limit the minimum level of NPCs able to use the code to something in the expert/veteran/mentor range, and I'm all for this new dimension of challenge.


I like that idea.


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PostPosted: Fri Apr 06, 2007 7:51 pm 
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How much damage is being done? I'm fairly of the opinion that the fun is the point of the matter, and perhaps low level types might be hindered the most by it. I'd like to see some logs or figures. I'm just curious what the actual figures are, beyond the gut reaction to the idea. I'm not sure how widespread the owning of PC's really is. I did notice damage in the tests, but nothing that seemed extreme.

Perhaps as a cost for the throwing weapons, the NPCs should expend PE when they create them? That way a NPC doesn't have an unlimited amount of weapons at their disposal, and wearing the NPC down over time, could cause it to stop throwing? This way there is a virtual limit to the amount of thrown weapons and a cost to the NPC, even if the weapons are not actually carried or able to be otherwise gained from the NPC except when the PC returns fire.

Oh. Another idea. Perhaps reduce the frequency of throwing on NPCs below level 20 to a half of the current rate and double the rate for NPCs over 40?

These would be a happy medium.


A


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