Shattered Kingdoms

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PostPosted: Sat Jul 28, 2007 7:37 pm 
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Dulrik wrote:
While it would be ideal to have a RP requirement to make it to the end levels, the reality just doesn't work. Once it's required, twinks will put on the pressure to get the necessary rewards and then pretty soon all the Paragons will also be twinks and life will go on for them as usual while everyone else just gets more screwed.

As for making enchanted items not go up in level - no. I definitely don't want to see your average Joe walking around with a sword enchanted to the level of Excalibur. I don't want levelling sped up that fast. And it would just make it more tempting for veterans to kill newbies, because they would actually have gear worth stealing.

I've been tempted to cap it so enchantments can't push an item above level 40, but I'm not sure that would work either. As it was said, that would still make it easier to get the final 10 levels that we want to be the toughest.

The closest reasonable suggestions that I remember hearing was to have some way to limit an enchantment to a level where the item would not be stolen for that character. But I haven't heard a good suggestion yet on an exact implementation for that.


Nobody is going to want to steal a +5 *steel* khopesh/landsknecht/crossbow/shuriken. Not to mention you can pick up a level 10 weapon and enchant it up to goodness. Most NPCs I level off of don't even go past steel plate mail in armor either. I'm not sure how this would injure or help in any way.


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PostPosted: Sat Jul 28, 2007 8:25 pm 
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Dulrik wrote:
The closest reasonable suggestions that I remember hearing was to have some way to limit an enchantment to a level where the item would not be stolen for that character. But I haven't heard a good suggestion yet on an exact implementation for that.


How about this: If an enchanted weapon is equipped by someone whose level exceeds the weapon's level, then the weapons enchantments are reduced in effectiveness to match the wielders level, to a maximum of zero effective enchants. The enchantments themselves remain, but are ineffective in the hands of the low level user. Thief stealing calculations operate on login differently as well: All enchantments are ignored when determining level for login thieves.
If a magical weapon is equipped by a player with a level greater than or equal to the items level, then all magical enchantments become effective again. The biggest problem with this is having to create a new number to be used in calculating damage in combat, but the one nice thing is this: The "effective" magical level of a weapon needs to be calculated only when A) Said weapon is equipped, and B) When a character levels up. (At which point you could perhaps even force a remove-reequip of weaponry, to save on logic)

For example:

John is level 35. He wants to equip a level 30 weapon which has 8 enchantments on it, making it an effective level 38 weapon.

John equips the weapon, at which point the weapon seems to lose an amount of luster, and John receives a message indicating that he feels unable to harness the weapon's full magical potential.

For all intents and purposes, the weapon is now treated as a level 30 weapon with 5 enchantments on it, seeing as how John is only level 35. It hits and does damage like a weapon of its subtype with five enchantments placed upon it. The permanent value of eight enchantments remains in the weapon's data.

John gains a level! His weapon is now treated, for all intents and purposes, like a weapon of its subtype with six enchantments placed upon it. The permanent value of eight enchantments remains in the weapon's data, however.

John un-equips the weapon. It now returns to being a level 30 weapon with 8 enchantments, effective level 38.

Here's the kicker. If John logs out and logs back in, the thief calculation script uses only the item's base level, not the item's level with enchantment included. Reason: Regardless of whether John is level 30, level 38, or level 50, the sword will not be taken as long as John is above level 30.

Any ideas? The only bump I really run into is fading, which I suppose would update the item's 'base' level, as I call it. The primary achieved goal by this is that as long as you don't fade your weapon, enchanting your weapon will make it no more susceptible to logout thieves than it already was.

As for armor, I'm not sure if this exact implementation will work, as armor has multiple possibilities for enchantments, as opposed to weaponry.
Therefore, calculating armor "effective" levels and deciding which enchantments to drop may become problematic.


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PostPosted: Sat Jul 28, 2007 8:33 pm 
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Isn't that what I just said, Edoras?


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PostPosted: Sat Jul 28, 2007 8:46 pm 
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Yes I think that he did, but I like this wording better!


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PostPosted: Sun Jul 29, 2007 12:07 am 
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I dislike the part harnessing of weapons and enchantments. Kind of the whole point of thieves. Which was to let you use anything to stop the "you can wield this" kind of mentality. The thieves where added as a way to curb power gaming hand me downs and leg ups. It seems silly that you can make better use of enchantments on crappy items than on higher level items. The idea seems to be backward with the whole point of enchanting.

Also seeing as weapons abilities run off sub type all you have to do is find a crappy weapon to enchant to make it better than a higher level weapon for you.


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PostPosted: Sun Jul 29, 2007 2:08 am 
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I liked this idea so much I almost cried a little. And Cannibal, I'd let you have me if you want.


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PostPosted: Sun Jul 29, 2007 5:10 pm 
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Quote:
One of the things to keep in mind. At least for me (and a few others I talked to), they tend to start loosing interest with their character about the time they GM. As long as they had the GM goal to reach, they continued playing.


Can we please, please find another acheivement-oriented goal? Yes, it does give people something to do. But the levelling treadmill is not for everyone.

How about a counter for progress made in an area? Typing the "counter reset" command would give you a score of zero in the area you're in, but then every NPC you kill there increases your score by 1. The command "counter" would let you see your score.

This would allow one to accumulate a record of accomplishment in fighting the demonic/angelic hordes of whatsis, which might contribute to an RP plot at some point. And then the experience system could work for people besides achievers.


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PostPosted: Sun Jul 29, 2007 9:02 pm 
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Muktar wrote:
Isn't that what I just said, Edoras?


Why yes, yes it is. Dulrik said he wanted something specific, though, so I fleshed it out as much as I could.

Although now that I think about it, the idea is kinda lousy, considering that it almost forces lower level characters to find crappy weapons just so that enchantments can be used effectively. It seems countereffective for a wooden enchanted weapon to do more damage in the hands of a noob than an adamantite enchanted weapon. I probably wouldn't even vote for it if there was a poll.


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PostPosted: Mon Jul 30, 2007 12:08 am 
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Which is why I put forth my idea. Which means enchanters can do what they like just a lower level item is more likely to explode. So they could sit down for a week to enchant a low level armor for lowbies if they wanted just the chances are they would blow up much more than their share on the way. Dont limit the items effects make it possible for enchanters to force a limit on the level of the item. With an increased risk of fade/explosion.


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PostPosted: Mon Jul 30, 2007 12:17 am 
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Why don't we not put any ideas out and just leave it as is?


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