Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Thu Jun 24, 2010 7:30 pm 
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I'll tell you what needs to happen, but won't:

The group system should be rewritten from the ground up so that your experience in a group is based on a role you (or your leader) assigns instead of a position. Abilities then need to affect group members differently based on the roles of each member. "Reach" as a concept would cease to exist and would instead be a bonus or modification towards attacks on defended targets. This would allow groups to scale to a greater degree and allow more flexibility in how groups are formed. One barbarian defending three shamans? SURE! Ten mercenaries defending one sorcerer? Why not!

Groups would become a more nebulous, yet meaningful, matter of states instead of a hard-coded matrix rife with fascinating features arising from odd circumstances. It would become a system of options and choices instead of checks and balances.

That's how you bring tactics back. The current elite PVP is not tactics, it's a pissing contest.


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PostPosted: Thu Jun 24, 2010 7:50 pm 
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i have been debating with myself on whether i should say this or not but here goes.

bashing someone who's prone should make the basher prone like a failed bash.

also, i don't support my own idea, but i'm not a selfish idea-hoarder. if it makes sense at all to me, i'll throw it out there and let the wind from the mouths of critics carry it where ever.


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PostPosted: Fri Jun 25, 2010 3:26 pm 
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
You should be able to keep someone down and have a 90% guaranteed kill with spam bash if they don't have anyone to rescue them. Mercs/barbs risk enough in PvP, they should possess the ability to secure kills as a trade-off.

To the OP, an easily-timed o all rescue by anyone with over 13 charisma or so is enough to save them from that spam bash presented.

Making it so that keeping someone down had to be timed would just encourage triggering and even moreso widen the gap between veterans and newbies.


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PostPosted: Fri Jun 25, 2010 6:57 pm 
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I'm all up for wimping bash and trip, but only if in exchange it receives a 10% chance to delete the victim's pfile.

Code:
Health 100 Mana 100 Move 100
bash hanathena
You slam into Hanathena sending her sprawling!
Your bash knocks the wind out of Hanathena.
Hanathena has left the realms.


Code:
Health 100 Mana 100 Move  73
bash bibbi
You slam into Bibbi sending her sprawling!
Your bash knocks the wind out of Bibbi.
Bibbi has left the realms.
Thank you.


Code:
Health 100 Mana 100 Move 150
bash erythroples
You slam into Erythroples sending him sprawling!
Your bash knocks the wind out of Erythroples.
Erythroples has left the realms.
Centaur? What was he thinking?


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PostPosted: Fri Jun 25, 2010 8:18 pm 
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Maybe a different way to go about it?

The sizes of aggressor and victim as well as their dexterity could play a greater role regarding success.

Currently it isn't much as far as bash goes. Trip is iffy, but having higher dexterity is more noticeable with trip.


(Calling it now, grep will write something witty to counter this post)

(ardith something demeaning, most likely containing that he is awesome)

(Peso something random but eventually lead to himself)

(Baldric something that mimics other players)

(Syn, if it's still the same 'Syn' we know (?) something about this post being silly)

(Cannibal something that he has never had any problems and don't fix what isn't broke)

(ilkaisha something tongue in cheek with an innocent smiley)

(ladyjennbo something about having more sex than so and so)

(Mighty Fluff Balls something about passive aggressiveness)


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PostPosted: Fri Jun 25, 2010 8:24 pm 
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I feel so hollow.


Anyway, giving bash any forced lag would still make it spammed. Adding factors to make some bashers more successful than others will just create a performance gap.

Why not give the benign failure a PE cost in-line with failure? There's no need to kill off people's choices when you can just give them ropes to hang themselves with, that seems to be a pretty basic premise of most of the mechanics.

Hello, art. Hello, specialize.


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PostPosted: Fri Jun 25, 2010 9:11 pm 
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Location: Athens, Greece
grep wrote:
I'll tell you what needs to happen, but won't:

The group system should be rewritten from the ground up so that your experience in a group is based on a role you (or your leader) assigns instead of a position. Abilities then need to affect group members differently based on the roles of each member. "Reach" as a concept would cease to exist and would instead be a bonus or modification towards attacks on defended targets. This would allow groups to scale to a greater degree and allow more flexibility in how groups are formed. One barbarian defending three shamans? SURE! Ten mercenaries defending one sorcerer? Why not!

Groups would become a more nebulous, yet meaningful, matter of states instead of a hard-coded matrix rife with fascinating features arising from odd circumstances. It would become a system of options and choices instead of checks and balances.

That's how you bring tactics back. The current elite PVP is not tactics, it's a pissing contest.


I like this idea, yeah, WoW-like groups work much better in PvE, however this can not work in PvP since the players have and should always have the ability to choose targets.

However, it may be a great idea if some aggro enabling skill was implemented for more classes than the swashbuckler. Something like taunt, but other tanking classes should get it too, like barbs or mercs.

Come to think about it, SK is one of the few games of the kind where the concept of tank does not actually exist. Everyone is DPS! Even priests are barely healers during a group pvp fight (but I am not sure how the code in a text-based game would help more with that, I can't really come up with something better than the info command at the moment).


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PostPosted: Fri Jun 25, 2010 9:19 pm 
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You forgot someone. Fine. I pray game.

A dwarf's bash on a giant wouldn't do much, and a giant's bash on a max dex sprite would miss. Is that the idea?

Your idea is stupid and I'm awesome.

Where the cake? I want cake, and I always get what I want.

My bashes never miss. Only noobs miss bashes like everyone but me.

Aggressor? That's a silly name. It's attacker.

Keep it simple, like it already is. Don't change it.

I don't feel like doing this one.

I have sex, and when I'm not having sex, I'm having sex. Don't question the logic.

Meh, don't feel like it here either.

So there.


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PostPosted: Fri Jun 25, 2010 9:43 pm 
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Yes, you sure sound like someone who has sex... :-?


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PostPosted: Fri Jun 25, 2010 9:48 pm 
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:lol:


I still think it would be neat if the bedroom became more of a battleground in this game.

Like, I'd sure love to knock a few people prone, if ya know what I mean.


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