Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Wed Oct 06, 2010 11:03 pm 
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Joined: Sat May 24, 2008 11:20 pm
Posts: 2109
Location: Edmonton, Alberta
Dulrik wrote:
"Make people have to be around longer before getting GM."
So how do you work this? Do you base it on the age system? There's nothing stopping someone from making 6 characters and letting them age 20 years before actually starting the character. Do you base it online time? That rewards people for scripting themselves to idle online, which is against the rules, but still not something I want to encourage.

What would incentivize people to just hang out and actually play? Maybe some combination of the two or something else entirely?


Well, I was mostly throwing the idea out there to point out that things could be a lot worse. Although if I were to do it, I would definitely make it a combination of the two.

Let's use Human as an example, and try to keep it as simple as possible.

Code:
17-18 <= Apprentice.
19-20 <= Veteran.
21-22 <= Mentor.
23-24 <= Champion.
25 = GM.
*Minimum 10hr play time between tiers. 50hr to GM.

I don't think that would be too ridiculous, and for the other races it could be broken down into a life-span percentage per tier and maybe augmented based on racial max INT and WIS, so the very long lived and smart races don't have to wait a completely ridiculous amount of time to GM.

That's the best I can come up with for an idea that I pretty much intended as a joke. Please, anyone, improve.


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PostPosted: Thu Oct 07, 2010 12:45 am 
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Joined: Mon Jun 22, 2009 7:36 am
Posts: 85
the_me wrote:
Although said in jest, it would force GM's to be long-lived characters and could be seen as having age-experience.


That would be a great idea, except you age offline. What would stop someone from creating a char and logging in once every weak to keep char from auto delete until they reach that "GM" Age.

Perhaps if you could stop the ageing while offline. Obvioulsy make it relative to the races age. But using the combination of both, questing and grinding and this age thing would be good. If you can quest and lvl up before you hit that "GM" age then good do it that way. most veterans can do that. But some people Like jennbo (no offense it's from what I gathered) who don't play that long or dont like to grind and much rather invest in a char through developing RP can be rewarded by hitting that "GM" age. If you age only while online than it becomes the reward for playing that char for so long. This age can be a set half the races life or a % of the races life, it makes little difference how you choose to pick that age but it seems like it would just reward those who enjoy more of the RP factor of a heavy PVP game. :drunk:


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PostPosted: Thu Oct 07, 2010 4:20 am 
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Joined: Mon Dec 01, 2008 2:01 pm
Posts: 3527
Location: I'm in a glass case of emotion!
SK Character: Retired Troll
Please stop. The idea was meant as a joke. Nobody wants this.


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PostPosted: Thu Oct 07, 2010 5:27 am 
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Joined: Mon Jun 22, 2009 7:36 am
Posts: 85
why not seems like a suggestion, but like every other suggestion that ever get's mentioned it's dismissed because one person doesn't like it. people [REDACTED] and complain about the game here and there and then when a suggestion comes up, it's

Quote:
Please stop. The idea was meant as a joke. Nobody wants this.


you don't like the idea that's ok. But don't dismiss the idea until it's really proven to be truely detrimental to the game. If the idea is bad explain why it's bad. perhaps expand on what could make it better.


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PostPosted: Thu Oct 07, 2010 5:28 am 
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Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
Give the players something to do while sleeping. This is one way that the game will become much more fun. It shouldn't be required, but there should be something there so that the down time for leveling isn't down.

Make a cohort system that allows characters to benefit from being lower level and grant benefits to those they follow. When they level up, the benefits become lost at mentor. Mentoring stage two. Perhaps the benefit is economic. Maybe it increases regen rates. The cohort system could be a foundation for implementing trade skills. Basically you pick your cohort for the trade you want to learn.

Trades could be of three basic types: hunting, crafting, and utility. Hunting trades would basically gather ingredients for crafting trades. Crafting trades could craft a specific item type based on the materials provided. This would include: tools, armor, containers, drink containers, weapons, shields, empty scrolls, empty potions, ranged weapons, lights, and treasures. Utility trades would basically be three types: blacksmith, tailor, or innkeeper. Tools would become very important and there would be tools for crafting as well as the sextant, shovel, tinder tools that already exist.

Ideally a player with a crafting trade would have access to a mini editor which allows them to enter arguments for various options they could control for the item they intend to make. They might have cost in mana, exp, move, hp, gold, or some other new gauge. The success or failure of the skill could have an affect on the cost, quality, level, or some other attribute of the item. If crafting cost experience, then staying a lower level would be easier and maybe of benefit if you find the right niche for your character's trade.


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PostPosted: Thu Oct 07, 2010 5:36 am 
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Joined: Sat Sep 18, 2010 11:44 am
Posts: 13
Dream quests! A dream fragment has escaped from the Dreamscape and goes around asking folks questions in their sleep! They gain X amount of experience if they answer riddles and questions correctly!


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PostPosted: Thu Oct 07, 2010 6:01 am 
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Mortal

Joined: Thu Jan 22, 2009 4:41 am
Posts: 2596
Location: Witness Protection
SK Character: Cyndane - Talys
On a 'I'm trying to be helpful' note, can I point out that around ~Veteran~ status is currently like..the worst stretch. I can level easier at Master/Champ than I can at Veteran.


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PostPosted: Thu Oct 07, 2010 6:03 am 
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Joined: Fri Dec 26, 2008 1:22 pm
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Achernar wrote:
Give the players something to do while sleeping. This is one way that the game will become much more fun. It shouldn't be required, but there should be something there so that the down time for leveling isn't down.


What are you talking about? We can snore.


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PostPosted: Thu Oct 07, 2010 6:04 am 
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Joined: Fri Apr 17, 2009 9:50 pm
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Baldric wrote:
Please stop. The idea was meant as a joke. Nobody wants this.


Hello, weapon system!


Hey, Dulrik-or-anyone-who-might-know:

1. Can the same, one exit send you to different rooms based on your quest bits?
2. If the basic properties of an item vnum get changed, does it propagate to all instances of the item in people's inventories?
3. If the basic properties of an item in inventory get changed, does it propagate to the base VNUM?
4. Can someone explain the current quest API for those of us who are interested but not authorized to view the documentation? I'm talking about what mechanical crunchy bits quests involve and how those things can be manipulated.


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PostPosted: Thu Oct 07, 2010 6:17 am 
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Mortal

Joined: Mon Nov 14, 2005 7:21 pm
Posts: 2506
Location: The yellow brick road
SK Character: Bran
WickedWitch wrote:
On a 'I'm trying to be helpful' note, can I point out that around ~Veteran~ status is currently like..the worst stretch. I can level easier at Master/Champ than I can at Veteran.


Yeah, veteran is horrible...


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