Shattered Kingdoms

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PostPosted: Mon Jul 30, 2007 3:00 am 
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SK Character: Elriorith/Enfaustina/Nimolthar
Cyra wrote:
Why don't we not put any ideas out and just leave it as is?


I agree. But if you're desperate for ideas on implementation here goes:

Leave Enchanting as it is. A spellcaster can enchant a weapon to oblivion and back.

Add one parameter to enchanting though.

Say a mentor comes to me and asks me to enchant a weapon for him, that would be safe from thieves. Let me do this:

c "enchant weapon" "mentor" weapon

This would examine the item's current level status, and allow me to place in an equal amount of enchantments that would bring it UP to mentor status. Then the player would be safe to keep it.

If a spellcaster is about to exceed the cap add:

c "enchant weapon" "mentor" weapon
Echo: The weapon's enchantment would exceed mentor status.
And stop the spell (without spending mana preferably).

This is a hardcoded change that would require significant amount of coding though, and I am not certain we would see it anytime soon, even if D agreed.


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PostPosted: Mon Jul 30, 2007 3:07 am 
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Eh, is this change only because you're lazy? That puzzles me because you, yourself acknowledge that,

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This is a hardcoded change that would require significant amount of coding


You can already acchieve this by enqueing an identify inbetween your enchants. Far too much work for something so minor.


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PostPosted: Mon Jul 30, 2007 3:17 am 
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I could, except that a double enchant might hit the weapon when I only wanted one more. This patch will fix this in a more solid way.

And btw, when I say I could, it means i would have to twink my way and learn enchantment/quality/level which I currently dont, and dont need since I am GM.


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PostPosted: Mon Jul 30, 2007 5:00 am 
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SK Character: Achernar
I think enchantment could use tweaking, but I don't know that its a priority.

A


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PostPosted: Mon Jul 30, 2007 8:32 am 
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I just disagree strongly with the idea that we need to come up things to discourage the drive to GM. There's nothing inherently wrong with the desire to speed level. In fact, it's more strange to code in a GM status, and then come up with elaborate schemes to make people feel that it's not so important to work for. I think all of these discussions are a sign that the leveling system isn't favoring SK's desired sort of player. That's the real problem here, not the natural achiever's desire to gain the highest level.

The simple fact is that players will naturally do the things that will get them to GM sooner. If it's grinding and questing, they'll be grinding and questing. If it's RP, they will RP. If it's exploring, they will explore. If it's ganking or cooking and quilting...you get the picture. Whatever behavior the leveling system rewards, it's the sort of player who likes doing it that will reach level 50 sooner.

I guess some of the recent changes have been trying to move in the right direction, but the negative discouragement of grinding on NPCs doesn't address the whole issue. I think in some ways it even makes things worse, because it only deters players that don't have the time, patience, or ability to plevel, therefore the net effect is to tilt the levels more towards those with the will to grind for hours and hours. You can just look at how quickly Bethnai got to GM, for example, to see how expert plevelers are barely fazed by the nerfs.

In the meantime, because the system is ultimately rewarding the twinky people, other people are clamoring for ways to even the field between GM and master. This wouldn't even come up if, say, SK were a grind and gank MUD, or if reaching level 50 actually involved the things that you want players to do.

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.


I can't think of a way for some twink to get ten rewards that doesn't involve actual RP or nepotism/cheating. The former would be a good thing, and I'm sure the latter would raise red flags amongst the staff, who already monitor paragons. There's a maximum of only 360 PAR rewards in one month, after all, and I suspect the actual number is much smaller.


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PostPosted: Mon Jul 30, 2007 1:55 pm 
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Twinks ask for rewards over yahoo all the time.


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PostPosted: Mon Jul 30, 2007 3:38 pm 
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Not too long ago if you were dedicated you could make GM on a warrior in ~50-75 hours within a single week.


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PostPosted: Mon Jul 30, 2007 6:06 pm 
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Location: Las Vegas, Nevada
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Why not just require a person have at least one reward in their history to attain champion status and two to become grand masters. Not one per level, just two rewards in a characters life to become GM. If you work your [REDACTED] off, you could do it in less than a week still.

A


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PostPosted: Mon Jul 30, 2007 10:35 pm 
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I have had Champ chars with over 500 hours with 0 enlights, because they just did not get around PAR's too much or their style was too hermetic.

I also had chars who were veteran with 5 enlights and 30 hours.

I dont think a reward should be mandate to advance to 46 or 50.


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