Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Sat Aug 15, 2009 12:11 pm 
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Joined: Mon May 02, 2005 3:49 pm
Posts: 535
Location: Florida Atlantic University, Jupiter
I don't even know what the argument really is here but if you really compare apples to apples necros are not totally OP'd, i.e. if a PRO pk'r playing a necro and a PRO pk'r of equal ability is playing any other class it can be a toss up excluding MAYBE barbs (who would lose hard without xbow/skirmish)(any class can go eth with the right items for the nubs (myself included)). Hellions and Shamans would probably have the toughest time, but Pro's should be able to make it work.

The difference comes in average to moderate ability players: an average - moderate pk'r using a necro will definitely have an advantage.

I guess the real question is which standard should be used to determine if something is op'd or not; pro V pro or ave-mod V ave-mod? IMO Pro V Pro is what should be looked at and therefore necros are fine.


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PostPosted: Mon Aug 17, 2009 4:24 pm 
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Joined: Thu Feb 28, 2002 4:00 pm
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Location: Australia
SK Character: Viltrax
The other negative of Necros that isn't being factored in this chest-thumping competition is how hated they are by most lighties - that's a lifetime of hate they get to build up as they grow up (level).

Gilgon - the raise-dead wand that you rightly describe as a building error no longer exists. Addressing borderline abuse by closing loopholes is something Dulrik has always both investigated himself and encouraged in the rest of the pantheon. Yes, a necro has some obvious strengths if they are fielded by a competent player - but what part of these strengths do you see as so overpowering they can't be defeated by a competent opponent?

If you're saying a necro has nothing to fear from those who aren't skilled in the mechanics of the game, perhaps you should re-read the golden rule - it's #1 in the HELP RULES file.


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PostPosted: Mon Aug 17, 2009 8:08 pm 
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I had a long reply written out, but honestly, it isn't worth it. Every veteran to SK knows that having one competent necro on your side is the equivalent of having 2-3+ competent other players on your side. They are so OP that they aren't even fun to play.

Adding something like "how hated they are by most lighties" just shows how completely out of the loop you are with SK pkill. Dulrik purposely made necros stronger than every other class because they are 'targeted' -> something which only affects new players who try necromancers. No veteran is affected by this so-called 'hatred'. As my necromancer the druids/guardians asked for peace with me. I never fought them. I fought 2 cabals/2 tribunals, which is LESS than I fought with my lighty priest, my darkie hellion, etc. etc. The 'hated' factor only affects beginners to SK.

I can't further explain such an obvious part of gameplay to somebody. It's self evident, sorry.


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PostPosted: Mon Aug 17, 2009 9:34 pm 
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Hopefully the thread can go back to request versus enchanting, finally.


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PostPosted: Mon Aug 17, 2009 9:39 pm 
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one stupid argument for another?


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 Post subject: Re: Request vs enchanting
PostPosted: Tue Sep 06, 2011 9:12 am 
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Joined: Fri Jul 09, 2004 8:43 am
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
This is a big thread necro, but I still like the OP's idea, which was that it would be nice if most/all NPCs in the game had their EQ repopped on them without having to be killed: That way you can actually request and enchant things from NPCs without having to wait for a mud reboot in order to try again if said item fades.

Darkies and greybies can already do this by just killing the NPC, it's lighties that get screwed over by having to wait for the mud to reset until they can request again. Some NPCs already do have their EQ repopped on the area reboot, but I'm pretty sure that a grand amount of lightie NPCs with useful requestable EQ still don't.


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 Post subject: Re: Request vs enchanting
PostPosted: Tue Sep 06, 2011 10:00 am 
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Joined: Thu Feb 17, 2011 12:02 am
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You had to remind me of my old forum account, didn't you. :(


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 Post subject: Re: Request vs enchanting
PostPosted: Tue Sep 06, 2011 10:06 am 
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Joined: Sat Mar 02, 2002 4:00 pm
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I agree that this is a pain for lighties. Is definitely one of the things that factors into my decision about whether to play one, especially one that can enchant.

I just don't know how much additional strain, if any, having more frequent item repops across the MUD would add.


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 Post subject: Re: Request vs enchanting
PostPosted: Tue Sep 06, 2011 11:28 am 
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
If it came down to it, I would gladly create a list of the common lightie NPCs that are requested from, and that would probably cover 90% of this issue.


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 Post subject: Re: Request vs enchanting
PostPosted: Tue Sep 06, 2011 11:38 am 
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Joined: Wed Sep 24, 2008 12:21 pm
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It would probably help more if you typo logged them in the room they spawn in, because imms are clueless and cannot tie their shoelaces.


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