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 Post subject: Re: Brainstorm: What change(s) would excite you to play?
PostPosted: Sun May 29, 2016 6:40 pm 
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This post is about two things I was considering as bonuses for the game.

*You have mastered (skill)*
I always delight in seeing that I've got better with an ability. But if we could somehow have a code in here that would recognize it is the last tick and you have mastered it, it would read as above. Who likes it?

Secondly, with the loss of sktwink, I wonder if we could have some sort of help file that lists the racial limits on attributes. I know that when I used to design a char, I'd take a look at SKtwink and try to design something that would be great for said class, based off of race. Many new players might find a beneficial quality, knowing how far they can push their char's attributes.


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 Post subject: Re: Brainstorm: What change(s) would excite you to play?
PostPosted: Mon May 30, 2016 3:44 am 
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I've been thinking a lot about the idea of a character creating things unique to themself. A house, hiring any number of employees to do all sorts of things. The ability to make armor and weapons that'd be inventory flagged and only you could get/wear it. Having an enchanter, brewer, recharger, all the utility things that let you be competitive in PvE and PvP. Obviously these things wouldn't be easily attained, but in the 150 years my character is going to exist I can't make any of that happen? There just seems to be this lack of desire to get up and do something. Some of it stems from the current rules and the bad blood created between staff and players because of it. But, a lot of it is just, what exactly are people supposed to do other than have general conversations? I'm constantly trying to hit up places that provide some challenge and a lot of people are hesitant just because they don't stand to gain anything tangible from taking part in it. If we could get continual progress towards personalizing our characters and put in the time to gain something like armor, or utility enchanting/brewing/recharging, I think the longevity and the variety of characters would really start to show. Another idea I mentioned that I'd like to elaborate on is pets. I understand there has to be a point system to keep pets from being OP, but why in the world can't we buy a pet and train it to do what we want it to do, within reason? The possibilities for this could be endless. If you want to teach your mosquito how to fly into a lock and pick it, go for it. If you want to buy a coyote and teach it to be your drinking buddy, fine. If you need a flying pet with the ability to keep up, great.

In conclusion, there are endless ways that characters could develop over time. If you age death a char you've likely put in a couple thousand hours, but how much of that is really developing your character? If I wanna spend 100 hours gathering wood to build a house, why can't I? If I want to put in the time to create for myself a reasonable set of energy armor, what's the big deal? In 150 years a character should be able to make connections and manage to get something like that done. I'm not talking about scripted, elite, overpowered stuff. I'm just talking about unique stuff tailored to my character that is functional and easily reacquired.


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 Post subject: Re: Brainstorm: What change(s) would excite you to play?
PostPosted: Mon May 30, 2016 4:49 am 
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The last mud I played you could build houses. Cost a ton of gold, was usually one room. Had to gather wood or stone x 200 and once you added enough it automatically became habitable. You sent imms the room description and they'd add it when they got a chance. You could grant permissions for people to enter your house (like giving out keys only they weren't physically in their inventory). Anyone in your group could of course enter, or groups of people with permission.

Only caveat was other players could destroy your house as well so it wouldn't be an automatic or permanent safe area. I remember going through all the trouble only for someone to burn it down. Even so, it was fun to have something of your own to work on.

Agree with others bug fixes should come first, but just something fun to consider maybe for later. I think you could save things like herbs, ore, materials in the house, but nothing of real value.


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 Post subject: Re: Brainstorm: What change(s) would excite you to play?
PostPosted: Mon May 30, 2016 7:07 am 
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La.Bonnita wrote:
Only caveat was other players could destroy your house as well so it wouldn't be an automatic or permanent safe area. I remember going through all the trouble only for someone to burn it down. Even so, it was fun to have something of your own to work on.



I think this is a lot better turf war system than kingdom vs kingdom.


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 Post subject: Re: Brainstorm: What change(s) would excite you to play?
PostPosted: Wed Jun 01, 2016 5:37 am 
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Haggling down a price when buying an item is just awesome. But what if we could haggle -up- a price when we sell an item to a shopkeeper?


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 Post subject: Re: Brainstorm: What change(s) would excite you to play?
PostPosted: Wed Jun 01, 2016 8:29 am 
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Levelling. I've had a dozen or more GM's with over 500 hours on them. I want to come back, but I have level up a new char and "learn" the game all over again. BORING. My last two or three attempts I hit 40 - 50 hours realize i'm still only master, know no one, have done 0 RP and there is no one else on the who list to help me level? delete; delete


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 Post subject: Re: Brainstorm: What change(s) would excite you to play?
PostPosted: Fri Jun 03, 2016 9:53 pm 
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the_skaddict wrote:
Levelling. I've had a dozen or more GM's with over 500 hours on them. I want to come back, but I have level up a new char and "learn" the game all over again. BORING. My last two or three attempts I hit 40 - 50 hours realize i'm still only master, know no one, have done 0 RP and there is no one else on the who list to help me level? delete; delete


Honestly, I'm recently back after 4-5 years and I think leveling is incredibly easy, even to 50. I would actually say make leveling a little harder so people were forced to group up more.


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 Post subject: Re: Brainstorm: What change(s) would excite you to play?
PostPosted: Sun Jun 05, 2016 2:58 pm 
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SK Character: Your friend, Xelen
La.Bonnita wrote:
The last mud I played you could build houses. Cost a ton of gold, was usually one room. Had to gather wood or stone x 200 and once you added enough it automatically became habitable. You sent imms the room description and they'd add it when they got a chance. You could grant permissions for people to enter your house (like giving out keys only they weren't physically in their inventory). Anyone in your group could of course enter, or groups of people with permission.



I have played off and on since the last 90's. Long ago, I bought a house in game for (Unspecified coin amount) by RPing and pray. With the help of the Imm's and the Menegroth Housing Authority, I was able to get a house and now am filled with a sense of happiness every time I see it is still in the game. I'm not saying that this is a 100% solution but I think it is already doable for persistent and polite players.


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 Post subject: Re: Brainstorm: What change(s) would excite you to play?
PostPosted: Tue Jun 07, 2016 4:41 am 
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There was almost a player-made addition to Ch'zzyrm about 10 or 12 years ago, but that guy stopped playing and it never went through.


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 Post subject: Re: Brainstorm: What change(s) would excite you to play?
PostPosted: Thu Jun 09, 2016 6:11 pm 
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Okay I thought of something which may or may not be feasible, or even well-liked. During happy hour, we all receive the free (PE) to recall to the Crystallis Lounge. In that place, many offensive spells (if not all) cannot be cast. I know there are some people who use that place for brewing, scribing, and practicing spells. Would you all support an addition to happy hour? My idea is that during this time, there is an increased chance to get better skills and spells. Like an xp boost for those who are GM and don't need the XP, but could focus that hour and a half on doing something constructive.


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