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What do you think about this proposal to enchant armor?
Poll ended at Sun Mar 22, 2009 6:00 pm
I would really like this or something very similar. 55%  55%  [ 18 ]
I like the idea, but it needs important tweaks: I've posted them below. 6%  6%  [ 2 ]
I don't like enchant armor, but I also don't like your idea. 15%  15%  [ 5 ]
I like enchant armor the way it is. 18%  18%  [ 6 ]
I couldn't care less either way. 6%  6%  [ 2 ]
Total votes : 33
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PostPosted: Tue Feb 09, 2010 11:42 am 
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Joined: Thu Jul 16, 2009 10:35 am
Posts: 553
Location: Wisconsin, USA
WickedWitch wrote:
Tragonis wrote:
Quick fix: reduce the amount of mana it costs to enchant/ and time to cast the spell. The current cap on non-hostile xp would keep it from being absued.


Enchant is honestly fine as far as mana/time. The only problem is the randomness, IMO.

Then again I have 10 mana trains and only spend 10% a cast, and tend to get 40%+ back if I'm sleeping.


Ditto, but I won't complain if they change the time or cost. Personally, I would like to see a second level of enchanting at least for armor, that could be targeted slightly. Something along the lines of c 'enchant armor' item magical/other. Magical would give you either protection or resistance, other would give you reflex, willpower or fortitude.


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PostPosted: Wed Feb 10, 2010 5:33 am 
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Joined: Sat May 07, 2005 8:16 am
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Location: Las Vegas, Nevada
SK Character: Achernar
I think everyone agrees randomness in enchant is not happiness inducing. Its been discussed for years.


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PostPosted: Wed Feb 10, 2010 7:13 am 
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Joined: Thu Feb 28, 2002 4:00 pm
Posts: 1082
Location: DC
I'd like to throw my hat into the ring. Enchanting has never been a problem until the dynamic of PK shifted more heavily toward tribunals, guards, and equipment equalization.

It's always been random and no one ever had a problem with it. (Correction, they probably did, but it wasn't really a huge deal) I remember back when I had to walk up hill both ways to my sorceror to get gear enchanted, when we had 7 (breath, petri, charm, spell, magic protection, magic resistance, death) different enchantments instead of your 5 simplified ones (and you are only ever using 1 or 4, you never use all 5 now).

The problem now isn't enchant. It could be less mind-numbing, but we're not attacking the source of the problem proposing this change.

The PK philosophy of the game has shifted very heavily toward group-oriented combat and player-run fortresses. Equipment equalization and weapon classes has shifted combat in a heavy skew towards the defender. It's not so much that enchantments are a sign of a dedicated player and you need to play 40 hours a week to get everything done. It's the fact that with meager, simplified enchantments and an emphasis on player turtling, it's easy and productive to camp in your fortress and only leave on your own terms. When someone's coming, you know it before they show up.

I said it years ago when tribunals were first put in, and it's even more truthful now: the system is a great shell for a larger future playerbase. We don't have the numbers to make it fun for the numbers we have now to split all the players between multiple player organizations. It's not feasible for more than 2 factions to ever be warring at once, so that if a third faction wants to attack a fourth, they just find it overwhelming to collect the parts to mount it. This is even more evident and troublesome when all you want to do is kill one person - you need a war party to do it nearly every time, apparently.

The proposed over-simplification of enchanting will only act as a band-aid so that attackers can more easily and readily attack a fortification. It's not addressing the heart of the issue in that in order to kill people you have to attack a fortification 9 times out of 10.

That being said, with the current size of the playerbase and the pervasiveness of good equipment due to the low playerbase, I don't see an enchantment change hurting anything. It'd make life easier and less stressful in the game. I'm not sure it's the answer to the posed problem, though. I don't play enough to really propose a better answer, but I thought it'd be helpful to try to clarify the problem or give a different perspective on it.

The problem is the entry point to PK, and I don't think changing enchanting to make it easier is going to be the door you think it is. It will only make it less painful to die, which is promoting the wrong kind of PK.

I'd say, just to throw it out there for a test run: remove the leadership skill, cabal/tribunal bank-tied guards, outer guardians, cabal hq doors, and tie the cabal relic to only one or two skill/spells. See what happens.


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PostPosted: Wed Feb 10, 2010 5:15 pm 
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We can't fix the randomness without a major overhaul, sure, and if it is going to be done, it may as well be done right.

However.

The casting time of charm person was changed without much pain a few months ago.

What would it take to have the same for enchant armor?


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