Shattered Kingdoms

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 Post subject: Re: Ideas: New uses for loyalty tokens
PostPosted: Thu Dec 26, 2013 5:39 pm 
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Joined: Mon Dec 31, 2012 11:25 pm
Posts: 1533
SK Character: The Shining One
Currently, there isn't a way to disable an arm or whatever (it would require probably a sizable code update), but I still think the concept is fine from a RP perspective.


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 Post subject: Re: Ideas: New uses for loyalty tokens
PostPosted: Thu Dec 26, 2013 5:51 pm 
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Joined: Sat Sep 14, 2013 9:47 pm
Posts: 103
Change the echo for things like eat and drink. Allow for permanent speech color changes, or tag such as *in a raspy tone* to be tagged permanent on the command.

Allow for races that are not PC races so long as they don't unbalance the game. Allow people to play goblins, but let them have sub standard stats.


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 Post subject: Re: Ideas: New uses for loyalty tokens
PostPosted: Thu Dec 26, 2013 6:40 pm 
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Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
Meissa wrote:
Currently, there isn't a way to disable an arm or whatever (it would require probably a sizable code update), but I still think the concept is fine from a RP perspective.


ARMOK in SK? Count me in!

Strike the earth!


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 Post subject: Re: Ideas: New uses for loyalty tokens
PostPosted: Thu Dec 26, 2013 8:33 pm 
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Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
Inera wrote:
Change the echo for things like eat and drink. Allow for permanent speech color changes, or tag such as *in a raspy tone* to be tagged permanent on the command.


That sort of stuff is really irritating to be blunt about it. A long, long time ago in an SK far, far away...it was quite common to see people use the emote system to incorporate that into say and tell. It also bypassed the language barrier, and when Dulrik patched it - the raspy, guttural, ominous, etc. voices died out with it (thankfully).

You can accomplish the same thing using emote and pemote before your character starts speaking - it doesn't need to be included in every single say and tell. That just ends up being a huge irritation in my experience.


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 Post subject: Re: Ideas: New uses for loyalty tokens
PostPosted: Thu Dec 26, 2013 10:16 pm 
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Joined: Mon May 19, 2008 5:06 am
Posts: 1447
Location: Seattle
SK Character: Theodoric
^^Strongly agree


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 Post subject: Re: Ideas: New uses for loyalty tokens
PostPosted: Fri Dec 27, 2013 5:44 am 
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Joined: Wed May 02, 2012 4:58 am
Posts: 700
Location: Rolling in the Grave
SK Character: Gailehn, Stephanov
ObjectivistActivist wrote:
That reminds me of the Merit and Flaw system in World of Darkness games. I've never ST'd a WoD game that allowed Merits and Flaws that didn't end up with some dude min-maxing Merits and Flaws for extra bonuses and then never properly portraying their extra limitations. Maybe if they were coded (like your character never being able to actually have two arms) it would work, but I foresee more problems than it'd provide advantages.


But perhaps with the right brainstorming, something like this could work. Perhaps it would be more for flavor and a bit of fancy. And it would need a lot of play testing.
And some significant restrictions on which combos could potentially exist. Else, like OA said - a lot of problems.

But this suggestion at least fits the theme - something to make the next character a bit of a reward to play/someone you may find interest/reason to play longer, etc.


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 Post subject: Re: Ideas: New uses for loyalty tokens
PostPosted: Sat Dec 28, 2013 3:49 pm 
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Joined: Sat Dec 08, 2012 5:41 pm
Posts: 234
Location: New Brunswick, Canada
SK Character: Prindle
Edoras wrote:
Please don't post ideas in the thread that Dulrik has already shot down in a previous post. This is the place to recommend ideas that fall within the constraints, not to argue over whether the constraints are valid. There are a LOT of ideas presented in the last few pages that have already been clearly excluded as possibilities by Dulrik.


Please don't assume that new players have read every thread on this forum. Please rephrase your posts to include that consideration. (Especially keeping in mind the mud is trying to gain and retain new players, rather than dismiss them).

In this instance the appropriate response would have been: These <list or summarize ideas presented> have been raised before in previous threads and have been dismissed.

The approach is then Informative instead of rude; even now I'm also not sure which ideas in this thread you're actually referring to (which have been previously dismissed), mine or others.


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 Post subject: Re: Ideas: New uses for loyalty tokens
PostPosted: Sat Dec 28, 2013 4:18 pm 
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Joined: Fri Aug 24, 2012 3:21 pm
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I would like the make the argument that to keep existing players is to also keep their current characters. I would argue one way to do that is to be able to spend LTs on your current char, so that the player can get more enjoyment out of them.


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 Post subject: Re: Ideas: New uses for loyalty tokens
PostPosted: Sat Dec 28, 2013 4:30 pm 
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Joined: Sat Dec 08, 2012 5:41 pm
Posts: 234
Location: New Brunswick, Canada
SK Character: Prindle
Galactus wrote:
I would like the make the argument that to keep existing players is to also keep their current characters. I would argue one way to do that is to be able to spend LTs on your current char, so that the player can get more enjoyment out of them.


That would have been my thought, and it's new player friendly. It also promotes retaining characters as opposed to starting new characters.

I'm not sure if this is what was being referred to as a previously dismissed idea or not, I'm also not sure how long ago the idea was dismissed or if it was done so in the same context or mindset.

Anyway I see no harm in having it mentioned again. I'm not going to beat it like a dead horse, but it's not necessarily a bad idea.


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 Post subject: Re: Ideas: New uses for loyalty tokens
PostPosted: Sat Dec 28, 2013 5:16 pm 
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Joined: Mon Dec 31, 2012 11:25 pm
Posts: 1533
SK Character: The Shining One
The point was raised and dismissed in this very thread. Dulrik has stated his position and explained it several times in the past few pages.


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