Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Tue Sep 23, 2008 1:28 pm 
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Joined: Thu Feb 28, 2002 4:00 pm
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Location: Australia
SK Character: Viltrax
Syndal wrote:
...anything that uses the time system that is used for item thieves and keeping leader flags, is a horrible idea, since that system is currently worthless.


Err... so you think being stuck as a cohort to an Exemplar that doesn't play any more is fine? Come up with a replacement idea if you disagree with the activity monitoring method.

As for leader/equipment maintenance being worthless, feel free to elaborate on that point in a new topic.


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PostPosted: Tue Sep 23, 2008 1:35 pm 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
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Location: Spokane, WA
Alshain wrote:
Syndal wrote:
...anything that uses the time system that is used for item thieves and keeping leader flags, is a horrible idea, since that system is currently worthless.


Err... so you think being stuck as a cohort to an Exemplar that doesn't play any more is fine? Come up with a replacement idea if you disagree with the activity monitoring method.

As for leader/equipment maintenance being worthless, feel free to elaborate on that point in a new topic.


He did not say that the concept is bad, he did say that the current time systems for both leadership and anti-hoarding is a joke. Therefore, if you applied it to the concept of having a time requirement, the system won't work either.


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PostPosted: Tue Sep 23, 2008 1:46 pm 
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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 the hour requirement system works fine. It could be notched up maybe 5-10% if anything, but right now its just about perfect. I don't think everyone has the same amount of free time to devote and should not be punished for another persons amount of free time being greater. If I could make item dehoarding increase without affecting leadership quota, I'd be okay with it being double its current rate. As it is, the factions in the game survive on long lived characters, especially leaders. Everyone takes a break sometimes.

On topic, the cohorts system could work similarly and I think I like Alshain's breakdown. I wish I had a fund from which to pay the wages of each staff member, including Dulrik, so that this could happen next month. I'm excited about the idea.


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PostPosted: Tue Sep 23, 2008 2:55 pm 
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Muktar wrote:
He did not say that the concept is bad, he did say that the current time systems for both leadership and anti-hoarding is a joke.


I didn't want to derail this thread by discussing dehoarding and leadership issues, but I'm definitely curious to hear why it seems to be ineffective, as the stats I have seem to say otherwise. As I said, new thread if you wish to speak up, but I'm with Achernar - some kind of time limit should be used, at worst being 0hrs.

Update: 900+ items were dehoarded last month.


Last edited by Viltrax on Tue Sep 23, 2008 3:16 pm, edited 1 time in total.

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PostPosted: Tue Sep 23, 2008 3:16 pm 
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I'm sure the system would be twinked, just like the mentor system gets twinked. So what, as long as the system generally works to make low-level play more fun? There is a shortage of players who take the IC role of mentor, as opposed to using the mentor teaching system. I think that shows how rewards can encourage beneficial behavior.

I would suggest allowing cohorts to leave the relationship at the cost of a level. That immediately solves the problem of an exemplar who becomes unavailable or uncooperative. The code for time monitoring doesn't address either defect well.


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PostPosted: Tue Sep 23, 2008 3:34 pm 
This all sounds pretty complicated. I will wait until it's implemented and then "beta test*"








*[REDACTED] relentlessly


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PostPosted: Tue Sep 23, 2008 4:04 pm 
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Joined: Tue May 20, 2003 10:18 am
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I really like that this is another attempt at encouraging players to bring their buddies to the game and also encouraging the established players to aid newer players. It just seems like each new code to help new players gives the players greater OOC benefits. I wish there were other ways to do these things.


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PostPosted: Tue Sep 23, 2008 4:22 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
That's a pretty accurate observation. Although we are trying to frame the benefits as being IC, not OOC. If you have good ideas for benefits that are desirable and would be indisputably IC, I'd love to hear them.


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PostPosted: Tue Sep 23, 2008 5:47 pm 
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I think you can call many benefits IC as long as they're morale-based bonuses. That seems reasonable for having or building a support network.

Maybe damage and art, to help both fighters and spellcasters? Might be a bit much for paladins/hellions/shamans, though.


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PostPosted: Tue Sep 23, 2008 6:48 pm 
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I would think it would have to be something that everyone always needs.

Things that comes to mind:

regen rates (all 3 or none at all)
Xtra HP
Bonus to saves

It can even be a tiered system where the more people you have on the greater the benefit (instead of just stacking).

Just some things to throw out there.

There might be other things that are universally used, those were the ones off the top off of my head.


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