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IDEA: Get rid of thieves after Master (or Champ)
https://shatteredkingdoms.org/forums/viewtopic.php?f=22&t=13311
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Author:  nothingxs [ Sun Apr 02, 2006 5:31 pm ]
Post subject:  IDEA: Get rid of thieves after Master (or Champ)

To balance out the playing field and make Grandmaster not be as much of a necessity to the PK playing field, simply make thieves not steal anything from you once you hit Master or higher.

The pros to this idea is that they give players that do not want to make the push to Grandmaster for whatever reason the ability to still be viable in PK if they so need to be. They still won't get the GM-level spells, additional GM stats and won't necessarily be able to do things like dispel GM spells at Master, but they would at least be able to keep the equipment they just got from the GM they killed and not have to worry about losing it all. It also levels the playing field a little in the sense that now everyone at the upper tier of levels (Master+) can compete with the top tier (GM) in terms of resists and equipment.

The cons, obviously are mostly related to stuff like hoarding.

Author:  Guillaume [ Sun Apr 02, 2006 5:54 pm ]
Post subject: 

I like it.

Author:  Benzo Balrog [ Sun Apr 02, 2006 7:22 pm ]
Post subject: 

Champion maybe, but not master.

Author:  Pushing40 [ Sun Apr 02, 2006 7:57 pm ]
Post subject: 

Master was supposed to be a complete char. I say get rid of thieves at master.

Author:  Jefin [ Sun Apr 02, 2006 8:09 pm ]
Post subject: 

I agree with master.

Author:  Arsilan [ Sun Apr 02, 2006 8:27 pm ]
Post subject: 

I agree, but only if you make it Grand Master.

Author:  Dark-Avenger [ Sun Apr 02, 2006 9:26 pm ]
Post subject: 

And still make taking a character solo to master costing a little more than the 30 hours with no help at all(and with good help like healer/bard/etc make it down to 10-12 hours).

Author:  Dulrik [ Sun Apr 02, 2006 9:39 pm ]
Post subject: 

I goaded nothingxs to post this thread. I'd like to see some serious discussion about the pros and cons, not just a few jokes.

Author:  Jefin [ Sun Apr 02, 2006 9:52 pm ]
Post subject: 

Well, I like this simply because it narrows the difference between a vet player and a newbie. Someone like me can get to GM easily, while a newbie can really only get to master reasonably easily, and this would make the new player a bit more competitive.

Author:  Dark-Avenger [ Sun Apr 02, 2006 10:09 pm ]
Post subject: 

OK, seriously.

IMO the complete(in all aspects) character should take at least 60 hours for the veteran that has help, about 150-200 for the total newbie(one that is willing to level, not just fountain RP).

This way characters last longer, people think twice before rolling an alt and we will see less and less of cabal hopping with different chars, we will see characters that will stick to a bad situation and live through it and not delete on first sign of trouble and generally characters that develop as part of SK.

I personally know I have levelled only 2 test chars up to master after the changes(one immediately after the changes to check the new system, one last week because I was bored and I don't risk losing my shaman's EQ again from bugged scripts so I give time for the builders to make that armor stable again). Before the changes I used to roll a char and GM him fast, then played a bit and deleted him(I had a divine divine orb specced giant merc 1 year ago that never got in PK, just PvE - he deleted in 100 hours or so after killing so many NPCs).

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