Shattered Kingdoms

Where Roleplay and Tactics Collide
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Do you want this skill in SK?
Yes 38%  38%  [ 6 ]
Maybe / yes but with some changes 0%  0%  [ 0 ]
No 63%  63%  [ 10 ]
Total votes : 16
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 Post subject: Rogue/Bard skill: Eavesdrop
PostPosted: Thu Nov 20, 2014 2:37 pm 
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Joined: Sun May 29, 2011 12:28 pm
Posts: 375
Syntax: eavesdrop [direction]

A rogue is more than a thief or assassin, as well as a bard is more than a mere entertainer. Through years of practice in gathering information from friends and enemies alike, they can learn to listen in on conversations taking place in adjacent rooms, even through closed doors.

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I think that the ability should echo when the rogue-bard starts to eavesdrop, but be invisible from that point onward. After all, a skilled eavesdropper, if someone he's eavesdropping on barges into the room, should innocently look like he's doing nothing.


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 Post subject: Re: Rogue/Bard skill: Eavesdrop
PostPosted: Thu Nov 20, 2014 2:41 pm 
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Joined: Mon Dec 31, 2012 11:25 pm
Posts: 1533
SK Character: The Shining One
No. If this is ever implemented, people will go behind doors use emote and gtell for everything instead of saying it, making it a complete waste of coding effort.


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 Post subject: Re: Rogue/Bard skill: Eavesdrop
PostPosted: Thu Nov 20, 2014 2:47 pm 
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Joined: Sun May 29, 2011 12:28 pm
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I don't think it would be a huge difference. If they can't detect hidden, the person can be in the same room, and if they can, they can just be paranoid about sensitive conversations.


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 Post subject: Re: Rogue/Bard skill: Eavesdrop
PostPosted: Thu Nov 20, 2014 2:56 pm 
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Joined: Mon Dec 31, 2012 11:25 pm
Posts: 1533
SK Character: The Shining One
Besides the fact that the broadcasting NPCs, such as those in the amphitheater and the coliseum, create quite a weight on the game and a skill that effectively did the same thing would be incredibly taxing and possibly create widespread lag ....

Anjin wrote:
I don't think it would be a huge difference.


The handful of instances in which this could be useful would not make it a worthwhile venture for Dulrik.


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 Post subject: Re: Rogue/Bard skill: Eavesdrop
PostPosted: Thu Nov 20, 2014 7:01 pm 
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Joined: Sun May 29, 2011 12:28 pm
Posts: 375
:(

I get it. No fix to fly movement points... no fix to griffon shovels... no dying of dehydration in the desert...

You people just hate atmosphere.

You're like some sort of greenhouse gas, or something.

Yeah.


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 Post subject: Re: Rogue/Bard skill: Eavesdrop
PostPosted: Thu Nov 20, 2014 8:16 pm 
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Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
This is a roleplaying platform we're talking about. Milieu is more important than atmosphere.

It's like Shakespeare: the spoken word is always what conveys the most meaning.

Too much "atmosphere" would be a distraction from what really matters: other people.


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 Post subject: Re: Rogue/Bard skill: Eavesdrop
PostPosted: Fri Nov 21, 2014 8:06 pm 
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Joined: Tue May 31, 2005 9:16 am
Posts: 1567
SK Character: NA - Inactive
Anjin wrote:
:(

I get it. No fix to fly movement points... no fix to griffon shovels... no dying of dehydration in the desert...

You people just hate atmosphere.

You're like some sort of greenhouse gas, or something.

Yeah.


LOL That sounds like the kind of overreaction I'd make. :P

- It's only a "fix" if you agree it's broken. Fly movement points aren't broken. But if they were tweaked the way you're proposing, that wouldn't be the low-altitude levitation that "fly" is in SK, but would be a high-altitude flight that would hinder view and prevent combat with people on the ground. Which might provide some technical accuracy, but adds little to gameplay benefit.

- Griffon shovels... again, it's only a "fix" if you agree it's broken. I don't know if I really do. Even if it's a decent idea, it's WAY low on the list of priorities.

- Dying of dehydration.... I don't necessarily disagree with this idea, but I don't know if the boost to realism would be an actual boost to playability.


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 Post subject: Re: Rogue/Bard skill: Eavesdrop
PostPosted: Sat Nov 22, 2014 6:54 am 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Dying of dehydration is needed like code for defecation and urination.

It sounds like the functionality of this skill would be on par with detect poison. While that may make it overpowering, I don't think we really need such a skill.


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 Post subject: Re: Rogue/Bard skill: Eavesdrop
PostPosted: Sat Nov 22, 2014 12:38 pm 
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Joined: Sun May 29, 2011 12:28 pm
Posts: 375
I think that causing people to involuntarily urinate/defecate in response to extreme damage would be great.

Also, having a 'Flying above some portal stones' room for every 'some portal stones', etc, for every room which is open to the sky, would be great. Sprites who do not want to get killed by tigers in Zhenshi should just be able to fly up- and then be killed by hawks.

This is SK:

Image


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 Post subject: Re: Rogue/Bard skill: Eavesdrop
PostPosted: Sat Nov 22, 2014 12:52 pm 
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Joined: Mon Dec 31, 2012 11:25 pm
Posts: 1533
SK Character: The Shining One
ninja_ardith wrote:
Dying of dehydration is needed like code for defecation and urination.


Oh, man. SK Sims.


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