Shattered Kingdoms

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PostPosted: Wed Sep 28, 2005 11:29 pm 
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Actually, someone said cabins in Ayamao. I think there should be roving Tribes actually. Something like Fecket's but limited to Ayamao.


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PostPosted: Wed Sep 28, 2005 11:32 pm 
Yes. There should be giant and centaur tribes roaming around, maybe some half-elves and even some humans.

Down with cabins though, which I'm sure the druids would burn as soon as they were erected with words to the effect of "Go find your own enchanted forest!"


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PostPosted: Thu Sep 29, 2005 7:20 am 
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dalamar wrote:
A lot of you are suggesting precisely what he said not to- namely things that have to be coded or implemented by Dulrik. Things like new races and tribunals and new starting cities beyond the 6 we have now would fall into that category.


I would have to think about what new things I would like to see built. I'll post if anything comes to mind.


No offense, but re-read Wert's post.

You will notice that he says nothing of this sort. :wink:

sleeper


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 Post subject: Re: What I'd like to see built into SK is ...
PostPosted: Thu Sep 29, 2005 7:54 am 
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werttrew wrote:
What kinds of things that could be built (areas, objects, NPCs, quests, mini-areas, single rooms, scripts) would you like to see added to SK?

Not good examples:
"Remove CRS." (This is a coding issue, not a building issue)
Reread it again yourself, sleeper. I've bolded the relevant phrases. Wert has the building bug apparently; let's feed it so that the wimpkthx bug doesn't come eat it.

As far as new objects, I'd like to see a newbie Primer put together. Something to augment the helpfiles which actually sits in the newbie's inventory to read, and contains little tips and tricks (like using mentor) to get them off on the right foot. Maybe it could replace the tinderbox (does anyone actually use that?)


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PostPosted: Thu Sep 29, 2005 8:01 am 
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* An Ayamao Locs 2 area, so Ayamaoan cabins could actually be built.

* Convince Ben/Reina to come back and finish the dangling Outer Planes style areas he was cooking up. Barring that, get some script gun to finish em up. Reina's areas set the highwater mark for challenging, high-level, adventure destinations, and we need every one of them we can get. What better way to justify more "phat lewt" (did I say that right?) ?

* A challenging, high-level, quest area done in the classic Wert style (you know, checkerboard colourization, lots of blink tags, NPCs with long last names, proper-cased objects, that sort of thing).

* A necropolis-themed area somewhere in the West.

* Another interesting pole-mace or two.

* Mithril gloves always seem to be in demand.

* More lucrative leprechaun-style pawn shops, accessible only as a quest reward.

* Fewer easily-reached leprechaun-style pawn shops, like the leprechauns.

* More challenging attractions to draw folks down into Bug's mapped Deep wilderness area.

* A halfling village. Or did Dal's halfling village open up? I may be out of date here.

* More seafaring culture. I alluded to an Anduras-Chibunei-Garazul trade route. That could be fleshed out. The Imperial Navy could be fleshed out. Tat's planned seaport downstream from Lake Everclear could be built.

Peace,
Bux


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PostPosted: Thu Sep 29, 2005 9:04 am 
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I _think_ Sleeper was trying to be funny by pointing out how obvious I had made it in my first post.


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PostPosted: Thu Sep 29, 2005 9:06 am 
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There is a small halfling village that just got put in not to long ago, at least I assume it is a halfling village.

I also would like to see Reina come back. I didn't know he was workin on some areas but I like his other areas and I would love to see more of them. Getting through his areas make you feel like you've actually accomplished something.

And I want to see me graveyard idea put in.

I think that griffons don't need items for there slots that don't have now. Both centaurs and griffons are lacking slots because they have fur hide. If you give them more slots than you'd have to take away fur hide.


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PostPosted: Thu Sep 29, 2005 9:46 am 
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I know this is most likely a coding issue, but I would love to see enchant weapon cast by Champion+ level casters have a chance to remove the additions to hit and damage in exchange for a deadly wrath attack or something similar (and not be able to be enchanted further, obviously, requiring you know the weapon fairly well, and not taking away from the better weapons already in game).


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PostPosted: Thu Sep 29, 2005 10:15 am 
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buxtehude_sorethumbe wrote:
* A halfling village. Or did Dal's halfling village open up? I may be out of date here.

* More seafaring culture. I alluded to an Anduras-Chibunei-Garazul trade route. That could be fleshed out. The Imperial Navy could be fleshed out. Tat's planned seaport downstream from Lake Everclear could be built.


Wert finally got my halfling village opened up just recently. Of course he nerfed a few things first. :rant: But I'm glad to see it finally accessible!! Yay wert!!

I agree that there's definitely some room for seafaring culture to be fleshed out. That part of the game culture has gone relatively ignored. I wonder how, more specifically, these things could be fleshed out?


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PostPosted: Thu Sep 29, 2005 10:32 am 
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werttrew wrote:
I _think_ Sleeper was trying to be funny by pointing out how obvious I had made it in my first post.
Bah. I hate missing sarcasm.

To stay on topic: more scripted items for spirit sight, for RPK purposes.

A location/object to which dead characters can manifest even when they don't know any souls on the Realms (which is quickly becoming an issue for my age-dead character). And yes, I know there is seance, but not everyone is friendly to shamans.


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