Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Fri Nov 22, 2024 8:47 pm

All times are UTC - 8 hours




Post new topic Reply to topic  [ 181 posts ]  Go to page 1, 2, 3, 4, 5 ... 19  Next

After reading the discussion, does this still seem like a good idea to you to bridge the gap?
(5) Yes, I think this is a great idea to bridge the gap, despite any possible side-effects. 38%  38%  [ 25 ]
(4) Yes, I think this is a fair enough solution, although it will create problems. 15%  15%  [ 10 ]
(3) Whether this helps or not, I'm otherwise indifferent. 17%  17%  [ 11 ]
(2) No, Masters may need something, but this isn't it. 11%  11%  [ 7 ]
(1) No, I'm not sure the gap needs to be made any smaller at all. 20%  20%  [ 13 ]
Total votes : 66
Author Message
 Post subject: IDEA: Get rid of thieves after Master (or Champ)
PostPosted: Sun Apr 02, 2006 5:31 pm 
Offline
Mortal Contributor

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 1279
Location: Miami, FL
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.


Last edited by nothingxs on Wed Apr 05, 2006 1:46 pm, edited 2 times in total.

Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sun Apr 02, 2006 5:54 pm 
Offline
Mortal

Joined: Wed Mar 29, 2006 2:08 am
Posts: 14
I like it.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sun Apr 02, 2006 7:22 pm 
Offline
Mortal

Joined: Mon Sep 15, 2003 5:48 am
Posts: 1306
Champion maybe, but not master.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sun Apr 02, 2006 7:57 pm 
Offline
Mortal

Joined: Fri Apr 30, 2004 8:48 pm
Posts: 1608
Location: My heart's in <strike>Iraq</strike> Texas with my newly re-enlisted 'som' 'soq' daughter
SK Character: Galida Apelila Shaloush Mayumi
Master was supposed to be a complete char. I say get rid of thieves at master.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sun Apr 02, 2006 8:09 pm 
Offline
Mortal

Joined: Thu Mar 07, 2002 7:25 am
Posts: 381
Location: Minnesota
I agree with master.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sun Apr 02, 2006 8:27 pm 
I agree, but only if you make it Grand Master.


Top
  
Reply with quote  
 Post subject:
PostPosted: Sun Apr 02, 2006 9:26 pm 
Offline
Mortal

Joined: Wed Aug 07, 2002 11:54 pm
Posts: 2765
Location: Pyrgos, Greece
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).


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sun Apr 02, 2006 9:39 pm 
Offline
Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
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.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sun Apr 02, 2006 9:52 pm 
Offline
Mortal

Joined: Thu Mar 07, 2002 7:25 am
Posts: 381
Location: Minnesota
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.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Sun Apr 02, 2006 10:09 pm 
Offline
Mortal

Joined: Wed Aug 07, 2002 11:54 pm
Posts: 2765
Location: Pyrgos, Greece
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).


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 181 posts ]  Go to page 1, 2, 3, 4, 5 ... 19  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 23 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group