Shattered Kingdoms

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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
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 Post subject: Re: IDEA: Get rid of thieves after Master (or Champ)
PostPosted: Wed Apr 05, 2006 6:37 pm 
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nothingxs wrote:
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,


I'm not sure if anyone else noticed that and even with never having had a character GM, I'm not sure that is true, right? I have heard that the GM stats are true and I can understand a slim chance of a Master dispelling higher level spells, but there aren't hidden skills/spells, right?


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PostPosted: Wed Apr 05, 2006 6:43 pm 
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Being GM considerably makes your spells stronger, that was what I was referring to.


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PostPosted: Wed Apr 05, 2006 7:59 pm 
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Okay so I haven't played SK since I deleted Elasachar -november(ish) but the way I understand it is that leveling was made harder in SK 41+. Now why exactly was this done JUST so that several months later you can go back to the problem that was there to begin with...people leveling to 50(41 now) getting phat loot and owning everyone else.

As people have said before there will be no incentive to level to GM, you will gain maybe 100hp, probably less a bit of spell damage...and thats it. Unless there are some special bonuses added to GM like a new spell or something changing the logoff thieves level cap to 41 would just bring the mud back to the state where one could reach GM withinin a matter of hours...like my necromancer that GMed in under 50 hours?

Adding also that some classes like Sorcerers, Warlocks, Necromancers, Scouts will still -have to- get to GM in order to be viable in PvP because while warriors are running around at level 41 in fully enchanted Adamantite the necromancer is walking around with wights, the warlock with a weak-er fire elemental, the sorcerer with a crappy charm and the scout with a lower level tame which stands NO CHANCE against a fully enchanted weapon/warrior in fully enchanted adamantite.

Now, I'm not suggesting that you lower the level requirement on summons, charms and such I'm mearly suggesting that serval classes will become SEVERELY underpowered if this change went into effect.

What I suggest is removing the level cap based on the items material, for instance high-end tanso, no matter how well enchanted wouldn't be stolen from a Master level character, however, mithril, energy and adamantite would still be stolen unless the character is a Champion/Grand Master.

Juust my 2 cents.


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PostPosted: Wed Apr 05, 2006 9:04 pm 
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Lei_Kung wrote:
Sleeper I think you skimmed this thread and I don’t blame you because it is already 8 pages long. At any rate, this thread is about making master level character viably “complete characters”. With the prominence that equipment plays in SK, it isn’t really possible to be considered a “complete character” without access to the upper level equipment. Therefore the question is posed, “should the thieving system be disabled for master level characters and above?”

In discussing this question the problem of hoarding has come up. This is a concern for a number of reasons from the use of storage characters (was a problem in the past) to issues of greater inactive characters to issues of supply and demand (more characters holding onto upper level gear effectively decreasing supply). Hence people have been brainstorming solutions to counter act the increase hoarding that would most likely result. It isn’t about trying to de-hoard more then is currently in place.

Lei Kung


Indeed I did skim over it. It was 6 pages when I started reading this, and from what I saw on those six pages, it became another avenue for people complaining about hoarders. Up until Forsooth summed it up for me, it was difficult to pick out what the main goal of this was. Hell, even if I was following it, I still probably would have been de-railed by the hoarding complaints... Unfortunately Lei, there has been, what I deem, a lot of people complaining over it. I suppose thats just my opinion though...

As I said in my last post, I am for this... as long as its implemented properly.

Here's the way I would see it done. (I don't have numbers in front of me, so this wouldn't be the final implementaiton, but it is the idea).

At lvl 41: A lot of current GM gear is available, from energy, to mithril, to adamantine.
At lvl 46: A handful of select items are available, and a very small set of armor is available.
At lvl 50: A handful of select items (the really special ones, like the SoD), and a small set of armor is availble.

To prevent castration, the character must have 1.5 times more hours than before (maybe two, depending on what the number is).

And since higher armor is available to more people, a few more sets of armor get added into the game, or a few sets of once worthless armor get changed and made stronger.

GM characters should also get some small bonus that can be removed at any time, depending on how this all falls out.

...

Thats the way I would do it. Though, thats just me.

sleeper


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PostPosted: Thu Apr 06, 2006 11:11 am 
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Without double-checking the code, I believe it is conceivable that I can check the difference in level between an enchanted piece of equipment and it's original unmodified version. That being said, I don't want to ONLY check for unmodified level, because then you end up with newbies that can wield GM-worthy enchanted equipment their entire career.

What I would propose is that the modified level can be up to 10 levels higher than the unmodified level without an increased chance of equipment being stolen. Therefore Masters could carry GM-level enchanted equipment but not something like the Staff of Demise. And an Amateur could carry Initiate level enchanted equipment without it being stolen.

Comments?


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PostPosted: Thu Apr 06, 2006 11:19 am 
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Take base good adamantite level to 45 instead of 40 then(and not only adamantite, mithril and energy as well). This will cause more crying generally though.

Else a level 40 merc would have the same armor as a GM. Their only difference is like 70 HP total? And some PE perhaps. Not something really impressive to try for the GM if you ask me for warriors. Especially if the effort needed from 40 to GM is more than the effort from 1 to 40.

And I generally disagree with the whole matter anyway, identify gives the quality of the enchanted piece and the enchanter knows when to stop more or less. Every level 40 char today can take a full suit of adamantite and keep it. Or he can risk a +5 MP on each piece and risk losing it.


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 Post subject: Broke
PostPosted: Thu Apr 06, 2006 1:08 pm 
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SK Character: Walthur
If it ain't broke, don't fix it. Hoarding is broke, fix it. But this master keeps this, GM tougher that is stupid.


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PostPosted: Thu Apr 06, 2006 1:26 pm 
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I see what you are saying big D but I think the proposal was that theives would stop taking all highly enchanted gear if you are Master but you still would not be able to hold onto eq whose original enchantments was higher than your lvl.

ie . . .Master could not hold onto a staff of demise. Master could hold onto a tanso set of armor whose enchantments put it at 50, lets say. But if a journyman would try to hold onto that same piece of armor it would most likely be taken by the thieves at log on.


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 Post subject: Re: Broke
PostPosted: Thu Apr 06, 2006 3:20 pm 
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Mr.Treefinger wrote:
If it ain't broke, don't fix it. Hoarding is broke, fix it. But this master keeps this, GM tougher that is stupid.


This will not fix hoarding, and implementing this to fix hoarding will kill SK even more. Read my earlier posts in regards to this.

If I'm understanding your right D, that is roughly the solution I proposed.... Just make sure you still make it worthwile to get the last ten levels. :wink:

sleeper


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PostPosted: Thu Apr 06, 2006 5:22 pm 
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I have to agree with Dark-avengers last post concerning level 40 adamantite, the ac on it is identical to that of GM armor, so if you're going to impliment your idea I suggest raising all max ac adamantite/energy/mithril armors to levels 45-50.


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