Shattered Kingdoms

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PostPosted: Wed Oct 11, 2006 1:49 pm 
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"Do you really think any of the Darkie gods would allow a lightie to enter the place of their unique armor? (same goes for the lightie faiths)". That is how my character learned where HIS faith's armor was located. I am unable get my hands on a set of sacred armor, so I don't care if it is changed or not. :D


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PostPosted: Wed Oct 11, 2006 2:11 pm 
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Sadr's already got two big bad maces: Kiss of suffering and Painbringer.

Give us an exotic--GRIM REAPER SICKLE OF DISEASE!


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PostPosted: Wed Oct 11, 2006 2:26 pm 
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OVT, my shaman grabbed the Dabi stuff for Grolok and Mezcao many times. I even grabbed the Sadr stuff for Carmen a bunch of times as well.

Anyone can get to it, but it's a little more complicated process that requires knowledge of the area and how to get a certain spell or simply avoid about 10 NPCs.

But I agree with you, the Sadr suit is pretty bad. Dabi suit ain't that great either. And several armor pieces here and there are bad also(pantheist gloves, Zavi's helm etc).


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PostPosted: Wed Oct 11, 2006 2:27 pm 
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It was NOT a bunch of times!


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PostPosted: Wed Oct 11, 2006 3:07 pm 
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Just make all the equipment equal.


Doesn't this defeat the purpose of having distinctive items special to the gods? If they're interchangable save for a few decorations, change the decorations to a different theme and let everyone wear them.

The more I think on this, the less fond of it I am. I see plenty of items that are clearly associated with one god or another in-game, with no sacred flag. As long as there are several other options of equivalent power, wearing them is a RP decision. What's wrong with that?

I'm certainly not interested in tying super-items to quests, when people here are talking about just exchanging that information. Not that such transfer isn't IC, but then the armor's benefits far outweigh the challenge.


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PostPosted: Wed Oct 11, 2006 3:11 pm 
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The sacred items were created essentially by players, evalutated by Wert, and placed into the game. It was his/staff decision to have these items created... There were deadlines HFs had to meet and specific rules we had to follow to create the items. Among the rules was that each set could contain no more than 10 items, and that meant that some compromises would be made in terms of some locations being overlooked.

I believe we were also told in the future once all the sets were completed and loaded up, potentially renegotiations of things could take place. Which seems to be where we are now, save no Wert on staff. :(

If there is an IMM willing to look into this project, perhaps the whole shabang is in need of a review from the present religions and said IMM both. Quests to get the sacred armor should have something specific to do with the deity. Each should have some kind of lore that relates to the location of the armor and perhap the quest itself. Each member of a religion could have a say in what this armor was perhap (slot/material type, scripting ideas/appearance), but because it's suppose to be quest'd for I would think the lore be left to the HF(s) who are to be hushhush about it, and then the IMM builder can build the (re)quest independently from what they're given, so the Church would have to hunt for it as a whole.

Personally I don't like the idea of all scripts being equal. Takes the uniqueness out of them, and each deity is unique, and that was among the reasons for setting this gear up. I think perhaps better balance is a better way of looking into it.

I do believe all quests should be equally accessible - which is to say fairly easy for a follower of a Church to go to a well known/prominent place of their religion/pilgrimage site and stumble upon a clue.

I do not feel that any location should be made inaccesable to players to prevent someone who isn't a follower from getting the armor. I do feel that it would be interesting scriptwise if there was some sort of thing that happened if the wrong sort of folks came up though, to attempt to thwart off an effort to take the items... guards, demons, one very nasty Mira magi, and so on. Not guardian tough, but ...

I guess the point of all this:
1. Keeps some higher level unique gear in the game.*
2. Gives the unique gear some lore and purpose.
... Items that have lore and a quest to complete are the ones that would have the possibility of having scripts on them. Sense of accomplishment.
3. Gives some emphasis back to religions
4. Spark more religious RP/PK/discussion/questing/etc.
5. Reevaluation necessary for balance in gear and questing.

*DO recall the amount of higher level gear and material types which are now under greater limitation. This gear was a counter to that change.


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PostPosted: Wed Oct 11, 2006 3:26 pm 
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The main gripe that most seem to have with the sacred armor is the fact that it's so easily obtainable after death, therefore keeping someone at almost the same potential strength after a jloot, while if he jloots someone who isn't wearing a suit of sacred armor, it makes a huge difference.

I still stand by this, and placing the faith EQ on a high level NPC, or in different parts of the realms, seems like a much more sensible idea than equalizing them all.

I'm not sure if Cannibal was joking about making them all energy or not, but I think it's a horrible idea. I really enjoy the fact that religions, factions, and the like have their own unique appearance, feel and function in the game, and sacred armor adds more legacy. What I'd like to see is that same legacy, with a bit more challenge to obtain the armors.

If it came down to it, though, I'd much rather have the armors be left as they are than to remove them or make them all equalized.


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PostPosted: Wed Oct 11, 2006 3:54 pm 
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Edoras wrote:
The main gripe that most seem to have with the sacred armor is the fact that it's so easily obtainable after death, therefore keeping someone at almost the same potential strength after a jloot, while if he jloots someone who isn't wearing a suit of sacred armor, it makes a huge difference.


True enough. Changing up the scripts. No quest should be transportable to either directly. That alone should add some recovery time. Far as a timer, a simple one would be from start of script, a check to see if x time has passed before allowing the items to load. On the other hand, this puts people without the sacred armor then at the advantage. ;) Not too keen, either way.

Another thought would be to make the armor of a set not all in the same location either, provided there was some quest/rp reason for this. You could have players virtually travel about the realms doing (mini) quests along the way, visiting various religious shrines, performing some deed or another, kind of like a pilgrimage for each piece of armor, but it would have to be repeated to get the gear each time/quest bits cleared upon gathering up of gear. *shrugs*


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PostPosted: Wed Oct 11, 2006 4:10 pm 
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The Mighty Fluffball wrote:
Sadr's already got two big bad maces: Kiss of suffering and Painbringer.

Give us an exotic--GRIM REAPER SICKLE OF DISEASE!


1. Neighter of those are Sacred. You could just as easily say the the PAINsticks are Sadr's sacred things due to their name.

2. Maces are not "bad". They are crap.


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PostPosted: Wed Oct 11, 2006 5:39 pm 
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Sacred armor is still cheat0r and completely [REDACTED]. It'd be cool if it was only like..a weapon for each religion, and not a full suit of armor.


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