Shattered Kingdoms

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PostPosted: Sun Oct 15, 2006 2:44 am 
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This thread is stupid. Dulrik has said many times that CRS isn't going away, asking for it to be removed now is useless. In this very thread D tells us all he's put a full year of work into simply altering it already.

The only threads that should be made are threads that invite suggestions on how to alter CRS to be more fun. You'll never get rid of CRS. Telling Dulrik to take it out is pointless.


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PostPosted: Sun Oct 15, 2006 2:52 am 
I think disabling the inner guardian's gas blast ability would mean that a necro can practicly 'solo' him with a bunch of 66 undead.

Personaly, I dont like what the CRS has done to SK thus far. Still, I think the effort put into it would go to waste if it was just discarded.

Here are a few suggestions that might be worth considering.

1) Uniqueify HQ's again. right now its about the same for every hq. you walk in through the world map entrance, head four or five steps into one directon, and there's the guardian. after you kill him, three or four steps into that same direction is the inner guardian. My suggestion would be to develop the areas before the outer guardian, so that it is some sort of an area by itself, and not just the 'entrance to X HQ.' As it is now, it just looks like an UT2004 map to me. :p

2) Change the guardian names into something that fits each cabal's RP more. A zealous angel of courage for hammer for example, or a huge statue of the emperor for the Empire. Then add some RP into their fights (see valroch). Just to spice things up. Might aslo make a good addition to place them into a room accessible through portal, teleporter or other nifty thing that opens with some sort of keyword, lever pull, whatever (this operation should take some time to complete, like a tick or whatnot), so that the fight with the guardian is taken into some sort of 'outer plane'. I was thinking something like ff8's ultimecia fight for the adepts, for example. fighting in the midst of space :p

3)defeated inner guardians should not die. Just vanish or dissapear when defeated. Mortals shouldnt be able to kill those things :p. They should just go poof, back to their home plane for reforming. Kinda like it works with outsiders in planescape.

Thats it for now :/


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PostPosted: Sun Oct 15, 2006 4:48 am 
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I've never really been part of CRS, but I'll wave a flag for 1) here. It helps the whole MUD in general to have as many unique areas as possible. And sure, if fairness is the point, then just make it all the same from the point where the Guardian is encountered.

I miss so much areas like Losache and even that circus thingie near Teron. Lots of great RP to be had in both, (and in Morea and other places I bet).


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PostPosted: Sun Oct 15, 2006 1:31 pm 
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Orac wrote:
This thread is stupid. Dulrik has said many times that CRS isn't going away, asking for it to be removed now is useless. In this very thread D tells us all he's put a full year of work into simply altering it already.

The only threads that should be made are threads that invite suggestions on how to alter CRS to be more fun. You'll never get rid of CRS. Telling Dulrik to take it out is pointless.


It's pretty obvious you read the first (couple?) post(s) and based your comments off of that. We have been trying to suggest things to make it better. Feel free to make your contribution.

I do like the idea of making cabal HQs more unique again. No offense to those who built them, but a lot about each of them seems very stock. True, outside of the basic entrance and walkway to the inner guardian, you get some kind of variance, but I would never imagine occultist grounds to have a very keep-like entrance and feel to them.

I like the idea of making it a more PvP system rather than a Pv Huge effing monster that may get some help from P. And that is what taking away the gas blast is trying to do, make it more about player battles and strategies than getting rolled over by some big mean NPC.

I don't think one class should ever be able to solo these things. However, there needs to be some kind of fail safe to the system. Cabals without relics don't attract players nearly as well. Some people even think it is lame to use what they see as a cabal power, induction. So if cabal x was already hurting for players, loses its relic, now has basically NO attracting qualities, it has only the help of allies (yeah right :roll: ) or the few players that are sick and bored of winning all the time to switch factions and help them out.

This situation, which has happened more than a few times, does not breed RP or PvP interaction. In fact, it breeds just the opposite. People naturally gravitate to the winning side of things. That's the bottom line.

Something that hasn't been suggested before, and I will elaborate if anyone catches an interest, but why don't we make the "outer wall" or entrance to these things some kind of ever changing puzzle or something? Rather than have some NPC to soak damage and counter attack, have the HQ itself work against the raid and slow them down. If it is only meant to be a speed bump, then let's make it just that, a speed bump that gives defenders enough time to roll in and try and save the day themselves.


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PostPosted: Sun Oct 15, 2006 1:49 pm 
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Erevan wrote:
I think disabling the inner guardian's gas blast ability would mean that a necro can practicly 'solo' him with a bunch of 66 undead.

Personaly, I dont like what the CRS has done to SK thus far. Still, I think the effort put into it would go to waste if it was just discarded.

Here are a few suggestions that might be worth considering.

1) Uniqueify HQ's again. right now its about the same for every hq. you walk in through the world map entrance, head four or five steps into one directon, and there's the guardian. after you kill him, three or four steps into that same direction is the inner guardian. My suggestion would be to develop the areas before the outer guardian, so that it is some sort of an area by itself, and not just the 'entrance to X HQ.' As it is now, it just looks like an UT2004 map to me. :p

2) Change the guardian names into something that fits each cabal's RP more. A zealous angel of courage for hammer for example, or a huge statue of the emperor for the Empire. Then add some RP into their fights (see valroch). Just to spice things up. Might aslo make a good addition to place them into a room accessible through portal, teleporter or other nifty thing that opens with some sort of keyword, lever pull, whatever (this operation should take some time to complete, like a tick or whatnot), so that the fight with the guardian is taken into some sort of 'outer plane'. I was thinking something like ff8's ultimecia fight for the adepts, for example. fighting in the midst of space :p

3)defeated inner guardians should not die. Just vanish or dissapear when defeated. Mortals shouldnt be able to kill those things :p. They should just go poof, back to their home plane for reforming. Kinda like it works with outsiders in planescape.

Thats it for now :/


What a great post. I like these ideas. More flavor for HQ's especially. Except for the gas breath thing. It only takes one PC to HW to kill every single one of those animated undead. Disabling gas breath when there are available defenders seems like an appropriate adjustment. If there are no PC defenders online, then the gas breath works as normal.


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PostPosted: Sun Oct 15, 2006 2:17 pm 
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Achernar wrote:
What a great post. I like these ideas. More flavor for HQ's especially. Except for the gas breath thing. It only takes one PC to HW to kill every single one of those animated undead. Disabling gas breath when there are available defenders seems like an appropriate adjustment. If there are no PC defenders online, then the gas breath works as normal.


Then, necromancers could just wait until a small number of non-priest/paladin defenders were online and solo it anyway. Maybe gas blast should only work when there are a certain number of attackers, with undead counting as attackers?


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PostPosted: Sun Oct 15, 2006 7:27 pm 
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Dulrik wrote:
Carsetius wrote:
I know that D has a life, but as it stand I have not seen that much focus put on CRS.

For about a year, nearly the only thing I worked on was CRS. There has been a huge amount of changes to it since it first went in. But after awhile, I had to put further major ideas on the back burner because there were other game systems in need of attention and everyone was boycotting it anyway. As far as tweaking goes, I made a change to the way the outer guardian works just last week. Lately it's been being used more, which I think is cool. Do I think it's perfect? No. And I am open to more changes in the future. But my feeling was that it's not a priority.

Minette wrote:
1. Please give us a "What's Coming to SK" section in Announcements. Let us know what the implementor/imms are working on, without giving a specific time frame.

After bards, I don't make promises about what will be delivered. I have ideas for things that are still on my list after 10 years. Things are implemented based on what seems most important at the time.

Minette wrote:
2. Cabal raids are too fast, too furious. From the gate opening, to successfully killing the Inner Guardian, it takes but a few minutes to make or break. Inner Guardian's offensive powers are too powerful, when it's supposed to be a 'defensive' golem. It would be nice to see the Inner Guardian outlast attackers by other means instead, where more tactics may be involved. Currently it's just massive numbers and raw attack.

The first idea that comes to mind would be to disable the gas attacks of the inner guardian if there are a certain number of defenders.

Minette wrote:
3. Modify the actual purpose of the relics. Instead of disabling cabal powers, which can seriously take away interests of SK players, it could grant the cabal holding relics an income or bonus on hitpoints for cabal members.

If losing a relic doesn't sting, what's the point? In order to encourage people to show up and fight, you have to threaten them with losing something important. In the end, a cabal consists of the use of the HQ and the powers. To hurt a cabal, that's where you have to hit them. Sure they have a bank account too, but let's not take the idea of economic warfare too far. SK wars should be about sword-and-sorcery battles, not about lawyers-and-brokers.


Your welcome for me making people use your CRS! :P

<3 Cannibal


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PostPosted: Sun Oct 15, 2006 7:30 pm 
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I think someone should make a harlie, then throw some chaos into it and take every single relic and recruit like 1000 harlies just to defend it! :D


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PostPosted: Mon Oct 16, 2006 3:45 am 
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You've forgotten Dimmel already?


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PostPosted: Mon Oct 16, 2006 4:03 am 
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If there are no PC defenders online, then the gas breath works as normal.

My problem with this is that not all pc's have holyword capabiltiies, and only darkies are able of one man gunning down a guardian. Basicly, a necro will be able to wait for say, one hammer warrior to be availiable, raise the myriad corpses he has stacked, and go relic gank. Personaly, i think it would be a good idea to enable the gas breath when there are more than four offensive charmies/raised deads in the room, no matter the number of players.


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