Shattered Kingdoms

Where Roleplay and Tactics Collide
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Good Idea?
Yes 75%  75%  [ 12 ]
No 25%  25%  [ 4 ]
Total votes : 16
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PostPosted: Mon Nov 27, 2006 7:33 pm 
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-Maybe- they'll put it up there.


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PostPosted: Mon Nov 27, 2006 7:35 pm 
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Actually, it should automatically be an option that doesn't affect the poll.


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PostPosted: Mon Nov 27, 2006 7:44 pm 
It is, it's called "View results". It's automatically there and it doesn't affect the poll.


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PostPosted: Mon Nov 27, 2006 7:46 pm 
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I never understood the poll option "I don't care, I just want to see the results"


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PostPosted: Mon Nov 27, 2006 11:56 pm 
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There ARE already group quests in the game (quests that require team work, or a number of people that each aquires a certain "marking" and they need all of them to enter a place etc).

There ARE class related quests in the game and quests that are given to characters of specific classes or races only.

There ARE quests that can not be solved without the presence of someone who has a specific skill/spell.

There ARE even quests that require a character of a specific faith so that you may proceed to them.

So what are you all newbs whinning for? :P


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PostPosted: Tue Nov 28, 2006 12:13 am 
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I love math/riddle quests as well, but I understand why they are only used for few quests - the OOC share is simply too great. Once a *player* has solved a math question or riddle, it is virtually impossible not to let that knowledge be passed on to the player's next character. That way an initially really difficult quest becomes not a quest at all very very fast. It's one of those classical "great initial idea, horrible replayability" type builder's issues.


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PostPosted: Tue Nov 28, 2006 12:48 am 
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Alea wrote:
I love math/riddle quests as well, but I understand why they are only used for few quests - the OOC share is simply too great. Once a *player* has solved a math question or riddle, it is virtually impossible not to let that knowledge be passed on to the player's next character. That way an initially really difficult quest becomes not a quest at all very very fast. It's one of those classical "great initial idea, horrible replayability" type builder's issues.


It's just a game.

I suppose you'd be an advocate of memory wiping in a person's brain once the technology becomes available to the human race.


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PostPosted: Tue Nov 28, 2006 1:18 am 
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:-? . Cyra, I appreciate the fact that you go out of your way to display your disdain, but kindly keep your random insults to GD.

If you bother reading my post, you will find that I nowhere in it state that I have issues with perfectly natural limitations coming from a player controling several characters over time. I'm simply noting the weakness from a builder's perspective, when it comes to math problems and riddles.

If you have problems grasping the concept of replayability, there are some good builder's guides available at TMC that you might benefit from reading.


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PostPosted: Tue Nov 28, 2006 1:40 am 
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Your idea of horrible replayability completely fails on the logical scale. Just because a puzzle can be solved, and retained in memory of a player does not make it a horrible idea. Even if it is not a puzzle, it can still be performed by a player, and passed around on instant message services.

One could learn where a sword of eliteness is held, and once they know that, they will most likely retain that information. The same goes for a puzzle. It doesn't necessarily make it terrible building.

This is really unnecessary prose about a problem which is universal, and not limited to quests that deal with mathematics or puzzles.

And I'll pass on reading those guides on TMC. I don't need to read the opinions of over-opinionated freaks that have nothing better to do than to force their perspective on others.

In the end, it's a game. Treat it like a game. Sleep with it, coddle it and love it. And then keep coming back and playing it.


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PostPosted: Tue Nov 28, 2006 1:47 am 
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You contradict yourself. How is it that the argument on replayability fails, when you at the same time try to claim that preventing the passing of information would require a 'memory wiping? Either or.

I never said it was a horrible idea. Go back and read it again. It has horrible replayability - that's not even remotely close to the same. That's like saying a ferrari is a horrible car because it has horrible mileage.

The fact of the matter is that an area needs to stand as many trips through it as possible. It has nothing to do with OOC instant messenger sharing, multiplaying or any other 'player problem', but everything to do with builder's strategy.

I think in your eagerness to oppose this over-opinionated freak you completely missed the distinction between the two. I like math puzzled, I like riddles, and I do both with great pleasure - something you're well aware of, or should be, from the times we've played together.


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