Shattered Kingdoms

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 Post subject: What new features for 2007?
PostPosted: Tue Dec 19, 2006 11:34 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
I just thought I'd take this opportunity to ask the players what they would most like to see added to SK in 2007. A new race or class? New abilities for current races or classes? A standardized armor system? Vehicles? Increased economic options? Cabal/tribunal dual membership? Something else?

What new addition would most increase your interest in SK? What new addition would most increase the popularity of SK in general? This thread is just to collect ideas. Feel free to elaborate on the specifics of your idea, but lets not get bogged down in debate about any one idea. I will later take this thread and create a poll to gauge general popularity.


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 Post subject:
PostPosted: Tue Dec 19, 2006 11:39 am 
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Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Religion skills/spells first and foremost. Other than that, more islands, more quests, more darkie leveling areas. I like the chaos realms idea a *lot* to balance lightie leveling in ToM. Basically a bigger map, with more neat little places stuffed into out of the way corners.


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 Post subject:
PostPosted: Tue Dec 19, 2006 12:06 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Just to be clear, this is a thread about coding not building or administration. If your idea is at all related to areas or quests or immortal-driven RP or administration changes, this isn't the thread for it. I'm also looking for additions, not removals. I will remove all posts that are off-topic.


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 Post subject:
PostPosted: Tue Dec 19, 2006 12:09 pm 
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Mortal

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 656
SK Character: Salak
Something to offer old vets like me a taste of something new and previously not done. I could go on and on about offering a new race and/or class combo for RP and PK, but that's been overdone with the begging (minotaurs/half-orcs and alchemists/monks, anyone?).

Open Ch'zzrym for Delfs and only those who pick 'N' for the new player question in creation. Maybe close one or two of the under-used kingdoms in exchange for the new one? If you think about it, Ch'zzrym is closer to 'things' than the Northern wastes. It's between Zhenshi and Teron, and well...you get the picture.

A change in tactics via the armor changes I proposed would be nice.

A stock market. I need something to do with all that extra money I get after I stash my max in the bank.

Ships for sailing to the outerplanes island and sea caves. Battle wagons for invading the center of cities without risking too much to those pesky guards that spawn EVERYWHERE.

Real estate. I want to buy a shack in Teron or a house on the lake in Everclear or a noble house in Menegroth.

Pets with limited leveling capability to make it worthwhile to keep one pet, and keep it alive.

---

These were some things on my old Imm Wishlist:

Add an argument in 'remove curse' to target a selected object as well.

Give builders ability to link object exits so you can look through them and and have the ability to link open/closed status.

Prevent the location of object entrances and note boards via spell locate object

Catapult damage should be area affect like call lightning (Or perhaps have a flag to toggle it on or off)

Direction descs don't kill room occupant info (do they still do that?)

It'd be nice to see some new "fluff" equip slots - like <worn in ear>, <worn on ankle>. Not enchantable. Just for looks.

--

In the end, I think anything that offers older players something extensive to play with and tinker with is going to have the best affect on keeping interest in the game. Add DEPTH to the game, either in RP or PK. I'm really in favor or something like a new city, a new race or a new class as opposed to other ideas that simply modify the gameplay for existing race/class combos.


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 Post subject:
PostPosted: Tue Dec 19, 2006 12:13 pm 
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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
I like the idea of cab/trib dual membership.

Some of the new innate stuff should be moved from innate to mastered amateur, such as delf/gnome/dwarf deep tongue. Nobody's born knowing a language and it eliminates the ability to teach it to others.


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 Post subject:
PostPosted: Tue Dec 19, 2006 12:15 pm 
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Mortal

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 656
SK Character: Salak
I forgot something I wanted really bad as a builder AND player.

Extended descs in mobiles and PCs.

Look human tattoo.

It'll prevent builders from having to get too descriptive or players from taking up a full screen to describe their damn tribal tattoo that wraps around their face and neck, down their spine, around their stomach, blah blah blah...I don't want to read anymore...

"look human tattoo"

PLEASE?


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 Post subject:
PostPosted: Tue Dec 19, 2006 12:28 pm 
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Mortal

Joined: Mon Sep 05, 2005 5:05 pm
Posts: 2620
Location: *cough*
I think that the big thing that everyone wants is either a new race or a new class. However, nobody can really agree on those. If you particularly like one idea that's come up, then by all means, cut loose.

Two solid things that would be great:
-ORIGINAL- religion spells. Don't do the Sadr-plague, Mira-polymorph crap. Some small-but-useful spells would be really cool.

Armor classes--nuff sed.


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 Post subject:
PostPosted: Tue Dec 19, 2006 12:32 pm 
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Mortal

Joined: Fri Dec 03, 2004 7:18 pm
Posts: 180
Location: Down the road from Wyndia.
Robes that you can close to disguise what you have on underneath.
Only played one game with that, and boy was it fun.


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 Post subject:
PostPosted: Tue Dec 19, 2006 12:37 pm 
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Mortal

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 656
SK Character: Salak
Oh, duh. Something that everyone wants for scouts: bow skills that differentiate them from merc. Right now, fourth attack w/bows and rapid shot are kind of similiar. Something to give scouts an edge with bows over a merc would be nice.

Poisons for rogues.

As much as I hate to mention this, I think there should be a failure rate on 'order all' depending on how good your charisma is, and how many things in 'all' you are trying to order. It'll make a necro toting around 30 undead a little less effective than they are now, and quite possibly scale them down to a level that's less...fearsome. (EDIT: This is to say that if you have a group of 30 and order all, only 15 might respond).


Last edited by Salak on Tue Dec 19, 2006 12:48 pm, edited 1 time in total.

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 Post subject:
PostPosted: Tue Dec 19, 2006 12:46 pm 
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Mortal

Joined: Sat Mar 02, 2002 4:00 pm
Posts: 1444
Location: New York
My wish list, in order of preference would be:

1) Dual cabal-tribunal membership
2) Tweaks to the CRS system to prevent such dramatic popularity swings (i.e., cabals without powers for months) by giving the victors greater power in exchange for the relic rather than taking powers away from the losers
2.5) Tribunal war system (extending leadership areas, land ownership through conquering other areas)
3) New race or class
4) Tweaks to group experience to encourage more spellcasting + warrior combinations
5) Tweaks to the familiarity system to make leveling slightly easier
[edit] 6) Wimp taunt to at least allow some kind of saving throw. It's ridiculous now.

I don't care at all about:

The economy

Thanks for asking.
Cheers,
Pudgy


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