Shattered Kingdoms

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PostPosted: Thu Dec 21, 2006 1:18 pm 
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Joined: Thu Feb 28, 2002 4:00 pm
Posts: 656
SK Character: Salak
If both of you want to argue it, start another thread. If you want to cuss each other out about it, take it to PMs. Don't hijack this perfectly good thread with non-sense and drive it toward getting locked.

Hugs and kisses,

MrNashalakimmel

(EDIT: I took out the condescending part. Sorry to both DA and jerin if they read it. I wasn't trying to belittle anyone. It was mean and totally uncalled for. Please just play nice folks. Okay, bye.)


Last edited by Salak on Thu Dec 21, 2006 1:26 pm, edited 1 time in total.

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 Post subject:
PostPosted: Thu Dec 21, 2006 1:23 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Salak wrote:

Don't hijack this perfectly good thread with non-sense and drive it toward getting locked.


Salak, have I mentioned lately that you're my hero? Heh.


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 Post subject:
PostPosted: Thu Dec 21, 2006 2:05 pm 
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Joined: Wed Jan 22, 2003 10:33 am
Posts: 570
I forgot one item on my wish list and this has been on it for a number of years, namely a change to the duel system. I would like to see it so different parameters can be specified. The way I envision it is that a person can issue or accept a duel challenge and from there negotiate the “terms”. Those terms would include the area covered in the duel, use of pets, use of supplies (such as flasks, wands, etc.), time duration, and perhaps a wager.

I think there is value in allowing a duel to be issued and accepted before the terms have been fully negotiated. Therefore what I envision is a duel is issued and the person accepting it can then offer terms. And one of the terms the accepting party sets can be non-negotiable. In turn the challenging party can then counter offer with different terms and is able to set one term, that hasn’t previously been set as non-negotiable, to be non-negotiable. In a worst case situation, each party would take turns setting the terms to non-negotiable until they are all set and the duel can begin. The only term that can never be set to non-negotiable is the wager term. This term both must agree on for it to be included.

This is possible if there are X choices one can make per term. For example, area covered could be limited to: current room, current room plus all adjacent rooms, city limits, or X square leagues/block (where X is defined by the combatants).

Ultimately, this gives the Duel System much greater functionality in and of itself and greater appeal to every class. Without putting more thought into it, I'm not sure where I would rate this in comparison to the items on my earlier list.

Lei Kung


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 Post subject:
PostPosted: Thu Dec 21, 2006 6:47 pm 
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Joined: Mon Nov 28, 2005 10:36 pm
Posts: 521
Tagging. Either a master rogue skill, or a quest skill one can learn and use at GM.

You can only use it once every 24 RL hours. The effect lasts for only one RL hour. Tagging would allow you to scrawl or scribble in a non-wilderness room and leave some writing in your current spoken language. For example.

Code:
Tag Sadr drools, Fear roolz.


Would produce:

Code:
Something is written here.

read written/something

[zhensh writing]
Sadr drools, Fear roolz.


Perhaps more seriously, it could be used to communicate in an underhanded, secretive manner (via some sort of RP'd secret language), or to deface an important thing or place, temporarily.


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 Post subject:
PostPosted: Thu Dec 21, 2006 11:52 pm 
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Joined: Sun Dec 18, 2005 5:43 pm
Posts: 266
Nath wrote:
Tagging.


oh god yes.


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 Post subject:
PostPosted: Fri Dec 22, 2006 12:55 pm 
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Joined: Wed May 25, 2005 10:47 pm
Posts: 447
Location: Climbing the Hills (Level 20)
Code:
A sea-colored robe contains:
(2) A can of lime-green spray paint
    A copy of the anarchist's cookbook
    A musical album by the Ramones


In all seriousness though, nifty idea, if it's codable.


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 Post subject:
PostPosted: Fri Dec 22, 2006 4:53 pm 
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Joined: Mon Sep 05, 2005 5:05 pm
Posts: 2620
Location: *cough*
Fluffball wuz hear!


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 Post subject: Direction Ordering
PostPosted: Fri Dec 22, 2006 5:54 pm 
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Joined: Fri Dec 08, 2006 8:07 am
Posts: 30
Location: Swinging on a spiral...
Let there be an Auto option for allowing the direction-listing to be more visual-oriented.

Instead of NNeESeSSwWNwUDexit it'd be WSwNwNDUSNeSeEexit.

It's right-brain vs. left-brain but damn I would think it would be a powerful draw to the game.
I mean, the way SK looks when it comes to color scheme is huge, and a result of long years of quality building. Little things like this make a huge difference when attracting new players.

It just makes more sense when you try and describe cities and areas too...allows for more interpretive extrapolation instead of memorization.

An interesting read is how people build memory strings by attaching meaning to images. That's how bards used to memorize 1000-stanza stories and songs...by imagining a palace in which every item has meaning. Same thing with people who memorize PI. Super strings and the like.


Last edited by Strats on Fri Dec 22, 2006 6:06 pm, edited 2 times in total.

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 Post subject:
PostPosted: Fri Dec 22, 2006 5:58 pm 
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Joined: Mon Apr 18, 2005 11:29 am
Posts: 753
A naming system so that we can tell which pet is ours that are not bought from a pet shop, or a pet shop for specific classes that doesn't take to naming the pets when being bought.


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 Post subject:
PostPosted: Fri Dec 22, 2006 7:14 pm 
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Joined: Mon Sep 05, 2005 5:05 pm
Posts: 2620
Location: *cough*
Yeah, it'd be great if you wouldn't see
Quote:
a large black horse is here.

but instead
Quote:
Blacky is here.


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