Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Wed Dec 27, 2006 10:00 am 
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Chemhound2007 wrote:
1) Chem for Imm




Ooooh, that's funny. I'm going to laugh. Watch, here I go.

hahahahahahahahahahahaha

That's a good one.


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PostPosted: Wed Dec 27, 2006 10:21 am 
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Not sure if some of these require new code to be added or not, so figure I will suggest them anyway, and have thought of or seen sporadically in the past.

Placing one, or a couple, specialized tailors somewhere that can handle the exotic skins and turn them into something useful.

Bolts of various materials throughout the kingdoms that you can buy a colour of a certain material and take it to a tailor to be fashioned into what you need/want. Not sure if this should be done with ores and blacksmiths, or not.

Utilitarian skill(s) for all classes that give exp per use akin to the enchant spells so that fighting will be optional for all classes and alleviate some of the problem with familiarity of areas.

Removal of the exp cap on using skills like enchant weapon.


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PostPosted: Wed Dec 27, 2006 11:49 am 
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All right I’ve gone through the thread and made a tally. I will not include all suggestions, just those that got 5 or more votes. It is important to know this list does not account for any values associated with the vote. In other words if you wanted an armor system most but said religion spells would be nice, this list gives both of your votes equal value.

16 – Religion Specific Spells (Note: this covers from complete spell lists for each religion to just adding a few specific spells per. Also note that some people voted more then once for this but it was too much of a hassle to adjust for it)
13 – Dual Membership
12 – New Skills/Spells (Note: this includes class specific such as poison for rogues, bind/drag, and trade skills)
11 – Kingdom/Tribunal Warfare System
10 – New Class
10 – New Race
07 – Vehicles (including outerplane travel)
06 – Tweak CRS
06 – Symbol Powers
05 – Armor System
05 – Tweak Familiarity System

On a personal note, here are other ideas I think are worth mentioning even without the votes, although they most likely are less important.

- Extended descriptions for PCs and NPCs
- Voice (say) adjectives/inflections
- RP EQ Slots (ie. Earrings)
- Shaman + Barbarian bonus
- Upgrade to Duel System
- Character longevity incentive


Lei Kung


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PostPosted: Wed Dec 27, 2006 11:55 am 
The problem I see with the voice adjective thing is, how would it work? Would you see Bob loudly says xxx, Jim quietly says xxx everytime? Or would it be similar to the action command which you can change? The only problem I see with this is somehow, some people think having a sentence before everything you say(exactly the same sentence every time too) explaining how you talk, makes what they say better somehow, and I do not want to see some bright multi-colored sentence for an hour straight everytime someone says something.

xxx says, '*In a deep, booming voice, from the pits of hell!!!!!* Hi!


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PostPosted: Wed Dec 27, 2006 12:08 pm 
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SK Character: Salak
Syntax:

ASAY <insert one word adverb here> <string to be said>

Example:

HP MANA MOVE
> ASAY mechanically All your CRS belong to Harlies.
A dapper male halfling says mechanically, 'All your CRS belong to Harlies.'

You can even enforce by code that the adverb end in '-ly' so that people don't put totally [REDACTED] things in there.

---

I'm not fond of the whole "Joe says, '*in a booming voice from the depths of hell* Hi!'" concept. It looks pretty half-assed, and I like things to be simple enough to add to the spirit of what's being said without going over-board. I can see people going overboard with that whole phrase put in the text like that.


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PostPosted: Wed Dec 27, 2006 12:13 pm 
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Also, when blind, at the very least, it should be "A feminine voice says" or "A masculine voice says" I am all for having adjectives for voices for yelling/blindness/visionless due to darkness. "A sultry female voice tells you" "A booming male voice yells" "An effeminate neuter voice says to you"

Only used in yells at all times, tells and says when you cannot see who is speaking.


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PostPosted: Sun Dec 31, 2006 7:12 am 
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Allow faith/cabal/tribunal member lists to display not only the last time a player logged on, but also their current hours for that month. Would help in deciding who is inactive/active or otherwise.

Also, change the score command so it also shows your character's birthday, and add an in-game notice when your birthday is about to come around, the day of, and one in case you weren't on for your character's birthday.

Code:
Just seven(or less) days until your birthday.
Today is your birthday.
Your birthday has passed since your last adventure.


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PostPosted: Wed Jan 03, 2007 12:44 am 
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Ok. I am obviously from a different in this game, but it will be alright. I miss the old elitest ideals. It gave players goals to work towards and gave room for growth and variation. The current environment grows stale far to easily

1. I would like to see some shuffling in the skill sets of all the Cabals. They are stale and a few are weaker than others.

2. New classes.
I know it only took 12 years or whatever to produce bards, but I think it things could be done to help this along.

3. Heros were amazing.
I know this get old to hear, but in the current state of the game no one will stay hero for too long. set it so that players can challenge the hero of their class to an honorable duel and the winner takes the title.

4. I would LOVE to have religious avatars back.
Ok I know that it is another twink promotion, but I would like to see it brought back. I would like it to be given to players periodically. The Avatar may not be the HF of the faith, but he is the voice of their god. The patron imm of the faith assigns it to a member to direct the faith either back to his view for the faith, or to assist in religious warfare, or to push the views of the god on other people more so. It is a promotion based on RP, but must also include level requirement and familiarity with the game.

5. I miss the old damage system.
I know the current system is supposed to make battles last longer, but the current system allows for the cry babies that love their loot to run away. I hate this. I lose my suits of Adamantite all the time. Hell I tell other player to loot me oocly if they kill me. I hate the loot reliance of our current player base. Yeah loot is sweet and all, but in the past if you wore the leetest suit you still died if you were caught unexpecting. The loot hoarders would be less capable.

6. Symbol scripts
Another big deal. I love the rediculous ancient symbol scripts. Yigg's hammerspace symbol, did not make them kill people. Calrion's resurrection script was great fun. They were alot of fun and inspired player's to work to get into faiths.

All these things will inspire players to work harder to achieve higher ability. Currently there is not many things to aspire to icly. Leading a faith and cabal or tribunal, having friends, getting wealth, loot and respect is it right now.


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PostPosted: Thu Jan 04, 2007 7:53 pm 
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1) The return of store-bought polemaces.

2) "Assessment" tests -- IC examinations by trainers that let you know how far from your racial max a stat is:
Code:
>assess dex
You give a mustached man 2 platinum, 6 gold.
You take the Quickness (Dexterity) for Centaurs test.
You score a 13 out of 15!

>dance
Feels silly, doesn't it?


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PostPosted: Fri Jan 05, 2007 6:23 am 
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Nightwing wrote:
1) The return of store-bought polemaces.


Yep. I only know of the sapphire polemace for most races, and at medium size it was to heavy for my char to hold (max STR). Then there arethe talon-gripped ones. I'd at least like to see steel or iron ones in the ciity shops for the non-griffons.

Those are my worthless observations and my somewhat reasonable request.


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