Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Positive Changes
PostPosted: Wed Nov 14, 2007 6:24 pm 
As addressed elsewhere let's have this thread be about things we can do to improve the mud making it more enjoyable and more atttractive to new and old players alike.


I will state as I have often, time is the biggest killer for me, it takes too long to get to master, if there was a way to shorten this it would make it a great deal more attractive in my eyes. I hate grinding for hours and hours and taking the annoying set backs that come with leveling. As stated elsewhere there are few of us that have the time to invest in making a decent character, 200 hours just say for a GM is equivilant to 5 work weeks, FIVE that is a huge time investment for anyone. At 60 hours for master that is still a week and a half of work.

I realize there are the power levelers, but lets go back to us know nothings that have to do everything the hard way.

Take flames to the GD thread, leave this to discusion only, thanks.


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 Post subject: Re: Positive Changes
PostPosted: Wed Nov 14, 2007 6:26 pm 
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My only suggestion to this is that (and I surprisingly agree with Dulrik on this one) most characters should not make it past master. Only a few percent should.

That is all.


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PostPosted: Wed Nov 14, 2007 6:51 pm 
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Wow Grakus I'm surpised to hear all this positive imput from you. You have changed quite a bit.

Edit: Pertaining to this thread, I don't see anything that IMM's will agree to about changing the leveling process. I mean if you know where to level you can probably hit mentor in 10 or so hrs.


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PostPosted: Wed Nov 14, 2007 7:05 pm 
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Eusd wrote:
Wow Grakus I'm surpised to hear all this positive imput from you. You have changed quite a bit.

Edit: Pertaining to this thread, I don't see anything that IMM's will agree to about changing the leveling process. I mean if you know where to level you can probably hit mentor in 10 or so hrs.


Try more like 40 hours or so. And I'm not 'changed', I'm always the same.


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 Post subject:
PostPosted: Wed Nov 14, 2007 8:03 pm 
Leveling/Cabals(tribunals)/Elitism


What would be a good approach to these.

Leveling you need a better time scale up to master, perhaps make the ability to obtain grandmaster dependant on enlightenments making enlightenments worth more per enlight, but it acctually rewards RP making GM attainable through your RP skill and not just your knowledge of numbers?

Cabals/Tribunals I hate to say it but with the number dwindling they need reformed/revamped into something more geard toward the mud as it stands.

Elitism? That one is tough, breaking the GM barrier will stop a few, but 90% of them can RP their [REDACTED] off, but the enlight thing would balance the field as far as a GM, GM chars aren't a dime a dozen and people may be willing to keep them about since they need enlights to get from 41-50.

Any more suggestions and/or ways to approach these problems? Give something viable for the immstaff and D to consider.


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PostPosted: Wed Nov 14, 2007 8:17 pm 
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I really like the idea of hitting GM dependant apon the amount of Enlights, say there is a minimum of numbers you can be enlighted (or xp recieved during enlightment) to hit GM, but as far as I have seen, the PAR's are older players of the game. Whether you anyone can admit it or not older players will have "cliques" and make who they want to be able to make GM's I think a few newer players will sneak in, but not enough to change the game itself, just the older players. I worked hard to RP and be constatnt with all my characters and I think I gave each of my characters a standard to RP, I recieved some enlightentments but only characters you could say I have befriended as OOC perspective, hence the lack of ability to "get in good with the older players"

I really think amount of enlightment should determine the ability to GM, but I think this can be abused...

But really I don't think the power to enlighten is abused all that much so Kudos to this Idea, Just wipe all the Paragons now and let the IMM's observe the Chars and pick the better RP'ers and go from there.

It is sort of a Catch 22 we all know the better players, (those who play more often, know more about the game) have developed the better RP skills but I think people that are "ok" rpers kind of deserve a chance to be ahead of those players, switch it up a little, mix in a little expierenced with the unexperienced" and that is where new RP will come with.

Example: A older player knows a lot about a certain religion, but a new player comes in, has decent RP abilities, wants to change it up a bit, whats wrong with that, change in this MUD is always good....

Kyle


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PostPosted: Wed Nov 14, 2007 8:28 pm 
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Leveling you need a better time scale up to master, perhaps make the ability to obtain grandmaster dependant on enlightenments making enlightenments worth more per enlight, but it acctually rewards RP making GM attainable through your RP skill and not just your knowledge of numbers?

This is good, because in essence it's like bringing back old-school heroes. I really, really want to see that come back.

And no, change in this mud is not always good. I can think of some changes that sucked [REDACTED], and were changed back. Like the recall costing experience thing.


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PostPosted: Wed Nov 14, 2007 8:34 pm 
The enlighten plan also eliminates the pros from Quick GMs, they will still GM just not in the standard time frame, perhaps toss more onto the shoulders of imms to go out there and enlighten more. I think 20-40 hours for master in any class should be enough, that is about 1-2 weeks for a playable character and then GM can take however long from 1week to a year depending on how much exposure and how many enlights you get.


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PostPosted: Wed Nov 14, 2007 8:53 pm 
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Can we please get something like a preview to what's coming section?

You are a game designer, right, Dulrik?

Every game out there gives previews, promos and showcases. It really gives gamers, in this case, SK players like us something to look forward to. Such as what you are working on, what you might be working on, what you are not likely to be working on if it is necessary.

I understand that in the past you have given time frames and could not meet it. That is okay, maybe we don't even need an ETA. You could take as long as you want Blizzard-style, or rush jobs like EA style. Either way. A preview to what is being implemented would be nice.

If nothing is being implemented... then well... ><


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 Post subject:
PostPosted: Wed Nov 14, 2007 9:03 pm 
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Haha, EA style.

I love min some days.

But, that would be really nice. A preview of things to come with some form of a weak, tentative timeline maybe?


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