Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Sun Nov 18, 2007 12:34 pm 
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Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
I'll do what I can, but I'm far from a weapons expert.


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PostPosted: Sun Nov 18, 2007 1:02 pm 
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Mortal

Joined: Fri Mar 01, 2002 4:00 pm
Posts: 2637
Location: Floating in Previous Player Ether
I've completed the google spreadsheet, I believe I'll need to add people as collaborators on a case by case basis - I've started off with D, and..anyone else who plays and is on my gmail list. So, if you want added, let me know (and give me your email address)


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PostPosted: Sun Nov 18, 2007 8:21 pm 
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Mortal

Joined: Sun Jul 22, 2007 5:18 am
Posts: 1176
Count me in. It's been a while since my last merc, but I'll see to get updated.


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PostPosted: Sun Nov 18, 2007 11:57 pm 
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Joined: Sat Aug 24, 2002 6:56 am
Posts: 1858
The problem is availability, and high end material types, not weapon stats. There are subtypes that are generally just ignored by imms.

Instead of trying to tweak stats, why not make other weapons more available?

If I wanted to make a hunchback halfling swashbuckler and have him use sais and name him Raphael, I can't think of any adamantite sais out in the game, or good nunchaku...

We need representation before tweaking things.


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PostPosted: Mon Nov 19, 2007 12:31 am 
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Mortal

Joined: Wed Jun 08, 2005 4:55 pm
Posts: 1110
Location: Ithaca, NY
Thing is, if adamantite, mithril, and energy versions of every weapon are out there, it'll be impossible to find anything that wasn't shooting sonic or negative [REDACTED] every-which-way. The problem, more precisely, is that there is no balance in representation. There shouldn't be multiple weapon types with strong stats, special damage types, and elite materials.

Issue there, is that it requires builders to have a really solid understanding of what's currently in the game, as well as an awareness of what their fellow builders are working on. IMMs love to make players happy, and it's always fun to throw in some crazy new item or two in a project to get players giddy, but in the end, it's not healthy for the game. IMMs are already busy enough as is, I'm not sure they're looking to find more ways to consume their time, especially with the mundane bureaucracy of maintaining game balance.


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PostPosted: Mon Nov 19, 2007 12:34 am 
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Joined: Sat Aug 24, 2002 6:56 am
Posts: 1858
imms have search options that can tell them what is in the game. It's not that hard for them to find out.


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PostPosted: Mon Nov 19, 2007 1:17 am 
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Mortal

Joined: Fri Mar 01, 2002 4:00 pm
Posts: 2637
Location: Floating in Previous Player Ether
Ratings were intended to address all issues with the particular subtype in one nifty little number. Perhaps a "comment" row could be added, where "problem" subtypes in particular and their gripes can be addressed.


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PostPosted: Mon Nov 19, 2007 5:01 am 
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Mortal

Joined: Thu May 11, 2006 11:00 pm
Posts: 2767
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
I just want to say that axes still blow donkey balls.

And there can't be enough pitchforks in the game!


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PostPosted: Wed Nov 21, 2007 12:46 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
I haven't seen much action on the spreadsheet that Goldlantern put up. I need ratings from at least 8 people before I'm going to take it seriously.


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PostPosted: Wed Nov 21, 2007 1:16 pm 
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Joined: Sat Aug 24, 2002 6:56 am
Posts: 1858
When do we get guns?


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