Shattered Kingdoms

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 Post subject: Why SK player count is declining
PostPosted: Mon Dec 10, 2007 6:43 am 
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I think there is several reasons why SK is about to die.

1. Leveling is too hard (no matter what the power levelers say). For instance a champion elemental will get dispelled with ease by a GM sorceror etc.
2. Potions/Staves/Scrolls are too easy to get/make (When almost every class have access to every defensive spell (and many offensive) there really isnt much difference between the classes)
3. There should be more leet gear available to the average player.
4. Why does it always have to take a whole shitload of time to get somewhere special? I always loved how you could easily get to f.x. the wastelands through a portal. Today it is practically impossible unless you know some of the veteran players.


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PostPosted: Mon Dec 10, 2007 6:52 am 
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 Post subject: Re: Why SK i about to die
PostPosted: Mon Dec 10, 2007 7:17 am 
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whocarez62 wrote:
I think there is several reasons why SK is about to die.

1. Leveling is too hard (no matter what the power levelers say). For instance a champion elemental will get dispelled with ease by a GM sorceror etc.
2. Potions/Staves/Scrolls are too easy to get/make (When almost every class have access to every defensive spell (and many offensive) there really isnt much difference between the classes)
3. There should be more leet gear available to the average player.
4. Why does it always have to take a whole shitload of time to get somewhere special? I always loved how you could easily get to f.x. the wastelands through a portal. Today it is practically impossible unless you know some of the veteran players.


SK is not going to die because of this. Lame players who won't put their asses down to achieve things before calling themselves "achievers" are going to "die". Your claim is wrong.


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PostPosted: Mon Dec 10, 2007 8:33 am 
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SK Character: I wish :(
When is the Funeral? RIP SK!


on a more serious note, I do not think SK will die anytime soon, I think the immortals just need to keep working there asses off making new things for the game. I know there is always something in the works. People like to see new things. When things stay the same for a very long time, people get bored. I think there is lack of constant rp at times in SK, something will get started then just end abruptly or the players will not log back in for a few days. Peak hours change it seems in SK sometimes I wake up and there is 20+ ppl on. other times there is 6-9 players. I just think we need to capture the more creative side of SK allow the players to restring more of there armor (not changing the class of the armor) So that players can be unique at least with armor and weapons.

I had this idea, Guild Points, the more quests you do, the more you help the realms the more bonus you get. Such as an extended period of time where your learning exp is enhanced. This would take maybe 2 or 3 guild Points. Things such as restringing an item, would take 1-2 depending on how strong the item is. Also Guild Points could be used if saved up to create something in the game for the player, such as a House??? Or a unique pet??? The Player would use his Guild Points then work with an Immortal oocly to develop what he wanted. This would cost anywhere between 5 and 10 guild points. *note* not every class has a Guild that I know about. So Guild Points are just what I call this little bonus.

What do you think?


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PostPosted: Mon Dec 10, 2007 9:54 am 
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Quote:
1. Leveling is too hard (no matter what the power levelers say).

I'm by no means a power leveler, and I despise going through the end levels, but I don't think leveling is too hard. I just think it's too mind-numbingly repetitious, unchallenging, boring.

Quote:
2. Potions/Staves/Scrolls are too easy to get/make
and
Quote:
3. There should be more leet gear available to the average player.
seem like contradictory trains of thought to me. Especially in a player number slump, the fact that abilities can be attained for cross-class use is a blessing, and are more essential to the average player than fancy scripted stuff. I would suggest that other players' ideas for diversification would be a better fix than making brewing/scribing even less rewarding/easy to do. As for leet gear - talk to people. Ask about items of renown. Barter. Bluff. Beg (in moderation). I don't know where most junk is, but I'm slowly learning, and if there were too much leet gear, it would be lacking in leetness.

Quote:
Why does it always have to take a lot of time to get somewhere special? I always loved how you could easily get to f.x. the wastelands through a portal. Today it is practically impossible unless you know some of the veteran players.

Again, I would say talk to people. Sit in inns, ask mentors, hire a guide. At various times of day over the last few days I've accompanied four trips to the various wastelands areas. I don't know if I'm going with vet players or not, but they haven't turned anyone down; I imagine because either a) with low numbers they're glad to have something to do, or b) with low numbers, the people playing are glad to encourage other people who are playing.


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PostPosted: Mon Dec 10, 2007 10:08 am 
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I remember when Carmen was itty-bitty. She still is, actually, but that's beside the point. There were a couple of slightly higher-level characters, maybe about ten levels above me, and they let me tag along with them to the Circle of the Strong (before those guys were grouped, they were awesome to train on). I power-leveled by spamming cause light, made the stupid mistake of spamming "c 'cause light' human" once and almost killed Kyori, and in general had an awesome time and some even better roleplay. In fact, I'd say that that time I spent leveling in the circle actually started Carmen down the track to become the serious roleplaying character that she is for me now, as opposed to the screw-off time-waster that she was for me then.

Power-leveling requires either skill or numbers. Either way, it's a hell of a lot more interesting. I'd say that if you can manage to kill maybe five "Death will Welcome you" NPCs, you should be a good three-fourths of the way to the next level. It's extremely interesting working out how you're going to tackle them, and it becomes far more than just grinding--it's INTERESTING!

Bring back powerleveling. Please?


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PostPosted: Mon Dec 10, 2007 10:09 am 
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Adroan wrote:
I think the immortals just need to keep working there asses off making new things for the game

I understand your argument, but isn't that a bit unfair to the volunteers who already work their butts off for our entertainment? Players can do much to add to the game, if they are willing to put the thought and work in - yes, some things require imm assitance, but it has to be more gratifying to hear "I have this idea for the game, if you have time, could I have a bit of help?" than "Give us more! New! Now! We're bored!"

For your second idea, I love the thought of more personalization, although not because of quests - quests are their own reward. They advance plots, give experience or prizes, and are usually fun to do (at least, the first time.)
Perhaps instead, down the road a bit when the numbers are more stable, do something along the lines of trade abilities. Maybe require the sacrifice of stat points to purchase each ability, to a max of 2 or 3. Skills that would allow the creation of personalized items, of house-building (although I have a horrible vision of every league of the Ayamaoan wilderness filled with ramshackle huts), of animal raising/training. Things that don't require still more IMM work once they're implemented (save for the typical policing).

Restringing doesn't make sense in an IC world - "I have this adamantite helm. Could you make it into a peaked, feathered cap for me?" But more NPCs that could create personalized things, such as a certain shop in Teron can do, would be awesome to see.


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PostPosted: Mon Dec 10, 2007 1:18 pm 
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I dont know if leveling is hard. I just despise how there seems to be a trend to take good leveling areas and keep making them harder till average players have trouble. I think I could still GM a char pretty easily but I just dont find it fun trying to fight though NPCs that hunt and law systems in leveling areas.

The game was always more about the player to player interaction to me, so the time and effort to be put into leveling take away from that for me and make me want to play less.


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PostPosted: Mon Dec 10, 2007 2:39 pm 
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Threnody wrote:
Adroan wrote:
I think the immortals just need to keep working there asses off making new things for the game

I understand your argument, but isn't that a bit unfair to the volunteers who already work their butts off for our entertainment? Players can do much to add to the game, if they are willing to put the thought and work in - yes, some things require imm assitance, but it has to be more gratifying to hear "I have this idea for the game, if you have time, could I have a bit of help?" than "Give us more! New! Now! We're bored!"


On one level, I appreciate the sentiment. On another, we all knew what we were getting into when we were promoted. :wink:

I strongly agree that the game could use more areas and variety - we don't need a narrow and foolproof leveling path to Master so much as we need a larger number of viable forks in the path to get there, IMO. Some of these NPC-given quests that cross several areas are a step in the right direction, of course. In an ideal world, however, there would be enough places to explore that one wouldn't even need to visit the same 'leveling areas' twice on two consecutive characters. So... I wish there were more hours in the day. :/ I'll do what I can, though, as long as I am able.


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PostPosted: Mon Dec 10, 2007 4:01 pm 
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I think quests needs to be focused on. I can understand you hate grinding, everyone does. Although, even a quest to grind is still better then grinding solo. Also, having quests to grind help newbies get familiar with the realms.


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