Shattered Kingdoms

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Disable Level thieves after Master (1)?
Yes. 63%  63%  [ 24 ]
No. 37%  37%  [ 14 ]
Total votes : 38
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 Post subject: Disabling level thieves after master.
PostPosted: Mon Feb 04, 2008 11:37 pm 
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jhorleb wrote:
I think this is something that was brought up before, but Dulrik, if you're looking for a way to get people to "play" their characters earlier, disable the level thieves after master.

You can't compete realistically in PK without enchants on your gear, and you can't enchant your gear without getting it stolen by level thieves.

I'm not sure I'd like this, because we might get more storage characters and hoarding, but I for one would be more inclined to jump into the political scene without GMing if I could keep decent gear.


So I decided that we should make a thread with an official opinion poll to see who's in favor and who's not of this idea. This one will have no wert option.

Frankly, I am in favor of this as it would be awesome. Gear is a critical part of the game and being below GM seriously hinders having what most consider "Decent" gear. I vote yes.


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PostPosted: Mon Feb 04, 2008 11:50 pm 
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Location: My heart's in <strike>Iraq</strike> Texas with my newly re-enlisted 'som' 'soq' daughter
SK Character: Galida Apelila Shaloush Mayumi
According to the powers that be, Master is supposed to be a complete char. Level thieves shouldn't steal from complete chars.


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PostPosted: Tue Feb 05, 2008 12:10 am 
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Location: In The Court Of The Crimson King
Ordinarily I would say no to this, but given Dulrik's oft-repeated stance, Pushing40 said it exactly.


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PostPosted: Tue Feb 05, 2008 12:19 am 
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If this is to be implemented, I'd say level 45.

Getting to master(1) can be done within 30 hours solo easily, no twinking or anything and with only basic knowledge about SK(aka 5-6 levelling areas and 2 levelling tips).

If that happens, expect to see a lot of 30 hours chars, hoarding EQ. Even if it's not hoarding, high level EQ will be gone until month reboots where they get castrated.

Generally though I'm against the idea.


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PostPosted: Tue Feb 05, 2008 12:34 am 
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Alternatively, change enchants so that they do not increase the level of items beyond 41.

This would let GMs have the bonus of locating and holding all the highest level equipment, but also allow master+ characters to benefit from spending time enchanting.

Letting the level raise work as normal below 41 keeps enchants mostly an end-game feature.


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PostPosted: Tue Feb 05, 2008 1:16 am 
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I like that even better. Keep lvl of items as is but enchants don't go higher than 41


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PostPosted: Tue Feb 05, 2008 1:41 am 
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Champion rank please.


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PostPosted: Tue Feb 05, 2008 2:15 am 
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We've been here already. I think the original idea was something like "let's make it so that enchanting gear doesn't increase its quality past Master," which would've made it pretty fair by keeping really good uniques in the hands of GMs while letting Masters run around with well-enchanted, Master-level equipment.


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PostPosted: Tue Feb 05, 2008 7:00 am 
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If this was ever to be implemented, and that is a big IF, I'd rather have it at Champion (1) status, and I would also like something else. Right now one of the most important reasons to GM is keeping your eq, and while that may be a worthwhile reason, I'd like something else that would distinguish GM's from your run of the mill Masters and Champions, especially since Dulrik intends leveling to be even more challenging at higher levels. It would certainly encourage people to stick with their characters for a while, instead of deleting them quickly.

I'm not quite sure what it would be, maybe someone has some suggestions, I wouldn't mind seeing GM only quests that permanently boost your character (highly challenging of course), it wouldn't even have to be anything overpowered, a +1 to a save, or if you age tick you can do a quest that would make you younger for say five years (to postpone death), or even class-specific GM quests, maybe quests that would give you discounts in certain shops, etc. It would even be possible to introduce crafting skills, or certain crafting skills this way, accessible only to GM characters who have completed a quest given to them by a Master of blacksmithing/alchemy/etc.

Just a thought, though somewhat unrelated to the topic at hand.


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PostPosted: Tue Feb 05, 2008 7:02 am 
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I like the modified idea better myself (enchanting doesn't increase item level past master). That solves the hoarding of unique equipment problem but allows you to get your stuff enchanted.

Don't see why this would hurt anything.

[edit - I therefore voted no on this poll]


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