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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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PostPosted: Tue Feb 05, 2008 7:04 am 
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SK Character: That'd be telling
I don't think there needs to be any GM boosts actually. These bonuses will be employed by the same players over and over, while the rest of us end up being lesser GM and even easier targets than we are now.


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PostPosted: Tue Feb 05, 2008 7:07 am 
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wortsenawl wrote:
I don't think there needs to be any GM boosts actually. These bonuses will be employed by the same players over and over, while the rest of us end up being lesser GM and even easier targets than we are now.


So you oppose the idea because you believe you wouldn't be able to achieve it, or a number of players wouldn't, while the others would? That's not very productive.

Besides, I believe there would be ways to avoid elitism and make everyone involved in these quests, with some careful consideration. It would certainly give the achiever/adventurer type of player something to do.

Like I said, it doesn't all have to be a boost, just something unique, or worthwhile that may or may not give said player advantage on the PK field.


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PostPosted: Tue Feb 05, 2008 7:30 am 
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SK Character: That'd be telling
I am opposed to the idea because it will further the already mammoth gap between the current crop of 'elite' players and the less experienced. It is already hard enough to go toe to toe with a GM character played by an experienced player, they don't need another boost. Were all character played using IC information only then fine, but they aren't. If every character was played as a newbie they wouldn't be able to GM in 50 hours, but they aren't. People don't 'seek' out new areas, they just wander off to these places and no them by 'instinct'. That however is a different argument altogehter.

This game needs things for the lowbies so that they feel part of Pyrathia. GMs are already at the forefront of major RPs and get to be involved, generally speaking, in the more jucier aspects of GRPs.


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PostPosted: Tue Feb 05, 2008 7:42 am 
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wortsenawl wrote:
I am opposed to the idea because it will further the already mammoth gap between the current crop of 'elite' players and the less experienced. It is already hard enough to go toe to toe with a GM character played by an experienced player, they don't need another boost. Were all character played using IC information only then fine, but they aren't. If every character was played as a newbie they wouldn't be able to GM in 50 hours, but they aren't. People don't 'seek' out new areas, they just wander off to these places and no them by 'instinct'. That however is a different argument altogehter.

This game needs things for the lowbies so that they feel part of Pyrathia. GMs are already at the forefront of major RPs and get to be involved, generally speaking, in the more jucier aspects of GRPs.


I don't think you're actually understanding what I'm trying to say, maybe I'm not explaining it correctly, or you are focusing on only one aspect of the idea, but it doesn't matter. We've strayed too much off-topic anyways.


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PostPosted: Tue Feb 05, 2008 9:32 am 
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wortsenawl wrote:
I am opposed to the idea because it will further the already mammoth gap between the current crop of 'elite' players and the less experienced. It is already hard enough to go toe to toe with a GM character played by an experienced player, they don't need another boost. Were all character played using IC information only then fine, but they aren't. If every character was played as a newbie they wouldn't be able to GM in 50 hours, but they aren't. People don't 'seek' out new areas, they just wander off to these places and no them by 'instinct'. That however is a different argument altogehter.

This game needs things for the lowbies so that they feel part of Pyrathia. GMs are already at the forefront of major RPs and get to be involved, generally speaking, in the more jucier aspects of GRPs.


I've noticed this before, or atleast the gap that people speak of. My Hellion is currently near Champ, and I'm a bit new to the PK thing. I can go over scenarios with stats and numbers in which the outcome in the outcome i SHOULD win the fight / PK, but rarely does it go that way when I actually go to initiate my plans.

My hardest part right now is the large battles (ie group pk) and simply keeping up with the text. That and also running / fleeing. The moment someone flees from me, they're gone. I can never catch them as most people that I end up going after have substantially more experience in the mud than me and can navigate every city with their eyes closed. In which case they come back later and i get one shotted from full health. [Bleh to that.. but eh.]

In any case, the main thing is, I agree that level thieves should be disabled after a certain point, because right now, a GM has massive gaps over most mentors / masters. I mean, we can't even wear adequate gear that will protect ourselves unless it's low tanso that's fully enchanted. Granted that's good, but it's not always available to every player, especially those that are kill on sight in a certain city. Where as, you go up against a GM and chances are their weapon is usually fully enchanted as is their armor. Most of my spells bounce right off or are avoided etc. That however is just my rant and yeah, I got a bit off topic. Main thing though, I would agree. Champ 1 or so would be a good cut off for the level thieves.


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PostPosted: Tue Feb 05, 2008 9:46 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." - Marfik

I don't see anything wrong with this. I too am concerned with the gap between 1) those know all the ins and outs and locations and 2) those that would desperately like to play with the big-boys but don't know the mud as well.

Let the 40-49 crowd get equipped with enchanted gear that won't go poof at log-in and let them have a fighting chance in a rumble with the big boys. If the big-boys school them then they've learned somethign valuable for the next time around. That will spur RP and interaction, the whole point of the mud.

This also fosters the concept that I don't have to be GM to play, I just have to spend 3 hours enchanting. N_G


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PostPosted: Tue Feb 05, 2008 12:25 pm 
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I'm all for either disabling the item theives after Master(1) or simply keep pre-existing item levels on found items, however make it so enchanting can't raise the quality of an already sub superior item past superior.

I say Master(1) and not Champion(1) simply because that's when Dulrik said he wants a character to be "complete". I'll say right now, no character is complete without a full suit of enchanted gear. Most of the time in PK the more prepared character wins, and being prepared means having your gear enchanted.

Until Master(1+) level characters can have their gear enchanted without having to worry about the item thieves the grind to GM will -always- take priority over playing the rest of the game, no matter how much Dulrik wants a Master(1) level character to be complete.


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PostPosted: Tue Feb 05, 2008 12:28 pm 
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I say that if you disable the thieves on gear for anything past 41, it will make chars be able to hold their own in PK. Not that they will win PK, because those extra 10 lvls means a lot, but they can at least hold their own in group PK.


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PostPosted: Tue Feb 05, 2008 1:24 pm 
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Muktar wrote:
I say that if you disable the thieves on gear for anything past 41, it will make chars be able to hold their own in PK. Not that they will win PK, because those extra 10 lvls means a lot, but they can at least hold their own in group PK.


You said it better than I could. If more people could meaningfully participate in group RP/PK situations, it would improve the quality of the game as well as keep people playing longer IMO. N_G


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PostPosted: Tue Feb 05, 2008 1:28 pm 
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Marfik wrote:
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.


I was going to suggest this, and then I saw your post.

I feel this is a great idea.


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