Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Fri Mar 21, 2008 5:33 am 
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The ways to make people not have to GM have been mentioned before.

Get rid of level thieves after level 41.
Give scouts/necromancers their final abilities at level 41.
Front loading stat points isn't necessary but would help as well.
If there is a weapon speed boost at GM (not sure if there is still) move the whole thing to level 41.

If you simply make Champ/GM require hours/age without any of the other changes that are required all you would effectively do is install "heros" once again, meaning that new characters would not be at all viable for the first few months of their creation because the Champ/GM chars have all the best gear with the best enchantments. They have the best pets. They have the most attacks. They have the most stats.

All you would do in effect is put an even bigger barrier between the older characters and the younger ones, killing a lot of incentive to play any characters before they reach a certain age/idle for hours.

If you get rid of the significant advantage that GM characters have over master, then whatever, but until such a time this is a HORRIBLE idea.


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PostPosted: Fri Mar 21, 2008 5:44 am 
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I just re-read this thread, and I've thought about the "healing the other guy tactic quite a bit."

Some people like to RP rather pacifistic characters, or those that don't like to kill others. What better way is there to do that than by simply sparring with a particularly powerful opponent, over and over again? I mean, no one dies, no one gets hurt (overall) and everyone walks away happy. If anything, this is a poor twink-tactic because you don't get any money out of it. I would think that having a priest oversee your sparring matches with a worthy opponent would even create RP.

So yes, this is fun, this is good RP, and hell, it's natural. Why not?


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PostPosted: Fri Mar 21, 2008 7:16 am 
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Wow . . .Gotta love how lame RP comes from an OOC action.


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PostPosted: Fri Mar 21, 2008 8:08 am 
Konrin wrote:
If you simply make Champ/GM require hours/age without any of the other changes that are required all you would effectively do is install "heros" once again, meaning that new characters would not be at all viable for the first few months of their creation because the Champ/GM chars have all the best gear with the best enchantments.
.


This is why I suggested an alternative for both in my post. I whole-heartedly agree with this assessment.


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PostPosted: Mon Mar 24, 2008 4:18 am 
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I've made my case on this topic plural times, so I will quote myself from Adder's XP thread, posted before the newest wave of changes, even. If you want my proposed solutions to alleviate some of the strain of leveling, they are also in that thread. Please read them, if you find anything else I say compelling.

Salandarin wrote:
In its current state, code-wise, I would not (and do not) recommend this game to my friends. It has enormous potential, but the simple fact is that the game is not fun until you've dumped 100+ hours into it. That is not a reasonable investment, IMO. Games I buy for fifty bucks are considered pretty long if they last forty hours - and that's okay. If the game started thinking in terms of making each hour count more (which is why I suggested those ideas - concentrating time usage into an effective manner), I think we'd be a lot better off.

Bringing new players is a temporary solution. Fixing the code so the game isn't so ass-reamingly slow for the first 100 hours? That's what will keep players for the long run. We should be focusing on retention, not expansion.


I would like to add that player attitudes are not the problem. Players value GMing because GM is - holy [REDACTED] - valuable. The most logical course of action is to do the most efficient thing to obtain it, and telling players they have their values mixed up is absolutely useless in the face of this reality.

As an aside, it is on these grounds that I promote a revamp to enchanting, brewing, and scribing. Once the leveling grind stops, those grinds start.


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PostPosted: Mon Mar 24, 2008 7:03 am 
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SK Character: Elspeth, Kishka, Tiamre
In the terms of the hour/age restriction returning "heroes" to sk and creating a gap again, I seriously don't think that would happen. It would create more rp and at lower levels because fewer people are GM and you would be dependant on others for rp/information. I never saw a problem with having a few gms who were heroes. Maybe Paladins and Hellions would actually be what they were historically supposed to be again. Priests who are HF's wouldn't have to worry about someone they induct ten hours ago being suddenly a higher level than them, which does create awkward RP.
It would make the twinks effectually have to give up their twinkness and RP (since I rarely see actual RP with true lowbies from GMs anyway, they're usually too busy out trying to kill someone else). It would give them a reason to want to take a lowbie under their wing and teach them the ways of the game to include PK. And who knows maybe it'll address more cross aura rp because you won't have a group of GMs chasing down and killing a lowbie who could be a necro.


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PostPosted: Mon Mar 24, 2008 7:10 am 
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I tried to look at the elephant in the room, but all I see is this elephantine male human.


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PostPosted: Mon Mar 24, 2008 11:43 am 
These comments on how healing/stunning a NPC is twinkish and you wouldn't really learn anything is really stupid, when you think about the Quest system in SK. Okay, my character has slain dragons, been to other planes of existence, but I'm not yet a Grandmaster! Maybe delivering this egg to the chef in Nerina will somehow finally teach me the final secrets of wizardry!!!!!11!11!!!11111!!!!!!!! Seriously, wtf. Almost all veteran players save the quests till they're almost Champion or past it, because it's the easiest way to get the last few levels, but WTF is a Champion going to learn from going and doing something a level 1 character could do?

If you want to talk about how one tiny piece of the leveling scheme is twinkish, you need to look at the whole picture IMO and not just nit-pick certain things and certain people. I'd imagine I'd learn a lot more about being a warlock by earthquaking stupid people that can't fly or climb to death(OMGZ SOMEONE HAD A GOOD IDEA, NERF IT NOW) over and over, than I would by buying a bar of soap for some idiot in Kytar or wherever.

And no, I'm not talking about these things specifically, just examples.


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PostPosted: Mon Mar 24, 2008 11:57 am 
Lakir wrote:
I tried to look at the elephant in the room, but all I see is this elephantine male human.


Where's the +karma button?


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PostPosted: Mon Mar 24, 2008 12:45 pm 
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Syndal wrote:
These comments on how healing/stunning a NPC is twinkish and you wouldn't really learn anything is really stupid, when you think about the Quest system in SK. Okay, my character has slain dragons, been to other planes of existence, but I'm not yet a Grandmaster! Maybe delivering this egg to the chef in Nerina will somehow finally teach me the final secrets of wizardry!!!!!11!11!!!11111!!!!!!!! Seriously, wtf. Almost all veteran players save the quests till they're almost Champion or past it, because it's the easiest way to get the last few levels, but WTF is a Champion going to learn from going and doing something a level 1 character could do?

If you want to talk about how one tiny piece of the leveling scheme is twinkish, you need to look at the whole picture IMO and not just nit-pick certain things and certain people. I'd imagine I'd learn a lot more about being a warlock by earthquaking stupid people that can't fly or climb to death(OMGZ SOMEONE HAD A GOOD IDEA, NERF IT NOW) over and over, than I would by buying a bar of soap for some idiot in Kytar or wherever.

And no, I'm not talking about these things specifically, just examples.



We know who to hate now if it's decided that quests are going to have level restrictions.


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