Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Tue Apr 15, 2008 8:57 am 
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I smile every time Cyra makes such a comment.


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PostPosted: Tue Apr 15, 2008 9:42 am 
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Gilgon wrote:
The only difference between the mud now and the mud in 2001 is that in 2001 you atleast had to have one of the top 5 weapons in the game to do this kind of damage. Now, everyone can do it.

Warriors take an equal amount of skill, Finney, don't trick yourself. They just needed to work a bit harder to get the mottled lance back in the day.


I'm not "tricking" myself about anything, Algon. The melee damage output is completely unbalanced at the moment. If Shattered Kingdoms didn't claim to a be a game where roleplay and tactics collide, I likely wouldn't bother posting.

However, there is no tactics involved when a character can be killed in one round (sometimes less). Unless, of course, you consider order tribunal NPC cast 'haste' or order tribunal NPC cast 'giant strength' tactics. And there is certainly no skill involved. A quick perusal of the logs at Dark-Avenger's website will put any doubts to rest.

It's packed full of logs with characters dying to melee in one or two rounds. Several of the characters in the logs on that site are wearing enchanted heavy armor and they still go down insanely fast.

I know you'd probably like to think that killing someone with your mercenary requires skill on your part, but with the current state of the game, it does not. And I say this as someone who also currently plays a mercenary.

The change to bash is a good start, but it certainly won't resolve the issue. When someone can die from auto assist melee spam in one round, while wearing heavy armor, the balance of the game needs a serious review.


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PostPosted: Tue Apr 15, 2008 9:54 am 
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Algon brings up a good point about how people back pre subtype change had to have sick weapons to do huge damage.

The only fault i'll find with the system now is that there is such a miniscule diffrence between warriors who spend time to prepare, and those who don't. I see the problem boiling down to the fact that all weapons are equal, which as Algon pointed out, takes away nearly all the skill in having a warrior. Another problem is that mercs with good weapon subtypes have such high accuracy that even with 8mp on adamantite, u still take huge damage. Basically unlike pre subtype where a warrior who spent the time to get good eq could actually stand out, now we have a system where a master level merc with decent eq is nearly as good as gm with sick eq because they both do nearly the exact same damage and armor is gimped.

In the SK I want to play, some warriors would be nearly 2x as strong as others, and zones like the iron citadel couldn't even be attempted unless the entire group has nasty enchants on all their eq.

Personally I think until there is a diffrence between a iron khopesh and a khopesh made from the shard of a fallen god or some [REDACTED], playing warriors will always be [REDACTED]. The subtype concept is great, don't get me wrong. All khopesh obviously have a similar design, so it makes sense that they would handle the same. I just wish there was some other hidden modifier that coulnd't be discovered via identify, that actually made two khopesh not -exactly- the same.


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PostPosted: Tue Apr 15, 2008 10:20 am 
Rial wrote:
Personally I think until there is a diffrence between a iron khopesh and a khopesh made from the shard of a fallen god or some [REDACTED], playing warriors will always be [REDACTED]. The subtype concept is great, don't get me wrong. All khopesh obviously have a similar design, so it makes sense that they would handle the same. I just wish there was some other hidden modifier that coulnd't be discovered via identify, that actually made two khopesh not -exactly- the same.


QFT. There is no difference between a steel khopesh and one made out of energy in PvP. The only time your material even really comes into play is against things that are immune weapons below a certain level. Sure, it's nice to have the SUPER LEET KHOPESH OF DOOM, but it's not really any better than a tanso steel one, except the person with the tanso steel one might have to pay a few platinum every once in a blue moon to repair it.

Maybe the breaking ratio or whatever needs to be increased because seriously, you can go around with a tanso weapon fighting energy/adamantite armor/hide and it takes forever to get below Very Good. Or add a chance for an energy khopesh to obliterate a steel khopesh when they parry or something.


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PostPosted: Tue Apr 15, 2008 11:11 am 
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This chance is there. A series of fractures appear etc.

I prefer the new weapon system. Those that say prefered the old system probably forget the 1 charge kills from the HHL or how fast the mottled lance or the dragon's bane(back then) used to rape characters.

What has changed in SK is that people are no longer noobs that never enchant their weapons or even if they know what to do, think that a 5/5 is enough. People now have a lot higher standards, and since I'm playing a priest right now, I know I've destroyed quite a few elite weapons trying to get them above 6/6 or 7/7, not to mention the simply good weapons(just adam and stuff, no scripts and stuff) that I've pushed to +10 dmg or something after a lot of effort.

If someone puts all that effort in enchanting things, he deserves these to be devastating. As someone who puts effort to make +7 MP armor pieces deserves to absorb damage better than someone with simply +4 MP on his armor pieces.

PS: Elite enchants on a weapon are easier than elite enchants on an armor suit. Because it's only 1 item getting only 1 enchantment type while the suit has 7 pieces and you need a lot of specific enchantments on it to be considered equally elite.


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PostPosted: Tue Apr 15, 2008 11:14 am 
Dark-Avenger wrote:
This chance is there. A series of fractures appear etc.


Yes, but this message seems to not really mean much. I've gotten this message before and looked at my weapon to find that it was *gasp* still in superb condition, which is what it was in before.

I mean a chance to just like disintegrate inferior weapons! :o


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PostPosted: Tue Apr 15, 2008 11:16 am 
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The new weapon system is a thousand times better than the old one, please don't cry about how you wish it was back to that old way again.

You can get more enchants on the better items, giving people that take the time to get the better items an advantage(although it is just a slight one compared to what it was in the past).


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PostPosted: Tue Apr 15, 2008 11:18 am 
A quick comment, I think magical damage stuff should do more damage in general(than non-magical weapons), does that sound wrong? Sure, getting stabbed is going to hurt, but getting your LIFE DRAINED!? or getting VITIATED(I saw this once, I forget where, lol) or the best! getting your SPIRIT WRENCHED!?!?! OMGZ!!!!! And actually with MP, from what I've been hearing, magical damage weapons can end up doing LESS.

P.S. Quick side note, spirit wrench weapons have the best kill message EVER.


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PostPosted: Tue Apr 15, 2008 11:23 am 
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Magical damage weapons are fine. They exploit racial weaknesses of many races. Lots of MP and a shield spell will lower their overall output compared to a simple damage weapon, but that's a tradeoff you make to get an elite weapon that for example is unaffected by stone skin.


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PostPosted: Tue Apr 15, 2008 11:23 am 
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The only way I could agree with that is if MP can be used to soak up that magic damage. In fact, I think MP should be used to soak up magic damage (maybe at half value).


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