Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Tue May 06, 2008 12:09 am 
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Mortal

Joined: Wed Jun 08, 2005 4:55 pm
Posts: 1110
Location: Ithaca, NY
DA, not everyone agrees that junking "works just fine". That's the point. That statement is an opinion, not a fact.

Corpses and body parts already auto-decay, and I see no reason to disallow them from auto-junking. That would just be silly.

I cannot speak for anyone but myself, but I do not find the process of re-acquiring and re-enchanting every piece of my equipment to be enjoyable. Many people have deleted or quit the game out of the frustration of being junklooted several times in a row; perhaps they just can't stomach the intensity of SK, but I believe that speaks to the level of grief incurred by jloots. That, however, is as much as I will say on the virtue of jloots - if that does not sway you, then let's agree to disagree. You're an old player, I'm sure you've heard all the arguments on this matter, as have I.

Regardless, none of these stipulations prevents junking completely - it just makes it more complex, less instantaneous. Want to keep your enemies from re-equipping? Be thorough with your kills. With these changes, being thorough would actually require some planning and risk-taking, which the current system does not. Death would be just as it is now - but the impact one's death has upon oneself would not be left to the fate of two or three commands, but of a process I feel is more sensible and fair to all parties involved. I also feel it creates more room and potential for further encounters, both for RP and PK, as the process of a kill is stretched out beyond one fateful meeting. The thought of racing to find my enemy before he can toss all of my armor into a blacksmith's furnace is more exciting than seeing "DA junks everything in the room". A lot more exciting.

That's as far as I am willing to debate the matter with you. I hope you understand a little of what I was aiming for, in these suggestions.


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PostPosted: Tue May 06, 2008 12:13 am 
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Joined: Wed Mar 06, 2002 10:34 am
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Location: Los Angeles, CA
Leave junk the way it is...If you want junk to make sense throw some emotes in with them.

emote points at the breastplate on the ground and a lightning bolt flies from his finger tips evaporating it instantly!;junk breast


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PostPosted: Tue May 06, 2008 12:18 am 
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Erhmm, not to hawk over this too much, but these are not purely cosmetic changes, and the point isn't to make it "make sense". It's to add new dynamics to a mechanic which I believe to be anti-immersive, stale, and unfair.


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PostPosted: Tue May 06, 2008 12:26 am 
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Joined: Wed Aug 07, 2002 11:54 pm
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Location: Pyrgos, Greece
I see what you mean. But I just disagree because it will make things unbalanced between different PCs to do the same things. What you suggest would actually make my character feel very special, considering I'm one of the very few with free access at everything and the ability to fade/evaporate everything I want. But I just find it unfair that my character can easily do that much when others will be unable to even touch certain items. Not to mention few would be more happy than me with such a change if I consider the enchants that I have on my char's suit and generally the items(with their aura restrictions). But I expect to lose everything the moment that I die and start over again.

As for those who quit the game because of jloot, I'm sorry, but none guarantees anyone that he gets 5 adamantite items and 3 elite treasures and he can keep them forever. If you die, everything that you have is considered lost. Everything. You either try to reclaim them by PKing your opponents back, or if you can't, you sit back and get less elite items and play with. Hell, junking items makes it far more easier to gather them back than just taking them away and keeping them on PCs. I know I've grieved more certain paladins by fading a certain sword and a certain shield than I would have if I simply junked them.

Those that delete over lost lewt get no compassion from me. It hasn't been more than 15 days that Aesri deleted because I denied a depetrification and his statue crumbled before his ghost and the sorcerer he has called. If people rage delete like that over lewt, SK is better without them. They'd also delete if they died to Radi Kenga for example and the key was left inside, they'd also delete if they died to GGI or some other hard to get place, they'd also delete if the fly spell was gone while over a city or air or if they forgot auto surrender on and got a full confiscate. That's not how SK works. Everyone is given second chances(and third and fourth etc) with spells like resurrection, so they can gather everything again and enchant them again.

EDIT: And 2 more mechanic things you should consider. First, 2 certain rings that can't be enchanted and both are aura restricted. They can't be enchanted so they can't evaporate. And also, if junk command is so hard to do, what about a certain Fist skill? You touch things that zap you with your finger and they go boom. If one finger can do that, anyone can do it using everything that he has.


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PostPosted: Tue May 06, 2008 3:46 am 
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Joined: Sat May 07, 2005 8:16 am
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Location: Las Vegas, Nevada
SK Character: Achernar
I don't want junk to be complicated. Adding a save lag to junk all might be ok. Making junk require the character be equal or higher in level than the item might be ok. The described changes are too involved. I don't think it should take a huge effort or cost to destroy something. Maybe PE? I don't want to have to see 10^78934 steaks lying in the ToM because they will never be junked.


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PostPosted: Tue May 06, 2008 6:52 am 
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Joined: Thu Oct 28, 2004 7:18 pm
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The reason I like the spirit of the idea is not for any realism, but for the grief factor mentioned.

I've never rage deleted. I have thrown minor hissy fits, but generally not even with my character, (i.e. IM friend, whine, move on with life) -especially not about armor. Although if I were playing an enchanter, the wasted hours of my life would probably again vex me.

What I hate-hate-hate is how easy it is to be slaughtered and everything junked without a moment's thought to anything the person is carrying. Mementos? Tough luck. RP props for a project IC years in the works? Sucks to be you, you stumbled across a necromancer's path.

This might not be the right solution, but it would be nice if there were some solution, since counting on player courtesy generally leads to failure.


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PostPosted: Tue May 06, 2008 9:50 am 
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Joined: Fri Sep 15, 2006 8:46 am
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Location: Aludra's Heart
Achernar wrote:
I don't want junk to be complicated. Adding a save lag to junk all might be ok. Making junk require the character be equal or higher in level than the item might be ok. The described changes are too involved. I don't think it should take a huge effort or cost to destroy something. Maybe PE? I don't want to have to see 10^78934 steaks lying in the ToM because they will never be junked.


Would be a bit more realistic if after time those things began to rot, and then finally faded out after a week or so, with increasingly greater chances to poison. Just a thought, but I wouldn't want to eat something that's been lying around like that. Gross.


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PostPosted: Tue May 06, 2008 10:13 am 
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Achernar wrote:
I don't want to have to see 10^78934 steaks lying in the ToM because they will never be junked.


I still don't understand why it would be so impossible for exceptions to made.


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PostPosted: Tue May 06, 2008 10:18 am 
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Joined: Sun Oct 23, 2005 10:08 pm
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What happened to the simple and fun sk I started playing years ago? You people are making this game way too technical. :(


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PostPosted: Tue May 06, 2008 11:00 am 
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Joined: Tue May 20, 2003 1:19 pm
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Dont like this idea one bit.


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