Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Thu May 08, 2008 11:42 pm 
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I really don't think they're that bad. Except the Golden griffons. Those things just suck.

But Taslamar's aren't bad. Even as a deep elf I didn't mind so much. As long as you have someone who tripped or bashed. North's aren't that bad either if you've got a lightie spell like bog or spear of faith. Empires -- yea, even city pk isn't that bad there. Ayamaos is -all right-. They're just inconvenient. But that's why you get banished in the first place -- for being an inconvenience.

I think banishments are necessary. I just think there should be a timer on them. Say, its five years from when the act is committed for it to disappear. And every time you commit an act after that, the five year countdown starts from the latest crime date. A banishment kept up for 20 years when the character hasn't stepped foot in the area in 20 years is just stupid.


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PostPosted: Thu May 08, 2008 11:58 pm 
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Gnimral wrote:
I really don't think they're that bad. Except the Golden griffons. Those things just suck.

But Taslamar's aren't bad. Even as a deep elf I didn't mind so much. As long as you have someone who tripped or bashed. North's aren't that bad either if you've got a lightie spell like bog or spear of faith. Empires -- yea, even city pk isn't that bad there. Ayamaos is -all right-. They're just inconvenient. But that's why you get banished in the first place -- for being an inconvenience.

I think banishments are necessary. I just think there should be a timer on them. Say, its five years from when the act is committed for it to disappear. And every time you commit an act after that, the five year countdown starts from the latest crime date. A banishment kept up for 20 years when the character hasn't stepped foot in the area in 20 years is just stupid.


All coded restrictions on whether tribunal leaders can order their guards to attack you or not are stupid imo.


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PostPosted: Fri May 09, 2008 12:00 am 
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Bounty NPCs wouldn't be removed from cities, just the wilderness areas around cities.

Bounty NPCs almost always mandate bringing more than one person to fight, they hinder solo PK drastically. Players are meant to play the game, not NPCs.


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PostPosted: Fri May 09, 2008 12:30 am 
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And there's really nothing wrong with three people walking into a kingdom and pking. JUST those three. Even two, fighter/healer!

Now, add two or three NPCs, even five people and thats pretty unnecessary.


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PostPosted: Fri May 09, 2008 12:36 am 
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Exactly, and on that same note, what's wrong with one person trying to PK in any given kingdom? Everyone bitches about gang bangs and group PK, but nobody wants to make changes to make solo PK more viable.


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PostPosted: Fri May 09, 2008 12:40 am 
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Thats because its nice to be on the safe side with a healer of some sort behind you.


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PostPosted: Fri May 09, 2008 12:43 am 
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Or because it's damn near impossible to effectively attack anyone solo when you have to deal with bounty NPCs every other room.


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PostPosted: Fri May 09, 2008 12:47 am 
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Has it changed since january, wilderness bounty NPC repop? I remember I use to get from uxmal to exile and hit maybe 1 or 2 templars. And they weren't that bad at all. At least as a fighter.


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PostPosted: Fri May 09, 2008 12:48 am 
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Good luck at trying to get lighties to agree to duels (not the duel system) w/o having all of their lightie friends chasing your [REDACTED] to gank you.


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PostPosted: Fri May 09, 2008 12:50 am 
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I've seen lighties duel darkies a lot...without the worry of other lighties attacking the darky...

Same with the other way around....


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