Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Sat Jul 19, 2008 7:24 am 
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Joined: Thu Aug 31, 2006 1:50 pm
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Location: Canada
SK Character: Karsh
RoguesDoItFromBehind wrote:
There are great conveniences that are simply innocent, time saving things that help progress the fun of the game without making one feel like certain tasks are equal to self-mutilation with a rusty implement.


:lol: That's quite possibly one of the most amusing and true things I've ever heard said about SK.


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PostPosted: Sat Jul 19, 2008 11:41 am 
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Joined: Sat May 07, 2005 8:16 am
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Location: Las Vegas, Nevada
SK Character: Achernar
The benefit being given in return for this change is a climate system that makes much more sense.


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PostPosted: Sat Jul 19, 2008 1:39 pm 
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Joined: Sat Jul 08, 2006 9:27 am
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Still very unhappy about this change, weather fix or no. Will certainly take away from my enjoyment of the game.

Ultimately the only vote we really have is with our feet - and I'm not quite ready to exercise that option yet.


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PostPosted: Sat Jul 19, 2008 2:23 pm 
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Joined: Wed Jul 16, 2008 6:30 am
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Location: Behind You
Achernar wrote:
The benefit being given in return for this change is a climate system that makes much more sense.


We shouldn't have to compromise a fundamentally convenient and mostly innocent system that saves time (really, guys, if you know the anchors chances are you already know how to get there - if not, you're probably inexperienced and like the help) to attain a real fix to a real problem that truly only plagues the explorers, not the knowers.

Disable abuser's skills. I have noticed this game thin up enough, do you really want to frustate people more needlessly? The fact this game has changed so much has brought me back, so don't get me wrong: but this is inane without an effective answer, not a real tactical or fundamental change to spice the game.

I would either 'fix' the 'bug' with fly so you can dirt and trip and such again so manual travel can be a viable, low pe, fast alternative again - or give every class a mentor skill like 'leave imprint' that you can only drop once, name as you want, and has a day or two timer. Let people gate to imprints or summon them. Opens up the chance for bribery for anchor names, and then you can target specific people with your trickery instead of this law abuse for the masses [REDACTED].

I would compromise summonable gate anchor NPCs in a heart beat for that. I wouldn't compromise a convenient time saver for reasonability for explorers.


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PostPosted: Sat Jul 19, 2008 2:29 pm 
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Joined: Fri Apr 30, 2004 8:48 pm
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Location: My heart's in <strike>Iraq</strike> Texas with my newly re-enlisted 'som' 'soq' daughter
SK Character: Galida Apelila Shaloush Mayumi
While you're obviously grammatically skilled, I cannot take anyone with such a moniker seriously.


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PostPosted: Sat Jul 19, 2008 3:12 pm 
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Pushing40 wrote:
While you're obviously grammatically skilled, I cannot take anyone with such a moniker seriously.


Aw, what's the problem? Rogues have certain skills, the ability to do certain feats. These things they do, where do they do them?

From behind.

Rogues: It's serious business.

Have fun and don't take it too seriously. That's the idea.


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PostPosted: Sat Jul 19, 2008 3:35 pm 
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Quote:
Disable abuser's skills.


That'd be the people sticking storeowners in incredibly dangerous areas, and then taking advantage that nearby aggro NPCs won't kill them, right? In comparison, shifting gate targets over to law NPCs is good RP.

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I would either 'fix' the 'bug' with fly so you can dirt and trip and such again so manual travel can be a viable, low pe, fast alternative again..


There's no more problem using fly to get to places than there ever was. You just have a combat disadvantage if you continue to fly in combat. It's a feature, not a bug.

I'm really not seeing why this is more than a trivial inconvenience, especially compared to the game's other timesinks. Is there an example you'd like to share?


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PostPosted: Sat Jul 19, 2008 3:47 pm 
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Joined: Mon May 19, 2008 5:06 am
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Location: Seattle
SK Character: Theodoric
I realize this has been offered as an idea but I'll throw my support behind a "beacon" spell for classes with the Gate spell gained at the same rank as Gate.

syntax "c 'beacon' XYZ"

As you watch, a magical beacon flares into existence.

I'd envision it creating an object only visible by those with the affect "detect magic", that could be gated OR rifted to using the specific name used by the caster. If someone came in with detect magic and saw it they could pick it up or junk it--but not summon it.

Make em last until reboot or something? Not sure, but definitely seems like something worthy of implementation.


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PostPosted: Sat Jul 19, 2008 5:26 pm 
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Quote:
That'd be the people sticking storeowners in incredibly dangerous areas, and then taking advantage that nearby aggro NPCs won't kill them, right? In comparison, shifting gate targets over to law NPCs is good RP.


If they aren't on-top of aggro NPCs (which isn't likely, as that inherently is danger for said summoner who, if using this tactic, is too [REDACTED] to survive an attempt to summon onto aggro NPCs, then it's your fault for gating to someone, and then actively going around, pretty much looking for someone to kill you. Inherently, you aren't killing newbies, as newbies can't really gate. It's not like rifts, in that sense, which it was a problem with. No, shifting gate target's over to law NPCs is leagues beyond this as a problem.

Your scenario: You gate to someone, move around, find an aggro NPC and kill yourself on it out of your own curiousity for exploring somewhere you don't know. You get resurrected, get friends, and get your stuff, as the NPC is there.

Scenario in question for abuse: You gate to someone, and the moment you go through you are overwhelmed by an amount of law NPCs the system never intended for you to encounter at one go, and imprisoned for potentially 5 hours+ of gametime, and then at the end are completely looted and killed.

There's a slight difference. One is abuse, the other is much more the gater's fault. If you can't discern the difference in impact, please at the least don't diminish the worse of the two. People had their energy drain skills disabled for abuse, before it was decided to be turned completely useless - precedent is set for a step between this and completely ruining something.

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There's no more problem using fly to get to places than there ever was. You just have a combat disadvantage if you continue to fly in combat. It's a feature, not a bug.


You call it a feature, I call it a bug. These terms seem to be malleable to the user's intent, nowadays. If you're going to make fly the primary way to do your adventuring/travelling, make it feasible to survive with again.

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I'm really not seeing why this is more than a trivial inconvenience, especially compared to the game's other timesinks. Is there an example you'd like to share?


I'm the kind of person who killed your wonderous spire gate-anchors and flew there myself (of course, this was well before the absolutely borked attempt at 'weather' being applied to the ocean). I take pride in knowing how to get somewhere manually, and honestly I can usually do it faster than a caster can if you include resting time and such.

If I'm a caster and my levelling requires mana instead of HP, mana goes down way, way faster than HP does during levelling. While I also have a second regeneration boost, unlike HP, it still takes twice the time to regenerate mana outside of an inn than inside of an inn. Or, atleast about twice the time. Say I get gate at Expert. This is a general idea. It takes me, with easy access to an inn, ~20 hours for me to gain the next 19 levels to get to GM. Without access to the inn, those 20 hours become 40. I'm sorry, but if you artificially insert 20 more hours into your levelling and tell me it doesn't want to make you go find something more entertaining to do, or force yourself to think of what it'll be like when you're finally levelled, you're finally free, just to get through it... I'm going to call you a bald-faced liar.

Another case. Try to manage a large group from start to finish through your favorite no-transport area, and die. Everyone just die. See how trivial your feeling on gate anchors is then. Perhaps no one does this anymore, but I remember the days of actually having to explore the areas everyone takes for granted as public access now... (yeah, imagine the outer planes when you know absolutely nothing. No precut directions, no idea what golems are ready to kill you around the next corner, no clue your precious rape golem petrifies you instantly... If you don't know what portal leads where, or you don't expect to walk into a pair of rape golems...you die a lot) ...you would stumble upon a once-clever death trap, and die. And you would thank raptor jesus you could at least gate to the entrance of the area, because if you had to gather enough staves and such (some vendors were quests all in themselves), on TOP of having to gear up simply to even have a chance of getting your gear back, you'd consider doing it another day. Hell, even with the easy transportation issues, there'd be times where it'd be three days out before we had a corpse recovery group good enough together.

With the thinning of the oldie curve (shoot, though, I see more around now than I did when I last played), I imagine the long, long lost days of true mud exploration might be back again. Don't rob people of convenience now.

This game has always had a problem differentiating the difference of "challenging" with "mindlessly time consuming."

Now, I understand there's a certain repetition you accept when playing a mud with more than one character. But, any extra minutes you waste seeing something you've seen a hundred times because some toolshed thought it'd be a good idea to make you walk, or if your group wipes and you have even MORE work to do... is every step closer you are to finding a less annoying way to spend your time.

I hate being an extremist, and I hate using extremist examples that don't happen an above average amount, but it works sometimes. Are ya willing to pooch the slightly less than average margin to sate the slightly above average margin?


Last edited by RoguesDoItFromBehind on Sat Jul 19, 2008 5:40 pm, edited 1 time in total.

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PostPosted: Sat Jul 19, 2008 5:33 pm 
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Joined: Mon Sep 12, 2005 3:18 pm
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Any proposed solution that includes the words, "Leave it up to the discretion of past players who are now administrators on this game to hand out punishment" is a stupid one.

I would prefer a gate anchor spell about a thousand times more than I would immortals 'deciding' whether or not something was abusive, as any veteran here has seen that even the seemingly most incorruptible immortal has favorites.


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