Shattered Kingdoms

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PostPosted: Sun Oct 12, 2008 7:30 pm 
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Joined: Tue Feb 21, 2006 6:25 am
Posts: 211
I don't have a problem with the weaponssytem but aside from that I agree with Rogue. Especially on the bountymobs part.


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PostPosted: Sun Oct 12, 2008 7:41 pm 
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Joined: Sun Sep 04, 2005 5:26 am
Posts: 633
Location: Powder Springs, GA
I'm no fan of sub types in weapons, but making landy's and falchions and no-dachis the same thing just doesn't sound very appealing.

Recall is not dissuading people from collecting in the inns. People fearing PK is. People preferring the seclusion and safety of walls is. PK mongers are. On my previous character, finding my enemies became very easy as time went on. They were always in the most recluse areas, loot hunting, hunting my character, or behind some headquarter's doors.


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PostPosted: Sun Oct 12, 2008 10:34 pm 
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Joined: Thu Feb 28, 2002 4:00 pm
Posts: 2732
Location: Australia
SK Character: Viltrax
ninja_ardith wrote:
In game testing shows otherwise.


And you reported the detailed testing and the results to Dulrik in a PM or email, right?

ninja_ardith wrote:
There are such things as bugs, unless you changed it since the last time I bothered to play around with this thing.


And there are probably many more unknown bugs, all of which would be easier to fix if they were reported. :)


Quote:
Remove the Weapons System


Bwaha, never going to happen. Of course we'd much rather fix whatever problem(s) makes you want the removal in the first place.


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PostPosted: Mon Oct 13, 2008 2:04 am 
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Joined: Wed Sep 24, 2008 12:21 pm
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I was unaware that it could be considered a bug, much like sleep.


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PostPosted: Mon Oct 13, 2008 4:12 am 
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Joined: Fri Oct 17, 2003 10:06 am
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Quote:
Remove the Weapons System

Quote:
Bwaha, never going to happen. Of course we'd much rather fix whatever problem(s) makes you want the removal in the first place.


That can be true in theory, but since the problems with the weapons system have been reported numerous times to no avail it's disingenuous to say the least.

The system has fundamental flaws, and even though you may want to fix those flaws instead of ripping out the entire thing if you have no intention of doing either it doesn't really matter which you'd rather do first.

Oh well though, I'm ready to bring the topic up every month or so. There was no intention of ever undoing the recall changes either.


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PostPosted: Mon Oct 13, 2008 4:17 am 
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Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
If you want the inns permanently deserted, put the recall points back in the towns. I, for one, am glad that the recall points are away from the inn.


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PostPosted: Mon Oct 13, 2008 8:56 am 
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Joined: Tue May 31, 2005 8:29 pm
Posts: 616
Location: 25^N, 18^W
From what I read Sklz has a problem with how spec works and not really the weapon subtypes. If you don't like specialization you either complain or, even better, propose something about it or you just don't roll a merc. I love the weapon subtypes. I see no problem with this system. In fact it's what made my barb in times of complete boredom playable. The fun of trying all the subtypes of the game and testing them, from a claw to a sword to a wooden plaque. And I found a good use for too many of them.

When I was told that before I started playing the rank of the weapons was based solely on their level I just laughed. If you really want to play Sklz roll a barb. I never liked the mercs myself but it's not that we don't have an option. I know a bunch of other people who hate the barb class as much as you and me hate specialization. If any weapon changes are going to be announced 4 months before they take place in game I may consider one day to roll a merc.


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PostPosted: Mon Oct 13, 2008 4:17 pm 
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Joined: Mon Mar 31, 2003 4:02 pm
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My idea of keeping the subtype system but allowing small adjustments to be made for elite items is clearly the best. That way you could still judge an elite weapon based on its basic versions stats, IE u can count on halberds being highly accurate and damaging, but the GGI halberd might have a little bit of speed on it too. That way elite weapons that don't have scripts can get a boost over those sold in the weapons shop in teron, without totally throwing the subtype system out the window. This would also go a long way towards balancing all subtypes because even Elite weapons from trash subtypes might get a bonus that makes it worthwhile.


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PostPosted: Mon Oct 13, 2008 4:35 pm 
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-Johnix- wrote:
From what I read Sklz has a problem with how spec works and not really the weapon subtypes.


You gather entirely wrong, so much so that I snipped out the rest of your reply because the entire inital statement is horribly wrong.

I think specialization is great, I think the weapons system is absolutely terrible. The only reason I make a point of mentioning spec in removing the weapons system is because I think spec was one of the few good things that came of it.

As far as Rial goes, it has a small amount of merit however I stand against it. It falls extremely close to the current weapons system which is trash. You can't have a balanced weapon system when certain weapons are designed to be inferior from the beginning. You also can't have a balanced weapon system when you're not using the same incremental scale on the different aspects of balance.

Let me say this again, the current weapon system was designed from the beginning to have some weapons be inferior to others.

You can't have a balanced weapon system when the foundation of the system is imbalance. That's not even getting into the whole ACC/DAM being bonuses on a point by point basis while speed is not. That's not even getting into the horrible idea of coder vs builder balance

The entire weapons system is systemically flawed by design, I don't mind the idea of another weapons system being implemented someday, but considering how long it takes for major systems to be implemented I'd much rather have one or two skills re-done and just revert back to the old weapons system.

Would it suck for builders? Perhaps. However, I'd assume some sort of auto-pass could be done like drow/deep-elf to change the current damage ranges from their current levels to a new stock level, and then allow builders to manually tweak til their heart was content.


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PostPosted: Mon Oct 13, 2008 4:49 pm 
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Joined: Mon Jun 17, 2002 4:18 pm
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Location: In the palm of the left hand black
A deep-elfned corpse is here.


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