Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Mon Oct 20, 2008 12:16 pm 
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Joined: Mon Mar 04, 2002 10:42 am
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Play a half-elf then and make emphasis on how you dislike your elven side because of this or that.

Otherwise I think it's a horrible idea. Rest I like as well.


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PostPosted: Mon Oct 20, 2008 2:23 pm 
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Joined: Tue Aug 26, 2008 1:24 pm
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Nyimsk wrote:
Just tired of seeing the same good v evil concept that is literally dominating the muds areas these days. We need some gray too.


But there is no gray, there's only evil, good, and on the fence others who must be converted or slaughtered! [/Zealot]


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 Post subject: Re: A list of things to consider - a discussion
PostPosted: Mon Oct 20, 2008 3:02 pm 
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Joined: Thu Sep 26, 2002 8:13 am
Posts: 1155
Location: Newton, MA
1) Dual trib/cabal
Yes please, we don't have the players to support both tribs and cabals with each person only in one.

2) Revamp of weapons (yes, it needs ANOTHER fine tweak)
Necessary.

3) Important class balance changes (warlox, bard, necro, barb)
I like most of the changes suggested before.

4) Balances changes with art/saves (art needs to be more effective)
I'm a little iffy about this, I've never had too much trouble landing spells on my necromancer or my shaman before this. Granted, if someone wastes dozens of hours enchanting they'll have a good chance...but they deserve it.

5) An actual economy/trade system!
Yep.

6) A war system for tribunals that lets land/territory be exchanged
It'd be nice, but save it for another time. This would take too much time to implement.

7) Removal of bounty hunters.
YES PLEASE.

8) Addition of a gray-elven race of mixed blood, there isn't dark nor light.
New races are nice, but other things have priority.

9) Addition of orcs as a playable race.
See 8.

10) Addition of more portal stones around the realms that connect various places.
Iffy here because the main reason would be for the standard 'portals' (everyone else can get gates besides newbies) and more stones = longer wait times to get where you need.

11) Add another section to the outerplanes, ones that maybe don't start at the spire.
There are a few ways to get there not using the spire, but new areas are always nice.

12) Decreased spirit disorientation time.
Yes please.

13) Remove hp/me/move limitations from being trained.
It -might- make warlocks/necros OP.

14) Reduce the amount of adamantite/mithril/energy in the game.
Sure, something imms can do.

15) Reduce overall quality of weapons.
Again, something imms can do and would be nice.

16) Increase spell damage across the board by 10-15% (there is good reason for this)
Eh...not really necessary if damage on melee is lowered and there are less high end weapons.

17) Give warlocks a 5th elemental, the auripigment elemental, which is a combination of various affects of the 4 elementals at GM (ie resist to lightning, fire, cold, and energy hide, bashes, no di/dh, but doesn't reach/trip, has berserk and is size giant) to increase tactics.
No comment, but Chromatic pleasekthx.

18 Increase HPs across the board for everything by 20% (makes battles last longer, reduces the amount of 1 shotting, this goes with increasing spell damage).
Yes please.

19) Reduce MV cost to move anywhere by 25%. Seriously, this kind of crap makes the game snoozeville, especially lower levels.
That'd be nice, too many things have PE costs these days for current levels.

20) Remove shovels. Seriously.
I HATE SHOVELS. KILL THEM PLEASE.

OTHER NON GAME RELATED CHANGES:
1) Advertise. A lot. Draw players away from other muds in groups.
We've tried...

2) Remove the SK official forums for all things but bug reports, newbie help, announcements, and afterlife. The game is more fun when everyone isn't oocly worried on cabal/religion/leader/HF/general discuss/gameplay discussions. Also I think this crap discourages newbies.
No.

3) Bring on 2-3 more angels to just RP with folks. They don't have to build new areas, just make fixes to current ones that need to be and spend their time playing with folks. When they are done, let them go and get new ones. Don't give them access to a lot of info, but let people get all super-excited about RPing as an IMM!! Or a NPC!! etc. This allows imms to supervise lesser rp events and take the load off them for minor things.
We have plenty of imms, we get more as good players are available.

4) Stop alshain from posting in anything public. Yeah he did a lot of good work for the website, but please gag him. I know this one will get overlooked, but he gets 'into it' with players way too much, especially for one who claims to be so aloof. Not a personal dig, but it's just tiresome to see whenever he decides to post/pay attention to the boards. Let the players [REDACTED] and whine, who cares, it just makes them look bad.
This made me lol.

5) Add into the game at login a "newbie" setting, where if they are true newbies, they can log into the game as "newbie" (hidden from who list) and read help files, get a scripted introduction, a bit of advice on how to go through creation, etc.
Uhh...waste of time really, can just log in normally and do it.


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PostPosted: Mon Oct 20, 2008 5:34 pm 
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Joined: Thu Jul 17, 2008 9:10 am
Posts: 263
I would like to see a merchant class that doesn't fight.

A hard class to play in the pk crazed world of SK, but it would be nice to see some RP only characters that are deisgned to make money.

:-P


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PostPosted: Mon Oct 20, 2008 6:27 pm 
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Joined: Tue Mar 18, 2008 3:22 pm
Posts: 1049
SK Character: Ain
I don't think this will work unless bankaccounts are lifted, and/or it becomes significantly harder (or at least more difficult) to spam-make money through the normal selling of loot you find on your adventures.


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PostPosted: Mon Oct 20, 2008 6:32 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
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Location: Canada
SK Character: Karsh
Ain wrote:
I don't think this will work unless bankaccounts are lifted, and/or it becomes significantly harder (or at least more difficult) to spam-make money through the normal selling of loot you find on your adventures.


One of the skills of the Merchant class progressively increases (until a point of limtlessness) the maximum bank account of the class.

By default, that creates a banker variant of the merchant class.


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PostPosted: Mon Oct 20, 2008 7:29 pm 
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I really only have one slight, easily fixed problem with anything here. the HP trains for necros, would allow undead to be even more powerful, so, there would have to be a cap on how much HP your undead can has, lower than your own, if need be.


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PostPosted: Mon Oct 20, 2008 7:29 pm 
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That would be a good idea. You need to be nice and charismatic to convince a banker to hold more for you.

And perhaps there could be craftsman abilities for the merchants, that might be very interesting. People who can make things.


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PostPosted: Tue Oct 21, 2008 11:09 am 
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Joined: Mon Mar 31, 2003 4:02 pm
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Combining some cabals/tribunals would be difficult. I wouldn't be against having the two groups share cabal chats and share similar goals but I am against both groups getting access to the other spells/skills. I think it would be legit if trib/cabals were combined but you still had to choose which path you want to take, A or B. A gets the cabal skills, B gets the tribunal skills, and both parties get immunity to law. They share the same similar goals but have different roles to play.


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PostPosted: Tue Oct 21, 2008 11:11 am 
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Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
Of anything I would like to see an actual diversification of the classes. All of the classes are so pigeon holed that they are pretty much all the same (with respect to other people of the same class).


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