Shattered Kingdoms

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What is your overall opinion of these changes?
Positive 83%  83%  [ 58 ]
Negative 17%  17%  [ 12 ]
Total votes : 70
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PostPosted: Wed Dec 31, 2008 5:18 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Ahh... well if you look at it that way, yes, it would probably take a greater percentage of a level's worth of XP to train skills now. However, the absolute number of XP points necessary to train hasn't changed.


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PostPosted: Wed Dec 31, 2008 7:38 pm 
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Joined: Sat Oct 23, 2004 10:55 am
Posts: 497
Location: Coorado
SK Character: Iptrilus
Dulrik wrote:
jhorleb wrote:
I'm hoping that's the way it works. It wouldn't make any sense that for every other crime you need a witness, but for theft from a corpse you just magically get reported. I also assume that ghosts cannot remember crimes committed while they were ghosts.

I'm pretty sure this is indeed how it works. If you control the field of battle after the fight, you probably aren't going to get reported for the crime. Your opponents will be dead or fled and citizen NPCs will have left to report you for murder. What the new theft crimes do is make you think twice about looting or destroying while a fight is in progress.


Can't you still manifest and report?


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PostPosted: Thu Jan 01, 2009 12:41 am 
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Dayamin wrote:
Can't you still manifest and report?

Probably, since I didn't change how it used to work. But I am pretty sure you do not remember crimes that you witnessed while a ghost.


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 Post subject: Hrm.
PostPosted: Fri Jan 02, 2009 10:44 am 
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Joined: Fri Oct 17, 2003 10:06 am
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Have to say, looks like a good list of changes. Bravo. Two suggestions.

If you're looking to continue moving towards the whole no reason to hit GM thing.

Next up on the list would likely be skinning type abilities that have a level based limiter.

Also, while I think the enchant buffer was a huge step in the right direction, simply turning off log on thieves at Master would be a way to finish that off as well.

My suggestion to off-set the possible lewt hoarding would be to make the monthly reset requirements to be increased drastically the lower level you are for higher level items. For example, a Master character might need 125-150 hours to keep level 50 items, adjusted downward depending on the level of the item and for each level over Master. Numbers may very from this, but it should keep the lewt population stable while preventing a huge influx of hoarding characters.

Great list of changes, even if I would like to see more.


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PostPosted: Fri Jan 02, 2009 11:57 am 
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Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
Scouts can already skin everything at Master (that they can skin), that change happened a while ago. Not sure about turning off thieves at master, there still needs to be some reasons to hit grand master. On the hourly req, it should actually go up, by a lot, if anything.


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PostPosted: Fri Jan 02, 2009 12:31 pm 
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Location: New York
Quote:
Charmed PCs are limited in what they can do without orders


I hadn't realized the full scope of what you'd done on this front until I saw some testing today. While the change probably helps with the charm RP, it totally unbalances the spell in PK.

Right now, you cannot tell, quaff, get [from], remove [weapon], and a number of other things. That means that even more than before, Charm Person is an "I win" spell. You can't cancel yourself, you can't get away, you can't even really resist. The spell is more akin to domination than charm person, but that's beside the point.

Why would you ever use something like petrification in combat when charm person is cheaper, faster cast, and more effective?

If it's going to stay like this, charm person needs to have its casting time increaed, its casting cost increased, unable to be put into scrolls and devices, and a %save added for each order issued by the caster or something to that effect.

Geez it was already being abused, I can't wait to see the field day people have with it now :(


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PostPosted: Fri Jan 02, 2009 12:53 pm 
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Joined: Sun Aug 08, 2004 4:58 pm
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Location: Tennessee
jhorleb wrote:
Quote:
Charmed PCs are limited in what they can do without orders


I hadn't realized the full scope of what you'd done on this front until I saw some testing today. While the change probably helps with the charm RP, it totally unbalances the spell in PK.

Right now, you cannot tell, quaff, get [from], remove [weapon], and a number of other things. That means that even more than before, Charm Person is an "I win" spell. You can't cancel yourself, you can't get away, you can't even really resist. The spell is more akin to domination than charm person, but that's beside the point.

Why would you ever use something like petrification in combat when charm person is cheaper, faster cast, and more effective?

If it's going to stay like this, charm person needs to have its casting time increaed, its casting cost increased, unable to be put into scrolls and devices, and a %save added for each order issued by the caster or something to that effect.

Geez it was already being abused, I can't wait to see the field day people have with it now :(


QFT charm person is absurd now, even more so than it was. Why the change? Why make it even more ridiculous in PVP than it was?


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PostPosted: Fri Jan 02, 2009 1:56 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
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jhorleb wrote:
Quote:
Charmed PCs are limited in what they can do without orders


I hadn't realized the full scope of what you'd done on this front until I saw some testing today. While the change probably helps with the charm RP, it totally unbalances the spell in PK.

Right now, you cannot tell, quaff, get [from], remove [weapon], and a number of other things. That means that even more than before, Charm Person is an "I win" spell. You can't cancel yourself, you can't get away, you can't even really resist. The spell is more akin to domination than charm person, but that's beside the point.

Why would you ever use something like petrification in combat when charm person is cheaper, faster cast, and more effective?

If it's going to stay like this, charm person needs to have its casting time increaed, its casting cost increased, unable to be put into scrolls and devices, and a %save added for each order issued by the caster or something to that effect.

Geez it was already being abused, I can't wait to see the field day people have with it now :(


Yeah, c 'charm person' xxx; eject xxx; o all remove all; o all bash xxx

Domination is terrible. My character can't dominate anything over level 35 and if it is a race that is resistant to charm I can forget about it. But then again, hellions are completely spoiled with their skill/spellset and the equipment that they can wear.


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PostPosted: Fri Jan 02, 2009 2:21 pm 
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Joined: Fri Sep 12, 2008 6:07 am
Posts: 473
Location: Canada
SK Character: Zarg
If charm had a time limit like sanctuary the spell would be more balanced.

Besides the way you describe jhorleb, you seem to abuse it in the sence of telling, quafting, get and remove.

Logically if your best friend was standing in front of you would you, remove all your things, run away from him, tell others that hey xxx charmed me? It doesn't matter if you know OOC that the spell is charm, you have to keep it IC. So when it says isn't xxx wonderful or whatever it says, it is simply that. When it says and leave your beloved MASTER guess what you are a slave, slaves do not have independent thoughts they do what their masters tell them to do.

It is to bad that the spell is as powerful as it is now, however people that were charming had to deal with people that abuse the game. Since no one could play nice D changed it so you could not do anything without your master telling you what to do.


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PostPosted: Fri Jan 02, 2009 2:34 pm 
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Joined: Thu Jul 17, 2008 9:10 am
Posts: 263
Charm Person is so absurd that I may need to take an SK sabatical.


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