Shattered Kingdoms

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PostPosted: Sat Jan 03, 2009 1:01 am 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
Dayamin wrote:
something that would help characters along would be quests that offer gold with their experience rewards, some quests currently do this, but a greater prevalence would be significantly more beneficial.

I'm glad you mentioned this, because it reminds me of something that I have not brought up until now. Part of the quest changes included the ability for the rewards for each quest to be listed and updated through an online database instead of having to find and change a script. The standard database reward types include XP, money, an item or any combination. Giving things out used to be hard to script, but not anymore.

This makes it extremely easy and quick to compare and update quest rewards. Believe me when I say we are intending to make use of this feature in the upcoming months. There will be a point in the not too distant future when most quests will suddenly give out more than just XP. I think money will be more valued at all levels than it used to be, making it a nice reward. You will probably start seeing even easy quests reward the quester with at least a minor potion as well.


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PostPosted: Sat Jan 03, 2009 1:31 am 
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Joined: Tue Feb 21, 2006 6:25 am
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Dulrik,

there is a whole bunch of reasons why its important to get to GM. There are all your saves which becomes better, there is your HP and MANA pool.

For warlocks for instance, their elementals become harder to dispel.

For casters, dispel magic at master has a low chance of dispelling GM spells, such as certain cabal spells and other spells.

The list keeps going on, its everything about how the game is build that required you to be at the very least champion.


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PostPosted: Sat Jan 03, 2009 1:39 am 
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Joined: Thu Aug 02, 2007 4:09 pm
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Location: Sunnyvale, CA
Quote:
Why do you still feel you have to power level to GM? Tell me and I'll do what I can to address it. If you have more suggestions to aid in this, my door is always open. In particular, going beyond Master should provide a slight bonus and access to additional equipment, but nothing insurmountable.


Fighters:
Stats: Be it the use of HP (though its only +10 per point I think?) or MOVE (just for you D :wink: AND FOR YOU MERCS OUT THERE), the higher up a fighter is, the more durable he/she becomes through use of stats.
HP: Your HP pool increases with level, so you would think that someone who wanted to stick around as a tank would want to go out and become as strong as they could in order to become competent in such a field.

Spellcasters:
Mana: See above.
Spells: While not great in the awesome sense, every little bit counts in the long run. I've seen so many battles where it's been won by an extremely tiny margin (for those who are more pk savvy). And the ability to locate. Do you understand how nice it is to locate everything? I mean really. Its AWESOME.

So if you wanted to REALLY make it not worth a spellcaster's while to GM, you would allow things like locate and other level-dependent spells cap out at Master. It would most certainly follow your dream of Master populating Pyrathia.

Rogues:
Backstab: GM backstab. Need I say more?
Picklocks: Another level-dependent skill I believe? For this one I'm not too sure if Master-level locks are the cap.

I think the best examples of a class that really works well and can enjoy the game at just staying as a Master is the priest class.


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PostPosted: Sat Jan 03, 2009 1:47 am 
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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
I have only had 2 GM chars in my playing time. Mechanics and gear have never been important to me since I know neither. I know the CONSIDER command is often used to determine whether someone is worthy of an excursion or raiding parties. This is detrimental to Masters. The CONSIDER command is also used at times to determine the value of "fountain RP" but to a much lesser extent. This is detrimental to all "nobodies."

A major source of consideration when dealing with altering the CONSIDER command is the fact it is also properly used for OOC purposes of determining who to kill and who to laugh at instead of killing. This is the reason for my suggested one-way CONSIDER update with the additional adjustments to Dulrik's suggestion.

I'm not really concerned about the gear and other toys. I am, however, concerned with the interaction, but I don't want the improved interaction at the cost of additional OP PvP instances.


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PostPosted: Sat Jan 03, 2009 2:21 am 
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Joined: Fri Jan 17, 2003 5:21 pm
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I am literally scared shitless of saying this because I feel certain it will just result in a resounding smack with the nerf stick instead of lowering the level needed to get full bonus from this skill... But Barbarian fury, it is not possible to get full amount of attacks with weapons such as a battlewhip, maybe even pike as well, when relying on the weapon speed from fury, before at least Champion (2) i.e. level 47.

Here's to hoping the level needed for this is lowered instead of fury just nerfed to not be as good at champ 2 anymore.


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PostPosted: Sat Jan 03, 2009 3:36 am 
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Joined: Sat Dec 13, 2008 4:51 pm
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Dulrik wrote:
But keep making those suggestions. If there is some area where GMs still have a large advantage over Master, I want to know about it.


A necromancer cannot animate a wraith until grandmaster. Wraiths are much better than wights.


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PostPosted: Sat Jan 03, 2009 4:02 am 
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Joined: Thu Jun 22, 2006 8:43 am
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SK Character: Airkli
for a warlock to be built well its vital to have all stats. Max int, wis, con, and art. And if you want to be in a tribunal.. Cha too.


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PostPosted: Sat Jan 03, 2009 5:25 am 
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Joined: Tue May 31, 2005 9:16 am
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Dulrik wrote:
Dayamin wrote:
something that would help characters along would be quests that offer gold with their experience rewards, some quests currently do this, but a greater prevalence would be significantly more beneficial.

I'm glad you mentioned this, because it reminds me of something that I have not brought up until now. Part of the quest changes included the ability for the rewards for each quest to be listed and updated through an online database instead of having to find and change a script. The standard database reward types include XP, money, an item or any combination. Giving things out used to be hard to script, but not anymore.

This makes it extremely easy and quick to compare and update quest rewards. Believe me when I say we are intending to make use of this feature in the upcoming months. There will be a point in the not too distant future when most quests will suddenly give out more than just XP. I think money will be more valued at all levels than it used to be, making it a nice reward. You will probably start seeing even easy quests reward the quester with at least a minor potion as well.



That's fantastic, D. Great idea.


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PostPosted: Sat Jan 03, 2009 5:45 am 
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Joined: Mon Jun 21, 2004 12:58 pm
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Just as a note: D has pointed out in the past that you get 0 hp lvling past Master. All of the Hp is front loaded.


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PostPosted: Sat Jan 03, 2009 10:22 am 
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Joined: Thu Feb 28, 2002 4:00 pm
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Location: In a dark and empty place, England
I've been here nearly 10 years, in that time I've had ONE GM, my longest lasting characters have been champions. And just because some people can work the system to get GM in 20 minutes, does this mean everyone else should be hindered? If Gming was so easy, don't you think I'd have had more than 1 in so long? Yes, these quest changes will slow up the people who know the game backwards OOCly, how about some bone for those who don't?
You should have simply put a minimum hour target for champion and GM, how about 100 hours for champ, and 150 for GM? Have you looked to see who is getting such high levels so quick, and watching them to see how they do it? Anyone hitting GM in under 150 hours play HAS to be using OOC hookups or OOC info.


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