Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Wed Dec 24, 2008 7:54 am 
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Yeah I mean..not sure anyone could tell, but my response to this above was written quite sarcastically.


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PostPosted: Wed Dec 24, 2008 7:59 am 
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Joined: Sun Mar 03, 2002 7:15 pm
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Location: Pyrathia
I think Jhorleb really laid it out there well. I still think this would be a good idea if done once in a blue moon to promote the mud and give players a chance to test out stuff.


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PostPosted: Wed Dec 24, 2008 9:02 am 
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Joined: Sat Mar 02, 2002 4:00 pm
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I hadn't thought about it during that previous post, but it might be a useful way for Dulrik to test out combat tweaks and other major weapon changes etc. without pissing anyone off.


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PostPosted: Wed Dec 24, 2008 11:16 am 
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Joined: Thu May 11, 2006 11:00 pm
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Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
Could this not be coded in game? Set up a special arena where skills and spells become mastered and everyone inside it has maxed stats and is level 50? And when they leave they go back to normal? An area like a dream that isn't real but folks can play pretend? Why not change the afterlife where ghost could go to the different levels of heaven and hell and fight each other with these abilities. And restore them to their normal selves when they are back alive. Maybe if a soul can kill 5 other ghosts they return without spirit disorientation. Why can't ghosts rest and sleep? I always thought that was way lame.

I like this orignal idea and think it could be built on.


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PostPosted: Sat Jan 03, 2009 3:26 am 
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Joined: Tue Sep 30, 2008 8:32 am
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And then you will have people rolling a race/class combo to test rush to die, get max stats and maximize skills, and then wait for other unfortunate ghosts who actually want to get back to life for some reason getting drawn into fights they don't want. What happens then to the ghost that looses .. does he have to wait longer to revive??? Does he immediately start at the shore??

On the other hand it may make death more interesting and throw a wrench in Achernar's beautiful quiet world :lol: :lol:

About the original idea though I find it interesting... and worth trying once in a LONG while


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PostPosted: Sat Jan 03, 2009 3:28 pm 
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Joined: Thu Feb 28, 2002 4:00 pm
Posts: 2732
Location: Australia
SK Character: Viltrax
The way I see it, you've got several risks - right now the game has a mix of incentives for people to play. What is being proposed is to temporarily remove all but one of those incentives. If those who don't like PK stop playing for the weekend, you're giving them a reason to go elsewhere; maybe they'll experiment, but really if they don't enjoy PK normally what makes you think they'll enjoy it during an SK-PK weekend?

And running it as a separate copy of SK all the time would just dilute both realms of players.

--

One twist to this idea I thought of - maybe some uber pfiles could be created, the name and password to which are the reward for an explorer or quest-completion achievement. A non-PKer would then get to experience a whole slew of PK without ruining their original character's concept, as everyone scrambles to defeat this uber threat to the realms. :)


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PostPosted: Sat Jan 03, 2009 4:19 pm 
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I can't -possibly- think of the myriad ways to abuse that privilege, Dulrik.

/sarcasm





Are you kidding? Oh, the YIM whispers!!!!


HAY GUYS! GUESS WHAT I HEARD!!!!! Log into CHARNAME with PASSWORD and peekay! ZOMG IT AM LEET!


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PostPosted: Sat Jan 03, 2009 5:43 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
It wasn't my idea.


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PostPosted: Sat Jan 03, 2009 7:51 pm 
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Joined: Thu Aug 02, 2007 4:09 pm
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Location: Sunnyvale, CA
SuzieQ wrote:
I can't -possibly- think of the myriad ways to abuse that privilege, Dulrik.


Big Daddy D wrote:
It wasn't my idea.



:lol:


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PostPosted: Sun Jan 04, 2009 2:45 pm 
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Joined: Sat Aug 09, 2008 5:29 am
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Note to self: Don't post anywhere in PERFECT GNIMRAL'S PRESENCE when you're under rested.


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