Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Tue Nov 26, 2024 4:17 am

All times are UTC - 8 hours




Post new topic Reply to topic  [ 74 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 8  Next

What do you think about this proposal to enchant armor?
Poll ended at Sun Mar 22, 2009 6:00 pm
I would really like this or something very similar. 55%  55%  [ 18 ]
I like the idea, but it needs important tweaks: I've posted them below. 6%  6%  [ 2 ]
I don't like enchant armor, but I also don't like your idea. 15%  15%  [ 5 ]
I like enchant armor the way it is. 18%  18%  [ 6 ]
I couldn't care less either way. 6%  6%  [ 2 ]
Total votes : 33
Author Message
 Post subject:
PostPosted: Mon Mar 09, 2009 11:41 am 
Offline
Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Putting a hard-coded limit on enchants doesn't make saving against charm person any easier, Muktar, nor does it encourage casual players. I'm not looking to estrange anyone, casual players or hardcore players. If someone wants to spend 30 hours enchanting a suit that's fine by me: I just really don't think it should be -necessary- if someone's only looking for some MP and one save.
An hour, maximum, for a suit with MP and one strong save should be perfectly fine, but the problem is that without the ability to target enchant armor, there's no way to aim for just one save, so you have to spend hours just to enchant a suit for willpower, at which point you usually just end up with will, fort, protection, resistance and reflex all up to a point that just makes the suit crappy overall, and then you get beaten by an I-win charm spell and lose it all and have to start over.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Mon Mar 09, 2009 11:49 am 
Reducing prep time across the board would make life easier on everyone, it just won't be "realistic" enough, and we can't have that.


Top
  
Reply with quote  
 Post subject:
PostPosted: Mon Mar 09, 2009 12:10 pm 
Offline
Immortal

Joined: Sat May 07, 2005 8:16 am
Posts: 4124
Location: Las Vegas, Nevada
SK Character: Achernar
There have been numerous discussions about changing enchantments and I'm of the opinion that its always a losing discussion. The way it works now is good, but puts the power in few hands. Splitting up enchant is a good option, but doesn't do anything to minimize the gap between the 40+ hour a week player and the <10 hour a week player. I like making limits to enchants of five per item. After that the first one drops off or nothing happens. I could definitely agree with splitting the skills up and adding more ways of achieving the same results if we had unlimited time from Dulrik. I'm all for making things simpler. Are there better ways it could work? Yes. Is it of critical importance in the realm of gameplay? Not critical. Would it change PK and play habits if enchanting were more straightforward? Yes.

Personally, I'd like to see some way of slowing down combat generally and limits on weapon enchantments would seem to be one way to do this. The biggest obstacle to changing armor enchantments is finding a system which is the most rewarding for the lowest cost that isn't completely negating the effectiveness of spellcasters. Making enchanting easier and more straightforward reduces the effectiveness of casters. Enchanting right now is something that requires a little bit too much tactical focus for my taste. If it were not random, it would also feel like less of a grind. I guess I feel the same way I do about brewing. It shouldn't feel like a struggle to just make use of one part of the game because its too easy to take that same use too far.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Mon Mar 09, 2009 12:37 pm 
Offline
Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Achernar wrote:
I like making limits to enchants of five per item. After that the first one drops off or nothing happens.


Trust me, this is not the way to go. Five enchantments per item allows for a total of 96 enchants -at best,- and that's barring stat mods, hp mods, me mods... add to this that enchantments are random and putting five enchantments as a limit on items would probably put the final nail in SK's coffin as far as PvP goes.
Quote:
Are there better ways it could work? Yes. Is it of critical importance in the realm of gameplay? Not critical.

I could not disagree more. With the enchant system the way that it is, nearly half of the entire game's focus (PvP) is in the tubes. If you don't see this, then I beg of you to create a character that tries to PvP, and see just how "fun" it is to spend hours upon hours enchanting just to die once, or to just go with minimal enchants and then get put to sleep by a staff. Fixing the mechanics of PvP preparation is one of the most critical things in the entire game: Far more important than putting in a new race or cabal in, in my opinion.

Quote:
Personally, I'd like to see some way of slowing down combat generally and limits on weapon enchantments would seem to be one way to do this.

Melee characters risk more in PvP (Being on the front row is much more dangerous than the back), and melee combat has already been slowed down enough.
Quote:
The biggest obstacle to changing armor enchantments is finding a system which is the most rewarding for the lowest cost that isn't completely negating the effectiveness of spellcasters. Making enchanting easier and more straightforward reduces the effectiveness of casters. Enchanting right now is something that requires a little bit too much tactical focus for my taste. If it were not random, it would also feel like less of a grind... It shouldn't feel like a struggle to just make use of one part of the game because its too easy to take that same use too far.


This is the core of my argument: Please give me a scenario in which my change reduces the effectiveness of casters too much: Keep in mind that it will -not- be any easier to create a suit that resists all three saves as well as having MP, so most players will always have a chink in their armor.

Sorcerors: They have access to all three saves for spells: Charm person for will, color spray/acid blast for reflex, and petrification for fortitude. In addition to all this, they have charmed NPCs to do physical damage for them, and access to wands, staves, and scrolls, not to mention the all-too-often ignored dispel magic. Sorcerors can handle having to think a bit more about their tactics, they -are- sorcerors, after all, not barbarians.

Warlocks: Warlocks have always sucked against prepared opponents, but reflex is still going to be one of the hardest enchantments to achieve. They still have magma spray (Which ignores MP) and lightning bolt, which does veritable single target damage. Coupled with chain lightning, cone of cold, and fireball, and a warlock is still very scary against anyone that doesn't have Resist elements/shield, and they still have wands, staves, are excellent healers, and have a big elemental.

Priests: Faerie fire and harm pierce through MP pretty effectively, and there's no save for harm: It always hurts. Besides, it's obvious that priests aren't a weak class: SK is practically bursting at the seams with them.

Necromancers: Sure, you can stack fort and will against a necro, but that doesn't mean jack crap against 10+ furied, hasted, giant strength, equipped wraiths. Necromancers are completely overpowered and should be, just because you can resist a few more maledictions that no necro ever casts means nothing.

My point is this: PvP is -not fun-, because in order to even have the chance to succeed, you have to spend hours enchanting a suit. Then, if you choke when the time to PvP actually comes, you have to start OVER nine times out of ten. This is half of the reason for the gap between new players and veterans, and also the reason why people quit playing on account of a lack of time available.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Mon Mar 09, 2009 1:21 pm 
Offline
Mortal

Joined: Mon Mar 31, 2003 4:02 pm
Posts: 748
Erm, taking away the randomness from enchant clearly makes it easier to get the resists you want on your suit and clearly wimps spell casters. For example, warriors want mp on their armor and saves on their jewelry. Being able to target which enchants you put on takes away the difficulty of making a good suit for a warrior. The fact that it will not be any easier to have a suit with mp/will/fort/ref, doesn't change the fact that it will be 50x easier to make a suit with mp/will/fort which really is all you need. I mean, color spray is really the only reflex spell you need to worry about because it can blind you, the rest just do damage which sanctuary will easily reduce.


Also I reject your claim that it takes hours of enchanting to get a suit with resists. That's absurd, you get five greater will items and your safe from charm. Then you can sacrifice some mp and get like 10 fort and combined with sanctuary, your safe from fort spells.

I mean do some math, a suit with 1 greater enchant(which you can get without any enchanting) on every piece will easily make you safe from spells if you make sure to keep sanctuary herbs on you.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Mon Mar 09, 2009 1:28 pm 
Offline
Mortal

Joined: Mon Sep 12, 2005 3:18 pm
Posts: 1704
Before one ever addresses massive pvp changes such as the ones recommended in this post, they have to consider their goals, the impact of the changes, and whether that impact is a good thing or a bad thing.

Do you think that warriors profit from this change? Do you think hybrid classes profit? Do you think casters profit?

Which class in the mud need the most help right now? Do warriors need help? Do hybrids, do casters?

Is the class profiting from this change also a class that needs help?



From my brief look through your post, it looks like a gigantic boost to giants specifically and to warriors in general. I don't think that warriors need any boost.


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Mon Mar 09, 2009 1:36 pm 
Mainly I think the approach here is to remove the time factor, benifits to all involved in the process.


Top
  
Reply with quote  
 Post subject:
PostPosted: Mon Mar 09, 2009 1:50 pm 
Offline
Mortal

Joined: Mon Sep 12, 2005 3:18 pm
Posts: 1704
Redman wrote:
Mainly I think the approach here is to remove the time factor, benifits to all involved in the process.


It's important to recognize that even changes that you might think are 'minor' can infact have massive affects on pvp. This is one of the changes that a beginning player might see as insignificant which would greatly affect gameplay in a way that would significantly strengthen warriors. Is that a good thing or a bad thing?


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Mon Mar 09, 2009 1:52 pm 
Offline
Mortal

Joined: Thu Sep 02, 2004 7:36 am
Posts: 1471
When was the last time that warriors got something? Most of the logs that I read are of casters raping warriors. So is it not about time that they became a bit more difficult to kill?


Top
 Profile  
Reply with quote  
 Post subject:
PostPosted: Mon Mar 09, 2009 1:58 pm 
Now that you mention it, isn't syn like rapeing groups of three or so all by herself?

Necros are just ridiculous no matter how you approach them.

Even you using your priest, you use charm scrolls to rape people.

Seems that warriors could use a buff againsta casters.


Top
  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 74 posts ]  Go to page Previous  1, 2, 3, 4, 5 ... 8  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 8 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group