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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
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PostPosted: Tue Mar 10, 2009 9:45 am 
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Edoras wrote:
Yes, I completely understand this, Gilgon. That's why earlier I said
Quote:
Granted, non-enchanters are boosted more by this, but that's it.
I do, however, think that this change is worth the slight imbalance between sorcs/priests and the rest of the mud: Just look at the amount of sorcs/priests vs. the proportion of other classes to see what I mean.


Ealuriel, Aldric, Faerti, Threndil? Holy crap, the mud is overflowing with the SORX!!!!

And lots of priests, is a good thing. >_>


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PostPosted: Tue Mar 10, 2009 10:25 am 
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Edoras wrote:
Yes, I completely understand this, Gilgon. That's why earlier I said
Quote:
Granted, non-enchanters are boosted more by this, but that's it.
I do, however, think that this change is worth the slight imbalance between sorcs/priests and the rest of the mud: Just look at the amount of sorcs/priests vs. the proportion of other classes to see what I mean.


You think that wimping sorcs/priests is a good thing for the mud. This change will wimp sorcs/priests and provides greater benefits for deep-elves, darky priest/hellion, and a pretty massive boost to giants compared to the rest of the mud. This change will disproportionately benefit higher HP characters, because it decreases the strength of 1hit kill spells significantly. I'd have to think a bit to see what else is benefited disproportionately by this change.

Are all of these changes GOOD THINGS or BAD THINGS? Why not address each one and decide whether this change, overall, is a good thing or a bad thing for pvp in the mud?

I do not think that keeping enchanting long and boring is a good idea, but I think that whenever one proposes non-pvp related ideas they have to consider the ramifications, which you _clearly_ did not do when you first made this thread.

Edoras wrote:
If a giant wants to max his WIS and enchant willpower, then that means that he's going to have to sacrifice enchantments and stat points from other places:

Followed by blah, blah, blah, giants have weaknesses to lightning damage, blah blah.

Giants already have this [REDACTED] to deal with. When you discuss new changes that buff a class/race, what you are discussing is whether a class/race is currently balanced and whether buffing it is a good idea or a bad idea. Saying that you "don't think that giants should be penalized by longer enchant time" is stupid. It doesn't matter if you think they should be or they shouldn't be, they ARE, and it's part of playing a giant as it stands. If you plan on changing that, you have to look at the ramifications of doing so.


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PostPosted: Tue Mar 10, 2009 1:25 pm 
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Gilgon wrote:
Giants already have this poopoo to deal with. When you discuss new changes that buff a class/race, what you are discussing is whether a class/race is currently balanced and whether buffing it is a good idea or a bad idea. Saying that you "don't think that giants should be penalized by longer enchant time" is stupid. It doesn't matter if you think they should be or they shouldn't be, they ARE, and it's part of playing a giant as it stands. If you plan on changing that, you have to look at the ramifications of doing so.


Giants can also already spam enchant will on their gear. Good god. The only difference in time. The ONLY difference is time. Time time time. The entire point of this change is to make enchanting take less time across the board: Obviously it affects everyone, obviously it affects giants, deep-elves, casters, non-casters, everyone.

You've assumed, time and time again, that I haven't thought about these OBVIOUS ramifications: I have. I also have the respect for the other players of the game to think about those ramifications as well, and vote as they please. Now stop assuming that I'm a complete moron, get off my butt and provide some useful criticism, or stop wasting everyone's time with your open-ended questions that have obvious answers.


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PostPosted: Tue Mar 10, 2009 7:42 pm 
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I'm with Edoras on all of this. As is, you can get whatever enchants you need - it's simply a matter of time spent enchanting and collecting specific items. As is, the system doesn't just reward people with shitloads of time to invest, it punishes people that do not.

A deep-elf necromancer or hellion is not combat viable without enough enchants to mitigate bolt of glory. A giant without enough enchants to mitigate charm and lightning-based attacks is not combat viable. The casual player does not have the time to make himself viable because, as previously stated, 10-15 hours a week would require the player to invest at least half that time simply collecting equipment and enchanting it. Consider furthermore that not every person has equal access to enchanters - only two classes can enchant, some of those enchanters have aura/RP restrictions (e.g. a darkie won't be enchanting for a lightie), and then there's simply the reality of who plays when. On top of that, not every player has consistent access to the groups required to reach the necessary equipment. A fair system should account for all of this.

Allowing enchanters to choose enchants means that minimally functional suits can be achieved in a much shorter period of time. It still leaves room for excellent suits, but it means that more people can participate in PvP on equal footing.


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PostPosted: Tue Mar 10, 2009 9:59 pm 
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Edoras wrote:
Gilgon wrote:
Giants already have this poopoo to deal with. When you discuss new changes that buff a class/race, what you are discussing is whether a class/race is currently balanced and whether buffing it is a good idea or a bad idea. Saying that you "don't think that giants should be penalized by longer enchant time" is stupid. It doesn't matter if you think they should be or they shouldn't be, they ARE, and it's part of playing a giant as it stands. If you plan on changing that, you have to look at the ramifications of doing so.


Giants can also already spam enchant will on their gear. Good god. The only difference in time. The ONLY difference is time. Time time time. The entire point of this change is to make enchanting take less time across the board: Obviously it affects everyone, obviously it affects giants, deep-elves, casters, non-casters, everyone.

You've assumed, time and time again, that I haven't thought about these OBVIOUS ramifications: I have. I also have the respect for the other players of the game to think about those ramifications as well, and vote as they please. Now stop assuming that I'm a complete moron, get off my butt and provide some useful criticism, or stop wasting everyone's time with your open-ended questions that have obvious answers.


Changing the time that is required to fully enchant a set will drastically affect pvp balance in the mud. I am illustrating the ways it will do so. Are the changes to pvp balances affected by this change good or bad? You think good, apparently.


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PostPosted: Thu Mar 19, 2009 1:02 am 
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I enjoy enchanting the way it is, a game of chance, kinda like gambling. If you find it hard enchanting I recommend getting some TV shows on DVD and going to town during the down time. I'm currently on the x-files season 4, burned through all the seasons of nip/tuck while I was levelling my swashie. It helps a ton I recommend it.


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PostPosted: Thu Mar 19, 2009 6:45 am 
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That's really exactly my point, Demon. It's a big fat game of chance that's so boring and time-consuming that most people don't have the time or will to do it. I personally can't stand the fact that every fight that lasts less than 1 minute typically all comes down to a cosmic dice roll and depends largely on the amount of time that each character spent spamming and single spell and hoping to get lucky.


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PostPosted: Fri Jan 08, 2010 7:31 am 
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I'm quite new here, but the idea you propose is interesting.

The most immediate benefit is that enchanters would feel more inclined to help their friends with moderate amounts of enchanting, and that those enchanted items would tend towards being more useful and effective. This would make enchanting more accessible to the player base as a whole, and less time consuming to the enchanter himself. Your system has the added benefit of maintaining or slightly decreasing the ability to create heavily enchanted items.

It also seems to create a change in the PVP setting, since it would be easier for a slain player to recuperate his losses. I am far too new to actually comment on what kind of effects this would have, so I will abstain.

Ultimately, it seems a change that is geared towards greatly increasing the enjoyment of many people without drastically changing the power level of the game. It creates a situation where fun is more accessible. From a gaming perspective I think increasing the player base of the game (because it is more accessible and fun) is far more important than maintaining the status quo of PvP.


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PostPosted: Fri Jan 08, 2010 7:33 am 
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holy thread necro :o


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PostPosted: Fri Jan 08, 2010 7:52 am 
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evena wrote:
holy thread necro :o
They are all brand-spanking-new to me :)


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