Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Wed Mar 25, 2009 2:47 am 
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Joined: Sat Jul 16, 2005 7:50 pm
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archaicsmurf wrote:
new areas plz.


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PostPosted: Wed Mar 25, 2009 3:14 pm 
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Edoras wrote:
Right now one of the biggest drawbacks to SK is the amount of dead-time required to re-equip a character, even at GM, should s/he be junk-looted. It hurts far more than death, and it's just sad to see good players leave the game because enchanting takes so much time.


This is a positive thing. If you play competitive PK, and you die, you feel the burden of re-equipping. That's sensible; competitive PK is meaningless without a penalty. If you don't play competitive PK, and you die, re-equipping is easy. That's sensible too; you're not heavily inconvenienced OOCly for playing a mere foot-soldier.

The only real complaints I have about enchanting are that it rewards bad behavior (silently sitting somewhere safe) and that there's so little tactics in this timesink. Neither of these is easy to fix. A whole reform of the magic system would probably be the better value.


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PostPosted: Wed Mar 25, 2009 3:37 pm 
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Although I agree with a lot of your aim, Edoras (grinding is lame, and I don't buy that it makes anything more meaningful) - Forsooth does make the point that many of enchanting's other, larger flaws are more evident of a need to revamp the entire system, rather than apply patchwork solutions.

At this point, it's kind of like CRS. There is no patch that will redeem it, in my eyes; it just needs a complete reworking.


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