Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Fri Apr 10, 2009 2:10 pm 
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Removing pets entirely as a viable option would require quite a revamp of existing classes, as some without the ability to "get" their own really need them - rogues in particular jump to mind. Mind you, I'm not opposed to that, it would just take a whole load of work.

However, the "ordinary" pets of ye olden days doesn't upset PK balance because they are such an integrated part of the system - and they allow RPers to sit in public places with relative security. A win-win!

It becomes a problem when too powerful pets are introduced. It happened with the bondservants and a variety of store-bought pets (skeletal monkeys, the original white dragons etc.), yet the grunthar and company are far more powerful than others who have been excised before. I merely hope that they can get a wimp or get removed entirely so we can go back to the system we all liked.


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PostPosted: Fri Apr 10, 2009 2:11 pm 
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Would you all like me to sit down and draw up some decently formed plans for newbies and a basis for pets? :/


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PostPosted: Fri Apr 10, 2009 2:11 pm 
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JeanValjean wrote:
Marfik wrote:
Being a [REMOVED] toward jvj for no apparent reason.


Speaking of sarcasm. Gee, wouldn't it be swell if one could make a forum post about a fact of the game that every single player knows to be true, and not even state an opinion on the matter, without being subsequently talked down to like an imbecile six-year-old.

:edit: Noo, heaven forbid that the forum administrators should do anything to encourage a somewhat civil and decent tone in a discussion that was important to the game.


JeanValjean wrote:
If this was done, every caster except the one class I believe you're referring to, would be unable to do anything except hide in secret rooms until no single melee character was logged on.


If what you're stating to be a fact of the game is the above quote, then there's much deeper problems in the game than whether a pet can cast spells or not.


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PostPosted: Fri Apr 10, 2009 2:12 pm 
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I think the problem that we are getting is the existence of two different muds - the 'ideal' MUD which imms wish it were, and sometimes think it is and the 'actual' MUD, the one in which the rest of us play. Now to be clear this is not a rant against Dulrik or Marfik, I appreciate all that you do but the simple fact that neither of you have/can have a -serious- character is what creates this distinction.

In the 'ideal' MUD the situation is much like what Marfik describe - there are 100+ people online at any given time so that you are able to group up with different people to level as well as receive any type of assistance at any time of day. In this MUD there are no conflicts which cannot be resolved by words each and every time and thus sorcerers, necromancers and similar classes are able to sit comfortably in the front row without fear of someone walk into the room and bashing them. In this MUD leveling is easy and pleasant and thus you don't mind extending it a bit longer while your leveling partner either outpaces you and you need to find another one, or they stick around with you even after they stop getting XP. In this MUD noobs essentially don't exist and everyone knows who to get money is order to spend 3-5 plat on a potion of invis/fly or in order to resize some basic newbie gear.

The 'actual' MUD is somewhat different. The player base does not rise above 40 or so people at peak times, and tips down to 2-3 at the low points. In this mud there are rarely people to level with, especially at low levels simply due to a lack of players. Conflicts do occur here, and between RP, PK does occur oftentimes without speaking beforehand due to a need of the element of surprise or tactical advantage - "Roleplay and tactics collide". In this MUD leveling is an incredibly painful process where noone in their right mind would want to stick around and draw out their leveling at all because even if you're helping someone you're wasting hours upon hours of your life doing nothing but spamming spells/skills. This MUD is also divided into two groups - those that are the ideal players you could wish for which can deal with the insane prices on basic goods and know how to earn more money and new players which don't have a clue and thus can't accomplish anything because in the process of leveling (before vet or so) you're unlikely to make enough money to do more than train your basic skills.

This is the main problem in discussions such as this one. IDEALLY we could do without resizing/invis/flying pets because we can go to players. In the ACTUAL mud, we cannot because potions are insanely expensive and PC sorcs are all but impossible to find.


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PostPosted: Fri Apr 10, 2009 2:15 pm 
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I don't know why we have to result to complicated fixes when simple matters like these arise. Pets weren't a problem before, they only become one when builders go overboard with them. Clearly, that's the case here. Wimp them and be done with it.


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PostPosted: Fri Apr 10, 2009 2:19 pm 
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Marfik wrote:
JeanValjean wrote:
Marfik wrote:
Being a [REMOVED] toward jvj for no apparent reason.


Speaking of sarcasm. Gee, wouldn't it be swell if one could make a forum post about a fact of the game that every single player knows to be true, and not even state an opinion on the matter, without being subsequently talked down to like an imbecile six-year-old.

:edit: Noo, heaven forbid that the forum administrators should do anything to encourage a somewhat civil and decent tone in a discussion that was important to the game.


JeanValjean wrote:
If this was done, every caster except the one class I believe you're referring to, would be unable to do anything except hide in secret rooms until no single melee character was logged on.


If what you're stating to be a fact of the game is the above quote, then there's much deeper problems in the game than whether a pet can cast spells or not.


If we accept the premise that as a sorc/necro/priest/bard/rogue, having a merc/barb/swash walk into whichever room/inn and tear you a structurally superfluous new behind is bad, then that problem is in fact present. And quite frankly I still don't see why it's my fault that it is?


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PostPosted: Fri Apr 10, 2009 2:26 pm 
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Konge wrote:
Removing pets entirely as a viable option would require quite a revamp of existing classes, as some without the ability to "get" their own really need them - rogues in particular jump to mind. Mind you, I'm not opposed to that, it would just take a whole load of work.

These are essentially my feelings on the topic. It's why I originally said:
Salandarin wrote:
I wish having a pet wasn't mandatory for everyone in the game.

I wish the game were designed in such a way that having a pet would be more for flavor, than for protection. It feels +ubersilly to be standing behind my horse as a DARK KNIGHT OF FEAR, but no f*cking way will I be caught dead in the front row with my hps.

This kind of approach is also very counter-intuitive. Most newbies expect to be able to level reasonably well on their own - standing behind a pet and spamming magic missile/cause light/cure light/etc isn't what most games encourage.

Obviously, short-term, the overpowered pets just need to be removed. That being said, I would love if pets were not used in the way that they are now. They should be pets - helpful at best, cute at worst, not the single barrier between you and spam bash death.


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PostPosted: Fri Apr 10, 2009 2:30 pm 
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JeanValjean wrote:
Marfik wrote:
JeanValjean wrote:
Marfik wrote:
Being a [REMOVED] toward jvj for no apparent reason.


Speaking of sarcasm. Gee, wouldn't it be swell if one could make a forum post about a fact of the game that every single player knows to be true, and not even state an opinion on the matter, without being subsequently talked down to like an imbecile six-year-old.

:edit: Noo, heaven forbid that the forum administrators should do anything to encourage a somewhat civil and decent tone in a discussion that was important to the game.


JeanValjean wrote:
If this was done, every caster except the one class I believe you're referring to, would be unable to do anything except hide in secret rooms until no single melee character was logged on.


If what you're stating to be a fact of the game is the above quote, then there's much deeper problems in the game than whether a pet can cast spells or not.


If we accept the premise that as a sorc/necro/priest/bard/rogue, having a merc/barb/swash walk into whichever room/inn and tear you a structurally superfluous new behind is bad, then that problem is in fact present. And quite frankly I still don't see why it's my fault that it is?


It isn't your fault.

Like I said, if that's the way things are right now (with people walking in anywhere and kicking other people's asses for no reason), then maybe some things have to change?


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PostPosted: Fri Apr 10, 2009 2:34 pm 
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Apology accepted.


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PostPosted: Fri Apr 10, 2009 2:40 pm 
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JeanValjean wrote:
Apology accepted.


Wait, what? D:


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