Shattered Kingdoms

Where Roleplay and Tactics Collide
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Do you approve of this change?
No. It hurts gameplay. 12%  12%  [ 5 ]
No. It makes no freaking sense. 12%  12%  [ 5 ]
No. It hurts gameplay and makes no freaking sense. 24%  24%  [ 10 ]
Yes. It improves gameplay. 2%  2%  [ 1 ]
Yes. It makes sense. 24%  24%  [ 10 ]
Yes. It improves gameplay and makes sense, too! 24%  24%  [ 10 ]
Total votes : 41
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PostPosted: Sat Oct 24, 2009 7:00 pm 
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Hey, sorry. You're not top secret enough.

This was a stupid change anyways. Let me explain this very simply.


Guards should attack GUARD NPCs from other countries, not tribunal members. UNLESS they have a GUARD NPC with them.


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PostPosted: Sat Oct 24, 2009 7:41 pm 
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Location: Canada
I agree with the guards attacking guards thing.


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PostPosted: Sat Oct 24, 2009 8:03 pm 
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Location: ima steal your underwears D:<
I disagree with this change, not because it doesn't make sense, but because it unnecessarily limits a tribunal's RP. A "secret agent" should be a viable way of playing a character (and please don't try to say that it's still viable, because it plainly isn't). Attacking opposing guards, however, is perfectly reasonable.


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PostPosted: Sat Oct 24, 2009 8:52 pm 
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I had secret agents in the Talon all the time. They were never found out.

Why?

Because they were not inducted.


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PostPosted: Sat Oct 24, 2009 11:58 pm 
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grep wrote:
I had secret agents in the Talon all the time. They were never found out.

Why?

Because they were not inducted.

Those aren't secret agents. Those are informants.


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PostPosted: Sun Oct 25, 2009 4:05 am 
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Location: Las Vegas, Nevada
SK Character: Achernar
War. Huh.
What is it good for?
Absolutely nuthin.
Say it again.
Yeah Yeah Yeah Yeah.
War. Huh.


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PostPosted: Sun Oct 25, 2009 4:27 am 
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WickedWitch wrote:
Guards should attack GUARD NPCs from other countries, not tribunal members. UNLESS they have a GUARD NPC with them.


Think about this from a programer's perspective for a second.

The thing they teach you in school when you're studying programming is that your goal is to create streamlined code that requires the absolute minimum of CPU usage at each line.

Now lets assume that your idea is implemented, and a necromancer comes strolling into, say, Menegroth with ten wraiths. He's also got a store-bought pet and, through a wand of charm, Losquaty.

Now, this necromancer passes by two NPCs that are flagged and scripted to check the "loyalty" of all of those NPCs. Those two NPCs also happen to be in the exact same room.

The script fires, and both NPCs check all 12 of those incoming NPCs for "loyalty" flags, causing the CPU to cry bitter tears of overloading. Lag goes up all over the game, due to random numbers of NPCs coming in and going out of all the starting cities, and not just tick lag either. Suddenly, people find random patches of lag. Player tears start flowing as well, now. Oh, and lets not forget the delf necro with 20+ NPCs passing those two scripted NPCs. Maybe then, the game crashes.

Compare that kind of processor drain to the kind of drain generated by just checking the PCs that enter. The difference is massive.

So, in case you can't be bothered to understand why the idea above is bad, let me just emphasize the statement so you can get it.

This is a bad idea.


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PostPosted: Sun Oct 25, 2009 10:45 am 
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OA. This whole idea is horrible from a Gameplay PoV. I was just making a suggestion to reduce how horrible it is.

While it makes perfect sense for this to happen, it's going to be detrimental to gameplay, I think. Aren't bounty NPCs enough? If you're going to implement this(which it already has), remove bounty NPCs.


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PostPosted: Sun Oct 25, 2009 11:19 am 
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Actually, bounty NPCs don't seem to be enough at all.


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PostPosted: Sun Oct 25, 2009 11:39 am 
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When you have a group of like 5+ maybe not.


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