Wow, it's like a race across the desert - there's all these parallel discussions, any of which could be in their own thread. For the sake of everyone who reads these posts, please quote what you're replying to. We've always had creative immortals and players, so it's not surprising we can think of things that 'are bad' or (if coding was not a factor) how to make them better. What's useful in these threads is the collective brainstorming that irons out the problems in the solutions that are offered. For example,
Regarding the cessation of combat:
There is flee, there is retreat... what's wrong with these two? Did you want the ability to not respond to being hit at the outset of combat and/or to just to stop hitting during combat? Did you want the ability to surrender to a PC?
Regarding wastelands/citadel/etc:
In the late 1990s, the wastelands was *the* place to go to get gear. It was reasonably hard to travel around there and you needed a group, there was a lot of good equipment for a wide variety of slots and classes (compared to equipment that was easier to obtain on your own perhaps), so it was a good treasure trove. Risk versus reward.
The fact that another area has taken that mantle is a reflection of the evolution of the game: new affects systems, new options to builders when building equipment, along with quite simply new areas being built. The risk/reward ratio is now better at area B than it was at area A. I'm not sure if you're suggesting making area A easier to move around in or easier to get to [decrease the risk], or simply disperse the gear in areas that are easier to get to??
(now some of my ideas, not speaking as an immortal...)
Re. shopping hours:
** Pay a fee to wake up the shopkeeper (here's some coin for waking you up, good sir) - [means you're not stuck waiting]
** Paragons can use any shop in their homeland at anytime (For you Sir it is no trouble at all! Any time at all!) [generates RP if you don't want to wait, go find a Paragon]
Re. equipment at the end of the rainbow already taken by someone else:
** Perhaps have the reset code add (decent) coin to a NPC that is missing an uber item. (We failed to find the sword of uberness, but we have X obsidian anyway)
** Perhaps have the some method to report (via lore?) about who stole the uber item before you,
even if they are offline. (Lara races after the graverobber, who beat her to the artifact only moments before)
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I would like to make one clear point - reporting a long list of flaws and posturing that they have 'always' been that way and that those who help run the game have 'never' fixed them is a bit unfair. SK has a very active and responsive group of immortals here and almost always has throughout the history of the game. Problems that are reported are fixed. Exceptions usually require coding (limitation of Dulrik's time) and/or affect game balance. Nearly every other acceptable change has been put into the game quite quickly. Bring on the brainstorming!