Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Thu Oct 07, 2010 8:31 am 
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Joined: Fri Dec 26, 2008 1:22 pm
Posts: 1648
Sakhul wrote:
mundufisen wrote:
WickedWitch wrote:
On a 'I'm trying to be helpful' note, can I point out that around ~Veteran~ status is currently like..the worst stretch. I can level easier at Master/Champ than I can at Veteran.


Yeah, veteran is horrible...


Veteran is easy as pie.

Noobs.


I have two ways to respond to this. I'll go with this one:

PLEASE TEACH ME!!!!!!

*bows before the master whose name is Sahkul*


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PostPosted: Thu Oct 07, 2010 9:01 am 
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Location: Edmonton, Alberta
Going with the trades, has Shopkeeper been mentioned?

The character could take items from his/her inventory and slap a price on them and sell them as if they themselves were a shopkeeper, and maybe even set a small string of things they will purchase from characters. Both purchasing and selling would have a percentage discount/markup rating the player could set.


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PostPosted: Thu Oct 07, 2010 9:21 am 
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Location: Witness Protection
SK Character: Cyndane - Talys
...You can pretty much do that already.

And all the 'shopkeepers' would be sorcs!


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PostPosted: Thu Oct 07, 2010 9:38 am 
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Location: I'm in a glass case of emotion!
SK Character: Retired Troll
the_me wrote:
Going with the trades, has Shopkeeper been mentioned?

The character could take items from his/her inventory and slap a price on them and sell them as if they themselves were a shopkeeper, and maybe even set a small string of things they will purchase from characters. Both purchasing and selling would have a percentage discount/markup rating the player could set.


I would approve of this if it functioned during PvP because that would be hilarious.

I made this post in gameplay and then editted it in GD. Someone botched the whole moving a thread process.


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PostPosted: Thu Oct 07, 2010 9:43 am 
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
You only THINK you edited it in GD!


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PostPosted: Thu Oct 07, 2010 9:47 am 
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There is no GD.


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PostPosted: Thu Oct 07, 2010 9:51 am 
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Baldric wrote:
I would approve of this if it functioned during PvP because that would be hilarious.

I made this post in gameplay and then editted it in GD. Someone botched the whole moving a thread process.


Haha, must have missed it in gameplay, but if it worked in PvP that would be funny.

You pierce at a tough male halfling's chest, causing a deep gash.
You buy a crystal vial of heal.
An tough male halfling says to you 'Here is zero in change.'
An tough male halfling exclaims 'Thank you!'


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PostPosted: Thu Oct 07, 2010 9:55 am 
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Healer trade skill...omfg.

That would be awesome. Priests wouldn't have to do anything in PvP then, front row guys just spending all their coin. And if the PC could set the price of their spells to nothing, they would be basically more heal vials. The NPC healers, does the heal regenerate for example cost any mana for the NPC? If not, I think that would make the Healer trade skill OP on the battlefield, thus I propose half mana cost for prayers done through the healer trade skill, or the sad but obvious option of making the healer trade skill disabled during combat.


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PostPosted: Thu Oct 07, 2010 10:58 am 
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Joined: Sat May 07, 2005 8:16 am
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Location: Las Vegas, Nevada
SK Character: Achernar
Healer and shopkeep need no additional setup. These are something that can be handled by players at their own discretion. Maybe we could add options that characters with healing spells to sell them similar to teaching. Maybe all classes with the haggle skill should be able to set up a shop. These are good ways to expand upon existing skills to enhance a trade system. I think item creation is a solid idea for trades. It would certainly need a some measure of gathering required ingredients. Another trade that would be awesome is pet breeding. I think that giving players the chance to throw their own creations into the game world is great entertainment. They wouldn't ever be permanent additions, but more unique and special bonuses that come with a cost.

Give players the ability to add to the game world in small controlled amounts. Give out limited abilities that only IMMs had in the past. Building NPCs, items, altering rooms, sending echoes, these are the things that really matter when we're talking ROLE PLAY world. Will there be impact on gameplay? Of course. Does anybody see a reason for that to stop these ideas?

Oh yes, and add lots of fun quests. Add more variety for leveling. And for god's sake, remove the negative sink from enchant (explode, nothing happens, casting time).


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PostPosted: Thu Oct 07, 2010 11:16 am 
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I can't wait to mount my Zebratard.

http://comedians.jokes.com/demetri-martin/videos/demetri-martin---mytho-zoology


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