Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Thu Oct 07, 2010 11:34 am 
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Dulrik wrote:
1. No, but you can work around this with the scripting system by parking a script NPC in the room and having it intercept directional commands.
2. Quests aren't allowed to do this.
3. No, only the specific instance of the item is changed.
4. Much like rooms, NPCS and objects, each quest has a unique ID. Each quest can manipulate a set of bit flags on each character. All of the bit manipulation is done through scripts. Each quest also has a database entry which includes the data shown in the quest command as well as what bit flags must be enabled for the quest to be in-progress or completed.

I'm not asking anyone to write scripts for a quest. Cranking out the mechanical stuff is easier than coming up with the ideas and descriptions. As far as what's possible, if you've seen it done in a quest before, you can assume it is available for a new quest.


Thanks for the answers.

As of now, I am commandeering Drukyul, a certain place nearby it, and the Feral Halfling Village.

I may also take Tserhatville if it gets that detailed.

I'm assuming I have two dozen VNUMs of each type to patch any gaps.


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PostPosted: Thu Oct 07, 2010 11:55 am 
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On the quest front, lets see one of you beat my quest record of 144.


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PostPosted: Thu Oct 07, 2010 12:07 pm 
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You're on. I'll beat it by writing 145 quests. :drunk:


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PostPosted: Thu Oct 07, 2010 1:25 pm 
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Leveling is pretty easy as it stands... the only difference is that most characters need a buddy at higher levels in order to train in an efficient manner, and there is little to no incentive to do so as a "completed" character.

I'd love to see the grouping system provide a more noticeable increase in shared experience: namely, allow all group members to share the experience gained by each individual, so that the poor cleric doesn't have to spend all of their mana healing, then get left behind by the impatient warrior while he sleeps to regen. Instead, the cleric would get some credit for the warrior's damage output (and the warrior for the rogue he protects, and so forth); and if the difference between player levels is too great to share familiarity (I think the current cutoff is five levels), let the "experience" gained by the lower member be translated into credit toward the mentor system for the higher.

To facilitate long-term RP characters, I also wouldn't mind seeing a slow but steady ascension towards GM status just by total hours played -- maybe add a tick of credit for every 20 (50, 100) hours online?


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PostPosted: Thu Oct 07, 2010 1:30 pm 
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I wouldn't say the difficulty is the problem. I'd just say that, overall, it's a boring thing to do for as long as it's needed. Nothing stops us from setting up camp in some area and staying there spam killing until we GM. All that can be done is that it is made a bad choice. And it is made a bad choice quite effectively at present.

Making it more difficult won't directly make it less boring.

But making it less boring may very make make it less seemingly difficult.


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PostPosted: Thu Oct 07, 2010 1:40 pm 
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I like Nightwing's suggestion. Take the necromancer's bonus from his undead and apply it to groups, but when and who to apply it to would need to be flushed out.

Also, it's one status, meaning a mentor 1 and a master 5 is eligible to the bonus.

If that's IC, take it out, but testing it wouldn't be hard, so I thought I'd just save some the trouble.


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PostPosted: Thu Oct 07, 2010 1:46 pm 
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I'd just like more information on how experience works in general so that I can make more informed decisions, particularly with familiarity and how it increases in groups.


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PostPosted: Thu Oct 07, 2010 2:30 pm 
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Baldric wrote:

Also, rewards for long-lived characters already exist in the form of mentor points.


Anyone who lasts a month can get a mentor point. And no offense, but extra attribute points aren't really worth much if you're not already at GM. The idea is not just to reward long-lived ACTIVE characters, but to reward long-lived ACTIVE characters who might not otherwise be able to level.

For the record - I don't fall into any of these categories. My main got to GM faster than any other character of mine (but only thanks to the religion spell) and my one poor little alt gets maybe 10 hours a month, if that - so not active enough to mandate any sort of reward. So I'm not trying to advocate my own reward here. I genuinely think it would be a good idea.


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PostPosted: Thu Oct 07, 2010 3:38 pm 
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I think many people would see little point in rewarding people who do not participate in an activity by giving them benefits related to the activity.


That's like saying, like, that we'll give everyone who doesn't vote for 15 years a seat in the senate, because they're still doing a good job of standing around in a hotel lobby, or something. Or that we'd give people who didn't exercise coupons for free aussie fries at outback.

I dunno, my analogy juice is low, but you see the point, I'm sure.

People who can play without leveling probably won't be very impacted by the reward of getting levels, since level-related activities weren't on their radar anyway.

People who really roleplay well get enlights anyway.


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PostPosted: Thu Oct 07, 2010 7:39 pm 
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I didn't read anything on here but the first few posts. All I have to say Is leveling is so easy now it's rediculous. It's a cake walk. It's a gimme. The only thing between a player and level fifty is the will to actually go out there and level.

If leveling gets any easier, Geeze, I can't even imagine it being any easier.


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