Good:1) Ranged combat: I can only imagine how challenging it was to code, but I think that it was an excellent addition and definitely adds to the "Tactics" possibilities in game.
2) Regen linked to hp/mana/move pool: I remember when I had a gnome priest back in the day and having to sleep forever simply because I built him with mana trains... the current situation rewards rather than punishes
3) More zones to explore: SK has always had appeal to me because of its rich history. Inventive immstaff continue to add areas to Pyrathia and that is greatly appreciated.
Bad:1) Final strike: seems to be a high level sorc spell slot mostly wasted.
2) ... echoing other people.... the "I win" spells need to be looked at I suppose (not enough PvP experience to qualify with personal anecdotes)
3) Player count/turnover: we as players need to maintain a high level of RP interaction... and as long as the immstaff is keen to improve SK, I remain confident that the numbers will improve
Proposed changes:1) I agree with update #2 of Aust's post.... Currently aging does not seem to benefit melee/fighter-type classes at all. As a result, perhaps not many people play their combat characters beyond the first age-tick. This leads to character turnover and reduces the epic scale/influence the character could have potentially had. In order to promote longevity, I suggest that
with each age tick, there is a passive increase to success/critical success rates of all skills.
I believe as is, even mastered skills do not guarantee success. So having this small improvement that stacks atop each skill reflects how age/experience has given the character insight that youth lacks. The across-the-board increase would actually make all long-lived characters "better". In relation to combat, their chance to dodge, shield block, trip, dirt kick, etc. would be improved slightly... mastery of weapons would improve slightly, allowing them to strike more surely. Regenerative skills, fast healing, endurance, meditation, trance, would all have a higher chance of kicking in (pretty certain that for meditation/trance at least, it is not guaranteed to trigger each tick). Utility skills would be improved too, tame, fletch, brew, scribe... would all see an improvement enabling the aged characters to accomplish tasks at a higher success ratio than their younger equivalents. The best brewers/scribers will be the old craggly ones near death.
The loss of physical prowess (loss of str, dex, con) associated with aging would be offset by improved skill execution (thereby giving aged casters a slight boost, but also increasing the viability of combat characters more since they are skill-heavy). Referring back to Aust's scene where the seasoned old warrior easily defeats the young mouthy punks in the tavern... this could happen through this proposal. Even moreso, with the aid of magics (giant strength/haste), they can temporarily return to the speed and strength of their glory days, now armed with greater insight through age and experience.
Assuming a straight percentage increase across the board (easiest way of implementing I'm guessing), the classes benefiting most from this system would likely be rogues and hellions. With their backstab and cleave chance/crit chance making them deadlier. But again... I think this would add depth to the legend of these long-lived characters and would not be a bad thing.
I understand that hand-in-hand with a suggestion such as this is the possibility of abuse... character storage/incubation. Given the already in place code to recover equipment from inactive characters and auto-deletion for extremely inactive characters, I actually don't think that the effect of incubation will really be that great. If players want to incubate their characters until an age tick (something I think that most people really wouldn't care much about doing), they will also need to roleplay being an older character (which is perhaps bound to be better than, "Hey I'm 17 and a GM").
Implementation: Passive, success/critical rate boost that stacks atop skills. Increases with each additional age tick.
2) Expand nospam filter to include "nospam ammo"
I imagine it would work similar to "nospam item" except that it would be limited to manipulation of "ammunition" type items only.
3) Two good proposed changes is all I have currently. But I must say that I am immensely enjoying my return to SK activity (blissfully unaware of any drama or OOC shenanigans). Here's hoping the game continues to improve and that we will take on/retain some more quality players!