Shattered Kingdoms

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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Fri Jan 28, 2011 8:17 pm 
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Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
ninja_ardith wrote:
B) The no rez flag should be removed. I don't think I've ever seen a final strike spell actually be effective. Sure, people have died to it and lost their loot, but that's a temporary setback.


The only way to effectively cast this spell is by following, due to the casting time. Please see my log of Final Striking the Crucible as Caeserea. Also, after being successful, I allowed the no-res to stick for 2 RL weeks, to prove the point that it should be there - when I could have gotten an IMM res the same night. I think if you successfully cast that spell, you should be put out of commission for a while. It's pretty devastating to everyone else involved, and it should be to your character.

I'm not sure I'd like to see it changed, to be honest. I just think enforcement of the nores flag should be handled more seriously - which is why I did such.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Fri Jan 28, 2011 8:31 pm 
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Joined: Mon Dec 01, 2008 2:01 pm
Posts: 3527
Location: I'm in a glass case of emotion!
SK Character: Retired Troll
Please, please, please, do not implement the changes to final strike that Ardith suggested. Just remove the thing from the game. Thanks.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Fri Jan 28, 2011 8:32 pm 
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Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
Yeah, and then see Faerti's final strike... the spell should probably be removed entirely.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Fri Jan 28, 2011 8:32 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
I actually forgot that I would like to see it delete pfiles.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Fri Jan 28, 2011 8:34 pm 
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evena wrote:
ninja_ardith wrote:
B) The no rez flag should be removed. I don't think I've ever seen a final strike spell actually be effective. Sure, people have died to it and lost their loot, but that's a temporary setback.


The only way to effectively cast this spell is by following, due to the casting time. Please see my log of Final Striking the Crucible as Caeserea. Also, after being successful, I allowed the no-res to stick for 2 RL weeks, to prove the point that it should be there - when I could have gotten an IMM res the same night. I think if you successfully cast that spell, you should be put out of commission for a while. It's pretty devastating to everyone else involved, and it should be to your character.

I'm not sure I'd like to see it changed, to be honest. I just think enforcement of the nores flag should be handled more seriously - which is why I did such.


Yeah, except that you forget the fact that the victims of your spell just got their loot back and were back up to snuff pretty quickly.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Fri Jan 28, 2011 8:46 pm 
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Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
Who cares? If it's such a minor set back why on earth is everyone whining about wanting it removed?


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Fri Jan 28, 2011 8:47 pm 
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Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
ladyjennbo wrote:
Yeah, and then see Faerti's final strike... the spell should probably be removed entirely.



You already know how I feel about your final strike. We don't need to go over it. Perhaps people should just play sober. :wink:


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Fri Jan 28, 2011 8:49 pm 
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Joined: Thu Jan 15, 2004 1:21 am
Posts: 688
SK Character: Delear - Maridosen
Dulrik wrote:
Im2old4u wrote:
What -IS- the point of those changes?
Balance? Change of the class gameplay?

I mentioned earlier in the thread what I thought was the essential point of the change. Just the possibility that a necro could attack something with 40+ undead made it impossible for NPC encounters to be built in a way that was balanced for regular players but not a push-over for a necro.


The question wasn't meant for this specific change but for every change that already took place or it will in the future. Even though I don't agree with limiting the total number of undead for reasons of "class potential", I understand why it was necessary. (That was one of the main reasons I've never used more than 8 undead and tried to discourage other necros from doing so.)

Cast while moving:
Initiative plays too much part in SK, at least more than it should be.
Cast while moving increases that margin and I think it should be reconsidered.

Final strike:
The spell is an abuse toy, forbidden to children.
It doesn't have a true purpose other than grieve players OOCly. I'm sure this wasn't the initial intention though. Maybe the caster should die permanently and sorcs may keep this spell for prestige and as a true final resort.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Fri Jan 28, 2011 8:54 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
I'm not actually campaigning for it to be buffed, I would just rather see it removed. I agree that it is dumb.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Fri Jan 28, 2011 8:56 pm 
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Joined: Wed Oct 07, 2009 5:04 am
Posts: 3066
SK Character: RAWR!
Im2old4u wrote:
Initiative plays too much part in SK, at least more than it should be.



Disagree. Initiative is a weighted part in any combat scenario.


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