Shattered Kingdoms

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 Post subject: A few things to make SK more interesting.
PostPosted: Fri Jul 22, 2011 3:49 pm 
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Joined: Sun May 29, 2011 12:28 pm
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Why not add a little flavor to some otherwise mundane activities?

Make it so that anyone scribing-brewing-recharging has a chance, upon failing, of activating that magical effect on themselves, and a smaller chance of a random magical affect. Therefore, a sorceror failing to scribe petrification has a chance of petrifying themselves, a necromancer has a chance of finger of deathing themselves, etcetera.

Magic in this game is too controlled.

Also.

Make a scout herb that can only be found in reefs, or something. Aside from Jungle, all the locations are boring. (Not that anyone has an active scout at the moment, le sigh.)


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 Post subject: Re: A few things to make SK more interesting.
PostPosted: Fri Jul 22, 2011 3:53 pm 
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SK Character: RAWR!
I appreciate the intent behind this idea, but I would never scribe petrification if it went through as stated.

I think that things implemented for the sake of "making things interesting" should lean on the side of time-saving and not time-wasting.


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 Post subject: Re: A few things to make SK more interesting.
PostPosted: Fri Jul 22, 2011 7:59 pm 
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I agree with evena about the magic idea. Everyone already complains about what a time suck enchanting and prepping for PK and trips to Dreamscape can be, I think that making it more risky would just equate to a bigger time suck and less enjoyability.

I do, however, think it would be nice to spice up the herbs and locations in which they could be found. Ever since I began playing, all I've noticed about the changes in the scout class over the years is that it's been hit with the gimp stick. Almost immediately after I began playing, they got staves taken away. :(


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 Post subject: Re: A few things to make SK more interesting.
PostPosted: Sat Jul 23, 2011 1:03 pm 
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You could rebalance the whole scribing-brewing-recharging thing to replace 'grind' with 'risk', perhaps, instead of just keeping all of the grind and adding some risk.


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 Post subject: Re: A few things to make SK more interesting.
PostPosted: Sat Jul 23, 2011 1:20 pm 
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Anjin wrote:
You could rebalance the whole scribing-brewing-recharging thing to replace 'grind' with 'risk', perhaps, instead of just keeping all of the grind and adding some risk.


Even if you did that, you still have the grind associated with it. Scribing and brewing takes up boat loads of mana. The more powerful the spell, the more mana it c osts. Not only that, with a risk factor, triple FoD, pet etc would become even more impossible to make than they are now as the risk to create a scroll of that magnitude would be so great no one would ever attempt it. Not only would it have a 70% chance ot fail it'd have a 29% chance to backfire on you and a 1% chance to actually succeed. Things like that don't make the game fun in any light, really. With all the traps out there in dungeons and such, the game already has a huge factor of risk. Dying in the nightmare temple = all your loot gone. ToM, a lot of places are designed with very high risks. Adding that element to mundane tasks would only drive people away. No one would scribe or brew thus pK would die out because none of the current pK'ers are going to go out into combat without 82093480938048230 heal vials to spam etc.


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 Post subject: Re: A few things to make SK more interesting.
PostPosted: Sun Jul 24, 2011 3:36 pm 
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You really need to stop thinking how other people can make the game better, and just try to make it better yourself.


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 Post subject: Re: A few things to make SK more interesting.
PostPosted: Sun Jul 24, 2011 4:11 pm 
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SK Character: Cyndane - Talys
Teh_Peso wrote:
You really need to stop thinking how other people can make the game better, and just try to make it better yourself.


...More like he needs to stop thinking of ways to make the game more of an annoying pain in the [REDACTED].

How would petrifying yourself when you scribe make the game ANY BETTER?


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 Post subject: Re: A few things to make SK more interesting.
PostPosted: Sun Jul 24, 2011 5:02 pm 
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Joined: Fri Oct 10, 2003 7:41 am
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You want to make SK more interesting, try balancing pets. There are pets out there that can kill a vetran level mercenary charcter, yes store bought pets. And there are pets out there that are useless and die right away. There are so many pets I want to use, like the pack of rabid dogs and some of the pets from craeftilin but they are to weak to be practical for any character that will engage in pk and alot of them don't bash.

If pets were more balanced this game would be alot more fun.


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 Post subject: Re: A few things to make SK more interesting.
PostPosted: Sun Jul 24, 2011 5:35 pm 
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I agree, I'd like to use a bear as a pet, but they are all wimps. WHAT TYPE OF BEAR LOSES TO A SPRITE?!


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