Shattered Kingdoms

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 Post subject: Re: Mercenaries Guild
PostPosted: Sun Oct 16, 2011 5:57 pm 
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Mortal

Joined: Wed Sep 08, 2010 1:56 pm
Posts: 118
This is less to do with the Merc guild and more to do with the indestructible weapons/armor comments. Currently, as it is, with the plethora of NPCs with supernatural hides, etc... it seems like something needs to change in one direction or the other: either make diamond and other indestructible weapons super commonplace so that any level 40+ warrior should have one, or make them (along with supernatural NPCs) very rare. As it currently is, its not hard to get AN indestructible weapon, but it might be hard, or even impossible to get THE type of indestructible weapon you want.
Considering this is, in some respects, a tactics MUD, I think the supply of indestructible weapons should be high - currently, mercs specialize in weapons in large part based on supply, but ignore otherwise viable options simply because there aren't any or enough decent weapons of a certain type for them to choose it - who wants to specialize in a weapon when there's only ONE decent example of it in game?

Quote:
Dulrik: In this case, what I said was that it ought to work in a certain way. A lot of NPCs would make your weapons break? Well of course! That's because they are made of materials in a runaway manner in the same way that equipment has been. They should also not be as prevalent.

I maintain that indestructible materials ought to be much more exclusive than they are now.


So I ask, why? Making indestructible armor, along with indestructible weapons and supernatural/immune NPCs a major rarity would create some kind of balance, sure, if you want people running around in steel and bronze. But then, everytime one of these guys faces a bard or sorceror, or one of the countless NPCs that shoot fire/lightning/acid etc, their armor or weapons are going to melt. So you'd have to tone down the NPCs that use those kinds of things, and probably wimp the melt affect of acid blast and the breaking affect of bards. And then of course, when these bronze/steel sporting warriors actually do make it out someplace exciting on an adventure, its likely they'll meet at least one or two supernatural NPCs that will almost instantly destroy their stuff, while conveniently remaining immune to the attack - thereby ending said adventure. And of course, lets not forget, scarcity will only grant another advantage for the veterans of the game, because they'll know how to get the good armor and have the skills to actually keep it, thereby making it even more difficult for the average new player to compete, either in PvP or PvE.

I suppose the problem I have with this idea of reverting to the good ole days when everything was even more rare than it is now, is that Indestructible armor/weapons are not Elite. Its more a convenience for players than an advantage - a reward, being able to go about without constantly having to worry about visiting the blacksmith. The truly elite weapons and armor are still fairly rare, and should remain so. For most players, they are still hard to get, as they should be. I personally think things should be easier to -find- but hard to actually get, but thats a whole different topic altogether.

Basically, the sum of my argument is that there should be plenty of easy to get indestructible, but NOT elite, weapons (multiples of every type) and armor.


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 Post subject: Re: Mercenaries Guild
PostPosted: Sun Oct 16, 2011 7:32 pm 
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Mortal

Joined: Mon Jul 11, 2005 10:38 am
Posts: 195
Location: Arkansas....mutters/up on a mountain top beating my drum
Seconded.


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 Post subject: Re: Mercenaries Guild
PostPosted: Sun Oct 16, 2011 9:25 pm 
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Mortal

Joined: Thu Apr 14, 2011 4:51 am
Posts: 442
I agree that indestructible weapons should not be scarce, since there's a lot of armor to hit on, a lot of supernatural, energy etc skins on NPCs to pass through. Without them, you forbid players who do not possess them to venture in many, many areas in the game. Indestructible armor is something else, I can live with it being rare (which is not at the moment), since there are means to survive even if your armor takes a crack or two on a journey to high level areas and you have proper company with you. But if your tanks' weapons break, there's not much you can do from there on.


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 Post subject: Re: Mercenaries Guild
PostPosted: Sun Oct 16, 2011 10:10 pm 
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Mortal

Joined: Thu Dec 22, 2005 7:27 am
Posts: 5014
Location: Hiding
Adamantite, diamond energy and mithril should be more scarse!


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 Post subject: Re: Mercenaries Guild
PostPosted: Tue Oct 18, 2011 12:27 pm 
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Newbie

Joined: Mon Oct 17, 2011 6:20 pm
Posts: 8
Speaking of the Mercenaries Guild, I was hoping there would be better trainers there. The two trainers are both advanced trainers, and they teach pretty much the same skills. I was really frustrated to find they both taught rallying cry, but only advanced.


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 Post subject: Re: Mercenaries Guild
PostPosted: Tue Oct 18, 2011 1:37 pm 
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Mortal

Joined: Thu May 11, 2006 11:00 pm
Posts: 2769
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
I think it would be a cool place to have a random NPC. A NPC that will advance train things every reboot, and that does not repop on kill. Like another big deal merc, coming around to get some grub and chat with the other mercs.


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 Post subject: Re: Mercenaries Guild
PostPosted: Wed Oct 19, 2011 9:47 am 
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Immortal

Joined: Tue May 31, 2005 9:16 am
Posts: 1567
SK Character: NA - Inactive
Dulrik wrote:
If the best material that existed in the game was bronze, and everyone used bronze, then everyone's gear would last almost forever (because materials of the same strength don't damage each other in SK) and nobody would need a better material. The fact that there has been SO much proliferation of high grade materials in the game is what has caused them to become essential instead of the slight perk they were intended to be.


I understand your point in theory and accept it. But you are ignoring other factors that play a role. The -RATE- at which weapons are damaged & fall apart is entirely too fast. Using even a tanso steel weapon, in your first fight against NPCs in the higher end levelling zones, your weapon will be worn down to superb. Once you've fought a few NPCs, it's become worthless. This is even the case for mithril weapons. You should be able to go to the Wastelands to fight demons with a mithril weapon, and walk out of there with that mithril weapon still in superb condition. Heck, 1 fight against a warlock with a mentor+ air/fire elemental will destroy your weapon too.

Areas shouldn't have to be limited to mushy flesh-mobs just to keep their tanso steel intact. However, the physics of this universe could be reconsidered to simply make stuff fall apart significantly more slowly, without having to rebuild huge tracts of the mud.


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 Post subject: Re: Mercenaries Guild
PostPosted: Wed Oct 19, 2011 6:23 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Note that I've already made things "fall apart more slowly" several times over the history of the game.


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