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 Post subject: Material wimp/suggestions
PostPosted: Fri Nov 04, 2011 6:29 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
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Since Dulrik really wants to wimp materials so that we're all running around in mostly steel, why don't we discuss this before it is implemented.

I see a few glaring issues right off of the bat:

Toughness should be wimped. But Ardith, you say, aren't you pro-toughness? And I would answer that yes I am. However, to be fair to the mercenaries, and swashbucklers who are definitely going to take a hit from this, barbarians need brought in line. Toughness should be wimped to max out around scale, this would have the two-fold effect of making it so that steel armor is still preferable to running around with one's wang flapping in the wind, and making griffons not as good as they are now, considering that they do not have to rely on equipment.

Ironguard. I've had a caveat with this spell for a long time. It has always negated damage from iron based weaponry, then was changed to scale with level. It still negates damage from iron based weaponry at high caster level. Can it not be wimped to be no better than a sanctuary versus iron based weaponry (preferably even worse than sanctuary)? Otherwise a warlock on any team will mean gg with brewed ironguard vials. Warlocks will still get buffed with this change since their elemental's hide is still going to be better than a steel/tanso steel weapon.

Better materials. Why can't suits of silver-gilt be unique? It decreases the awesomeness factor of having such a suit, when there are in fact duplicate suits where several different people are running around in silver-gilt/N'kashya adamantite armors.

Weapon shops. Weapon shops suck. Most of the time I cannot find a subtype of weapon that I want to use, even in inferior materials. This does not help people experiment, especially mercenaries, who want to find the type of weapon that they want to specialize in. Weapon shops need more variety.


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 Post subject: Re: Material wimp/suggestions
PostPosted: Fri Nov 04, 2011 6:35 pm 
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Joined: Sat Oct 13, 2007 11:01 am
Posts: 1302
Location: BFE Arkansas
SK Character: Addison
ninja_ardith wrote:
Weapon shops. Weapon shops suck. Most of the time I cannot find a subtype of weapon that I want to use, even in inferior materials. This does not help people experiment, especially mercenaries, who want to find the type of weapon that they want to specialize in. Weapon shops need more variety.


If this were to get looked into make it like Kytar's weapon shop It has all the variety you could ever need for a budding fighter.


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 Post subject: Re: Material wimp/suggestions
PostPosted: Fri Nov 04, 2011 6:45 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
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Actually, I just thought about the Grahme weapon in Teron. That's a great shop, even if it does not carry everything.

I think the racial weakness against iron should also be looked at. With everybody running around with cold iron/iron weapons, it would definitely discourage players from playing that elf mercenary, or deep-elf swashbuckler. Personally I think that the weaknesses are currently out of control on the bonus damage that they give, but that is just me.


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 Post subject: Re: Material wimp/suggestions
PostPosted: Fri Nov 04, 2011 7:59 pm 
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Joined: Wed Sep 08, 2010 1:56 pm
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Quote:
making griffons not as good as they are now, considering that they do not have to rely on equipment.


Isn't the trade off for not having to rely on equipment, the fact that they're inferior at pretty much everything because of their inability to use equipment? Griffons will always be weaker to some kind of magic. Even with ridiculous enchantments, they'll only be able to reliably resist maybe two categories of spell, and even then spell damage will probably still own them. Whereas any other class can, with decently enchanted EQ, negate most spell effects and the damage caused by them? Yes, a griffon can be decent naked, but they'll never be truly viable against any semi prepared foe, and when they do prepare to the greatest extent that a griffon can, they'll never be a match for any other race that has prepared to their fullest extent. Not even close.


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 Post subject: Re: Material wimp/suggestions
PostPosted: Fri Nov 04, 2011 9:51 pm 
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Joined: Tue Aug 12, 2008 10:23 am
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Location: Gulf Breeze
Its a shame when I have to head to kytar, a newbie training area to get my weapons. I think it would be great to see better weapons sold even at high prices. And to keep it fresh maybe a shopkeeper who has new but limited weapons. Maybe new ones every 2 IC days.


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 Post subject: Re: Material wimp/suggestions
PostPosted: Sun Nov 06, 2011 4:56 pm 
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Joined: Thu Oct 06, 2011 10:59 am
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while we are on the wimp crusade, let's take all wands/scrolls/staves that are attached to class specific spells and reduce them to only ONE in exsistance and only 1 charge each. Make sure no potions/pills can be obtained in any shop that have anything belonging specifically to one class. If you want a spell unique to a class then have that class brew/scribe it for you.

Prevents people from overloading on buffs and makes more interaction to get people to brew/scribe for you.


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 Post subject: Re: Material wimp/suggestions
PostPosted: Sun Nov 06, 2011 5:08 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
Not sure if you are being sarcastic or not. Those do not sound like bad suggestions to me.


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 Post subject: Re: Material wimp/suggestions
PostPosted: Sun Nov 06, 2011 5:10 pm 
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Joined: Thu Dec 22, 2005 7:27 am
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Location: Hiding
GO BACK TO APPLEBEES DULRIK!


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 Post subject: Re: Material wimp/suggestions
PostPosted: Sun Nov 06, 2011 5:22 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
Nom nom nom.


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 Post subject: Re: Material wimp/suggestions
PostPosted: Sun Nov 06, 2011 8:28 pm 
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Joined: Fri Sep 12, 2008 6:07 am
Posts: 473
Location: Canada
SK Character: Zarg
ninja_ardith wrote:
Actually, I just thought about the Grahme weapon in Teron. That's a great shop, even if it does not carry everything.

I think the racial weakness against iron should also be looked at. With everybody running around with cold iron/iron weapons, it would definitely discourage players from playing that elf mercenary, or deep-elf swashbuckler. Personally I think that the weaknesses are currently out of control on the bonus damage that they give, but that is just me.


So griffons are over powered, and the elven subsets are to undered powered?


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