Shattered Kingdoms

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 Post subject: Re: Material wimp/suggestions
PostPosted: Sun Nov 06, 2011 11:05 pm 
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Mortal

Joined: Mon Mar 04, 2002 10:42 am
Posts: 1053
I don't think toughness would have to be touched. Unlike tanso it does not provide the possibility of enchantments. Enchantments are the cornerstone of being successful. What you may see is barbarians running around in leather armor and what not, which I personally would think would be extremely cool. Hell... while you're at it, make barbs a light armor class :)

I'm actually really looking forward to a nerf on the availability of adamantite.


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 Post subject: Re: Material wimp/suggestions
PostPosted: Mon Nov 07, 2011 12:05 am 
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Mortal

Joined: Tue Feb 21, 2006 6:25 am
Posts: 211
I think we should mass gank Alvarro, he uses way too much time on the mud...


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 Post subject: Re: Material wimp/suggestions
PostPosted: Mon Nov 07, 2011 5:53 am 
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Mortal

Joined: Tue May 24, 2011 5:07 pm
Posts: 499
Location: Alera
They're wimping materials? So, instead of the same five players running around in fully enchanted uber leet suits and a handful of others with unenchanted nifty items in their arsenal, we're going to see... The same five players running around in fully enchanted uber leet suits? Oh, great, super.

I like toughness how it is, but I do love that weapon shop idea, as well as the suggestion for better materials. That, and I think maybe the durability of what already exists could be looked at and improved. I don't see why certain materials shouldn't provide the same protection across the board. For instance, I know that some diamond suits are pretty wicked, but others are just plain crap. The suits that already exist could use some evening out.


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 Post subject: Re: Material wimp/suggestions
PostPosted: Mon Nov 07, 2011 7:16 am 
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Mortal

Joined: Thu Jan 22, 2009 4:41 am
Posts: 2596
Location: Witness Protection
SK Character: Cyndane - Talys
Not sure why Dulrik would want to wimp materials. It's just going to severely widen the gap between the vets, and the people who don't play as seriously.


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 Post subject: Re: Material wimp/suggestions
PostPosted: Mon Nov 07, 2011 8:10 am 
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Mortal

Joined: Sat Jun 19, 2004 10:51 am
Posts: 317
This is a terrible idea. There are other areas of the MUD that should be prioritized over this.


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 Post subject: Re: Material wimp/suggestions
PostPosted: Mon Nov 07, 2011 8:25 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
I said this is something I'd like to do someday not that it was currently being worked on or even on a 'to do' list.


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 Post subject: Re: Material wimp/suggestions
PostPosted: Mon Nov 14, 2011 1:55 pm 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
I don't mind wimping materials as a whole as long as it happens at the same time that enchant armor is fixed, and also as long as NPCs in well-traveled places don't all have supernatural/adamantite/energy hide.

However, another part of me knows that if adamantite suits are limited, they're just going to be hoarded more, and that's bad for everyone.


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