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 Post subject: Re: Code Update 04/23/2012 Q&A
PostPosted: Wed Apr 25, 2012 3:50 am 
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Joined: Thu May 11, 2006 11:00 pm
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Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
That is true. It is nice having 25 strength.


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 Post subject: Re: Code Update 04/23/2012 Q&A
PostPosted: Wed Apr 25, 2012 2:01 pm 
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Joined: Mon Sep 12, 2005 3:18 pm
Posts: 1704
lolol to back and forth between Terrus & Dulrik, I miss this yall


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 Post subject: Re: Code Update 04/23/2012 Q&A
PostPosted: Fri Apr 27, 2012 9:41 am 
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Gilgon wrote:
lolol to back and forth between Terrus & Dulrik, I miss this yall


Seriously... you went and said "yall"?


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 Post subject: Re: Code Update 04/23/2012 Q&A
PostPosted: Fri Apr 27, 2012 9:17 pm 
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Joined: Mon May 19, 2008 5:06 am
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Location: Seattle
SK Character: Theodoric
Some "Natural weapon" type NPCs are parrying unparryable weapons. Was this update intended to function with enhanced parry?


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 Post subject: Re: Code Update 04/23/2012 Q&A
PostPosted: Fri Apr 27, 2012 9:18 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
Only if the NPC knows enhanced parry.


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 Post subject: Re: Code Update 04/23/2012 Q&A
PostPosted: Sat Apr 28, 2012 12:53 am 
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Joined: Fri Jan 17, 2003 5:21 pm
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Location: Dänimarka
Dulrik wrote:
Terrus wrote:
I'm all for that but I don't get your consistency. People join tribunals for 1) Guard NPCs 2) Lighten load and 3) prayer. If you aren't for NPCs holding spells on people then make it so they can't all in one update at least. I can still have NPCs hold prayer, infravision, shield, invis, fly, airy water, armor, sanc, and probably even more I can't even think of right now. It doesn't make sense some tribs can still do lighten load and others cannot if this is your overall goal. Get rid of mages, priests, hellions, and any other class that can hold spells on someone else and you'll achieve your goal, but that is gonna take a lot of work.

Edit: I know this your game and I love it, else I wouldn't have played for 12 years but you need to know some people build their characters around certain things and when you go and uproot those things it tends to not only ruin that persons character but put them in a position to either reroll or quit.

No, I don't get your consistency. In this post you appear to be criticizing me for making a single spell slightly harder to acquire. But then you recommend that I should immediately remove all casters from being law NPCs. And this is going to do a better job of not ruining a character?

For the record, the lighten load change was not about wimping tribunals - it was about giving the spell to a group that deserved to have it in their repetoir. However, when people complained about it, I did remind you that I am on record as moving the game away from NPCs holding spells for you.

That means I said it before. I said it again now. I will probably say it again in the future. Why do I keep saying this? So that it won't come as a surprise to you as it happens. So that you will not decide to make new characters expecting these abilities to always be available. It means that if I have a reason to make a change, protecting a tribunal "spell" isn't going to factor into the decision.

In the end, we appear to have completely opposite strategies in mind. You are advocating a swift destructive change that really would ruin characters but they would all quit and the wound would be cauterized quickly. I prefer to make changes slowly, and even if some characters get slightly worse over time, they continue to be playable in their lifespan.

But hey, it's not like I'm trying to kill tribunals. That's the other reason I won't just instantly take away all their "spells". Because there has to be something that comes in to replace it. And whatever that is obviously isn't ready yet.


I'm having trouble thinking of a way to write this without coming off as passive aggressive, but I'm going to take a stab at it and hope it's not too bad.

Could you perhaps share some of the reasoning you have behind your visions for the game? I'm thinking that way people might be able to follow along with your reasoning before major gamechanging decisions are made, and thus might freak out slightly less when they hit.

Take shovels for an example. If I remember correctly the discussion went something along the lines of you saying "Well, my vision is that this game should move away from people being able to dig without shovels." and the general public opinion at the time was: "Well yes, that was made kind of obvious by you adding shovels and all that, but why?!".

So to maybe handle some of the complaining that will undoubtedly follow in the wake of changing something larger with tribunal caster NPCs, why not reveal some of you reasoning behind this vision?


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 Post subject: Re: Code Update 04/23/2012 Q&A
PostPosted: Sat Apr 28, 2012 7:38 am 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
JeanValjean wrote:
I'm having trouble thinking of a way to write this without coming off as passive aggressive, but I'm going to take a stab at it and hope it's not too bad.

Could you perhaps share some of the reasoning you have behind your visions for the game? I'm thinking that way people might be able to follow along with your reasoning before major gamechanging decisions are made, and thus might freak out slightly less when they hit.

So to maybe handle some of the complaining that will undoubtedly follow in the wake of changing something larger with tribunal caster NPCs, why not reveal some of you reasoning behind this vision?

You are coming off to me as outright aggressive, not just passive aggressive. This is also a straw man argument. You are claiming that I never share my reasoning, when in fact I often do and did in this specific case. If you weren't around to read it when the issue was originally discussed, that's not my fault. It would be difficult, not to mention boring, for me to re-iterate everything I've ever said on a topic each time that it comes up. I'd rather spend the time it would take to write excessively exact posts on writing exciting new features instead -- for example, updates to swashbucklers or the enchant system.


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 Post subject: Re: Code Update 04/23/2012 Q&A
PostPosted: Sat Apr 28, 2012 8:34 am 
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Joined: Sun Mar 03, 2002 7:15 pm
Posts: 1086
Location: Pyrathia
+rep Dulrik


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 Post subject: Re: Code Update 04/23/2012 Q&A
PostPosted: Sat Apr 28, 2012 8:39 am 
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Mortal Philanthropist

Joined: Sun Oct 12, 2008 3:54 pm
Posts: 133
SK Character: Ericos
And that's why game developer websites need Q&A specialists, creating FAQs and
Discussion with the Devs sections. Collect all the questions of people and have a nice
webpage on the side, to present them answered if need be, having them always there
to remind people, we talked about that.


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 Post subject: Re: Code Update 04/23/2012 Q&A
PostPosted: Sat Apr 28, 2012 10:38 am 
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giving this here a best thread nomination


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