archaicsmurf wrote:
Players should be able to opt for a No-Pk flag permanently, ultimately having their max weight reduced and being unable to join cabals or tribunals. Players should not be considered eligible for cabals or tribunals until exceptional RP is shown and they reach level 35. Upon being PKd, a player should be flagged No-Pk for at least IC 24 hours.
I'm happy to see that, almost 15 years later, people
still don't get the point of this MUD.
One of the problems with PK in SK is that there's too many outs to actually dealing with combat when it happens, too many ways to "end" combat before it even starts... there's really no involvement a lot of the time. It boils down to this: trying to kill people needs either a commitment from both sides to see the fight out to the end, or for you to really get the jump on someone with an instant-kill scenario. On top of that, it takes a ton of preparation for people to get ready for a fight. This, primarily, is because there's a lot of WAYS to prepare for a fight, and they all take a bloody long time to do. Finney put it best here:
Quote:
There has always been too much prep work involved for PK. The game should move towards a design that encourages more active participation during combat than spending countless hours enchanting gear, brewing potions, gathering herbs, wands, scrolls, and staves BEFORE combat.
Roleplay is and will always be a very important part of SK, but PK is also an incredibly important part of it. It's really not hard to get your fun and time's worth in roleplay, because you will know pretty quickly whether you're having fun playing with someone else or not. The mechanical part of PK is important because you want players to remain engaged and to feel that fighting in the game is fair, and that all of the classes have something of worth to contribute to a battle.
If I was going to improve combat in SK, I'd do any or all of the following:
- Remove get out of jail free cards that make it too difficult to deal with certain classes and replace them with other things (word of recall casting time increased, word of recall unbrewable, teleport unscribable; remove etherealform and replace it with the spell 'blink' which is a passive defense in the form of a spell that works exactly like dodge but fires much more often, must be maintained with concentration and also raises flee rates)
- Remove and reconfigure instant-kill attacks (cleave is now just a high-damage opener; dual backstab damage wildly lowered, remove any and all spells that can potentially instantly kill an enemy (petrification, voodoo, final strike) and replace them with more utility and combat-damage spells with more flavor)
- Increase in-battle survivability across the board; consequently, reduce flee rates so that getting into combat and what happens in combat is more meaningful. Add more skills that directly impact combat.
- Add meaningful choices both outside of combat (add 'meditate' as a command, requires the meditation skill, and is the mana-regen equivalent of 'rest' -- you are sitting and resting but you regen mana at a very advanced rate, but your health and stamina do not gain any additional bonuses) and inside of combat (different combat classes having different combat options, etc.)
- Provide a little more information for the player -- stop obfuscating stat amounts; even the most hardcore of tabletop roleplaying games have the numbers available to the player (and the ones that don't use no numbers at all). Let players feel more in control and ownership of their character in terms of total potential. Think about it: the min-maxers have access to all this information in some way anyways, and sometimes without cheating, so why not just let everyone have it?
- Intensely focus on the game's soft-cap being level 40, which was a design goal of Dulrik's all along -- consequently, reflect that by making 41+ equipment nearly nonexistent and capping enchanted gear at 41 to prevent 'vanishing' items (any gear over 41 never levels up via enchantment). If you really want to focus a soft-cap at a certain level, then you need to make stopping at that level attractive and design towards it.
- Provide inter-class variety. This kind of change would be really extensive and not really feasible right now, especially with the amount of hours I'm pretty sure Dulrik realistically has that he can devote to SK. And I don't just mean specializations...!
The prone status was a huge step in the right direction. More things can be added like it that would be great for combat. More involved combat, even if slightly more, helps keep people engaged. It doesn't have to be much more complex, it just needs a little more ... oomph, I guess!