Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Re: More numbers in the game
PostPosted: Thu Nov 22, 2012 4:31 am 
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Joined: Wed Nov 05, 2003 8:01 am
Posts: 480
Location: Greece
Achernar, I dont' think your idea is fitting. It is misleading the initial request with info that are irrelevant.

What I said in my post was not messing with magic/non-magic. I was speaking for the stats you get to see in your attribute page and the runes you see in your identify/lore page.

If developers want to add what you describe, this is a different issue. I can tell I like your idea, but it is irrelevant in this topic.


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 Post subject: Re: More numbers in the game
PostPosted: Thu Nov 22, 2012 4:44 am 
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Joined: Wed May 02, 2012 4:58 am
Posts: 700
Location: Rolling in the Grave
SK Character: Gailehn, Stephanov
Addressing Achernar's Post - This is just brainstorming. I'm not saying any of these ideas is especially the right direction. Just maybe there's something here that can be built on or spark someone else' ideas.

1) With detect magic, perhaps there can be different colors/brightnesses of glows that can show overall, total number of enchantments. People who can use magical devices could get a better sense of things that way along with those with the spell. Though this is in an extremely broad sense.

2) As you use a weapon, perhaps over time you can become more 'atuned' to it. At least as far as getting the sense that it is 'a bit/somewhat/... greatly' stronger/more accurate than perhaps others of its type. It would be a passive thing, but I would guess pain to code, with little return.

3) Make identify and lore targetable to players. Syntax: c 'identify' <item> <player>. That player would then have access to seeing (knowing) the specifics of the item if the caster desires them to know. There should be a limit to this similar to the greet command. You can only recall so many items. Tricky would be 1) Would it be specific to the 1 physical item you carry 2) would it be specific to all enchantments or just the innate ones that are remembered/how would you code it to the actual specific one/ could you? I think this would be cool, but complicated.

4) Everyone already sees certain levels of enchantment. The areas that are weird are moderately, which covers a range, and greatly, which is an even greater range. Perhaps the adjectives just be expanded and the help file updated. I would still say anything 10+ to a stat (or is that too high) should carry the same identifiable adjective.

5) Believe someone mentioned recently having shopkeepers with the ability to identify items for a cost. That would be another way to explain away how anyone could have access to the information. I don't think it should just be generally appearing, anyway.

So there, some good, some bad, and at least one ugly suggestion... probably more. As long as it fuels others to improve ideas and generates more, that was more the point.


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 Post subject: Re: More numbers in the game
PostPosted: Thu Nov 22, 2012 5:58 am 
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Joined: Fri Aug 24, 2012 3:21 pm
Posts: 906
We aren't saying that there still shouldn't be descriptors, like moderate(3)... The RP will still be the same. Person A, "How many runes does it have?" Person B, "It has three runes of protection." All we are asking is to lift the veil of the numbers so the game is more accessible to newer players.


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 Post subject: Re: More numbers in the game
PostPosted: Thu Nov 22, 2012 6:06 am 
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Joined: Wed Oct 07, 2009 5:04 am
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SK Character: RAWR!
I kind of altogether hate the idea of being able to identify enchantments on other characters or the items that they're wearing.

Just throwing that out there.

To me, it detracts from the element of surprise and the necessity to anticipate anything.


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 Post subject: Re: More numbers in the game
PostPosted: Thu Nov 22, 2012 6:16 am 
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Yeah, I agree with evena, but I still want to use lore to "greet" people! :rant:


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 Post subject: Re: More numbers in the game
PostPosted: Thu Nov 22, 2012 6:49 am 
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Joined: Fri Feb 08, 2008 6:04 pm
Posts: 1017
I'll have to disagree with this thread. If numbers where shown like stats, enchantments, saves, HP, mana, armor score, damage, or healing, I'd be royally addicted to this game, and I dont want that!


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 Post subject: Re: More numbers in the game
PostPosted: Thu Nov 22, 2012 6:50 am 
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SK Character: RAWR!
But we do!

If that's not a solid reason for putting the numbers in, I don't know what is!!!!


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 Post subject: Re: More numbers in the game
PostPosted: Thu Nov 22, 2012 7:32 am 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
What use are numbers? It's not like knowing how high your HP is, or how high your strength is makes you a more skillful player. Application is completely different than knowledge. There's a reason some people are called idiot savants.


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 Post subject: Re: More numbers in the game
PostPosted: Thu Nov 22, 2012 7:48 am 
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No, it doesn't make you a more skillful player, and I don't think anyone is arguing that. What it does is give you attainable goals instead of arbitrary ones. "Oh, my Wis is at 16 but my race max is 20. Maybe I want to find a few mods so I can be S-M-R-T!"

If you admit that numbers won't actually make a lick of difference on the playing field, so to speak, what is the problem with implementing them?


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 Post subject: Re: More numbers in the game
PostPosted: Thu Nov 22, 2012 8:23 am 
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Joined: Fri Aug 24, 2012 3:21 pm
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Overall, I would just want to have the attribute stats. Don't need HP/mana/move. Not knowing your attributes though put newbies at a disadvantage to long term.


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