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 Post subject: Re: Areas that need changing after the rogue npc "fix"
PostPosted: Wed Jan 02, 2013 4:28 am 
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Mortal

Joined: Fri Jan 17, 2003 5:21 pm
Posts: 1174
Location: Dänimarka
Terrus wrote:
Hey I'm on your boat, I just am trying to give you tips for leveling! If anyone knows how terrible it is to level priests it's me! I know you know too, but I guess you haven't leveled one since the rogue change to NPCs.


The removal of faerie fire might be bothersome, not sure yet, but in my experience you just have to get to apprentice and you're home free with a priest. Which I suppose is partly why I'm whining. Also I hate when things like this get inadvertently changed and there seems to be a general lack of acknowledging it.


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 Post subject: Re: Areas that need changing after the rogue npc "fix"
PostPosted: Wed Jan 02, 2013 4:50 am 
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Joined: Wed Mar 06, 2002 10:34 am
Posts: 1505
Location: Los Angeles, CA
You're not alone.

http://www.shatteredkingdoms.org/forums/viewtopic.php?f=22&t=23148


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 Post subject: Re: Areas that need changing after the rogue npc "fix"
PostPosted: Wed Jan 02, 2013 5:52 am 
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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
Wait, so you're complaining that the highest xp gaining NPCs are the most difficult to kill? That seems sensible to me, if anything. Besides, it takes all of one hour to train in the outpost on account of how ridiculously fast it is. I'm sure that it's easy enough to figure out how to play Chibunei correctly too.


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 Post subject: Re: Areas that need changing after the rogue npc "fix"
PostPosted: Wed Jan 02, 2013 8:32 am 
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Joined: Thu Apr 14, 2011 10:26 am
Posts: 1252
SK Character: Rolf
Honestly, rogue NPCs are not difficult to deal with. Just use your head. I would argue that it is good if newbies have trouble with these NPCs. They can ask around and then figure out SK tactics.


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 Post subject: Re: Areas that need changing after the rogue npc "fix"
PostPosted: Wed Jan 02, 2013 2:06 pm 
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Joined: Thu Aug 30, 2012 4:08 pm
Posts: 55
The rogue NPCs in the Northern Wastes starting area seem a little harsh, I had a character take a surprise steel dagger there at point. Regardless of class, steel daggers seem a bit hard in a time people usually don't have armor.


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 Post subject: Re: Areas that need changing after the rogue npc "fix"
PostPosted: Wed Jan 02, 2013 2:41 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Surprises in PvE are good. That's one of the primary difference between leveling being boring vs challenging and exciting. The real problem is that there are not enough surprises.

What I need to add are blue frytrysk rogues that teleport out of nowhere to backstab you.


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 Post subject: Re: Areas that need changing after the rogue npc "fix"
PostPosted: Wed Jan 02, 2013 3:15 pm 
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Joined: Thu Aug 30, 2012 4:08 pm
Posts: 55
I suppose it's better to get that out of the way fast on the new players :devil:


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 Post subject: Re: Areas that need changing after the rogue npc "fix"
PostPosted: Wed Jan 02, 2013 3:37 pm 
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Joined: Fri Feb 08, 2008 6:04 pm
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Dulrik wrote:
Surprises in PvE are good. That's one of the primary difference between leveling being boring vs challenging and exciting. The real problem is that there are not enough surprises.

What I need to add are blue frytrysk rogues that teleport out of nowhere to backstab you.


No one likes surprise butt sex....


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 Post subject: Re: Areas that need changing after the rogue npc "fix"
PostPosted: Wed Jan 02, 2013 4:09 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Not going to comment on butt sex. But the same people who complained about blue fyrtrysks at the time they got ganked by them, often came back years later to say how that was one of the events they fondly remember about the game. Obviously they shouldn't teleport out of nowhere, but there should definitely be reasons to pay attention to your surroundings, use strategy and stay on your toes.


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 Post subject: Re: Areas that need changing after the rogue npc "fix"
PostPosted: Wed Jan 02, 2013 4:12 pm 
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Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
Dulrik wrote:
Not going to comment on butt sex. But the same people who complained about blue fyrtrysks at the time they got ganked by them, often came back years later to say how that was one of the events they fondly remember about the game.


They were limited in number, so of course they had a cool factor to them. There is nothing special about generic rogue NPC #3758 wielding a steel dagger. However, roaming packs of tigers - that would be a real surprise and get the heart racing.

If only you had a Tiger Angel...


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