Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Sat Nov 16, 2024 11:18 am

All times are UTC - 8 hours




Post new topic Reply to topic  [ 120 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6 ... 12  Next
Author Message
 Post subject: Re: Code Update 07/06/2013 Q&A
PostPosted: Sat Jul 06, 2013 1:04 pm 
Offline
Mortal

Joined: Thu Oct 22, 2009 10:32 am
Posts: 1097
Location: ima steal your underwears D:<
I kind of agree with Adder. Tribunals allowed us a way to get around the lower player count. "Make some friends," the advice given to us in-game, is an excellent ideal to live up to when there are friends to be made...but I'm very unconvinced that it is at all a practical possibility.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 07/06/2013 Q&A
PostPosted: Sat Jul 06, 2013 1:19 pm 
Offline
Mortal

Joined: Thu May 11, 2006 11:00 pm
Posts: 2767
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
And law immunity.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 07/06/2013 Q&A
PostPosted: Sat Jul 06, 2013 1:26 pm 
Offline
Mortal

Joined: Mon May 19, 2008 5:06 am
Posts: 1447
Location: Seattle
SK Character: Theodoric
Removing casting is a great first step. I'd love to see trib NPCs significantly nerfed across the board - maybe an expert level cap or something - just to make them more speedbumps as opposed to real competition for grizzled PC adventurers. Just thoughts, though, as I'm really excited to try out these changes. Thanks guys.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 07/06/2013 Q&A
PostPosted: Sat Jul 06, 2013 1:37 pm 
Offline
TMS Cheerleader

Joined: Sat Oct 13, 2007 11:01 am
Posts: 1302
Location: BFE Arkansas
SK Character: Addison
patrisaurus wrote:
Removing casting is a great first step. I'd love to see trib NPCs significantly nerfed across the board - maybe an expert level cap or something - just to make them more speedbumps as opposed to real competition for grizzled PC adventurers. Just thoughts, though, as I'm really excited to try out these changes. Thanks guys.

Hey why not just remove the NPCs all together...useless.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 07/06/2013 Q&A
PostPosted: Sat Jul 06, 2013 1:54 pm 
Offline
Mortal

Joined: Fri Aug 24, 2012 3:21 pm
Posts: 906
Did the bug of not being able to bring law NPCs with you to the Empire ever get fixed or due to this update you can bring them everywhere again?


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 07/06/2013 Q&A
PostPosted: Sat Jul 06, 2013 2:30 pm 
Offline
Immortal (Inactive)

Joined: Wed Jun 13, 2012 1:14 pm
Posts: 828
SK Character: Sargas
Galactus wrote:
Did the bug of not being able to bring law NPCs with you to the Empire ever get fixed or due to this update you can bring them everywhere again?


It ought to be fixed.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 07/06/2013 Q&A
PostPosted: Sat Jul 06, 2013 3:20 pm 
Offline
Mortal

Joined: Sat Feb 23, 2008 5:38 pm
Posts: 381
patrisaurus wrote:
Removing casting is a great first step. I'd love to see trib NPCs significantly nerfed across the board - maybe an expert level cap or something - just to make them more speedbumps as opposed to real competition for grizzled PC adventurers. Just thoughts, though, as I'm really excited to try out these changes. Thanks guys.


I couldn't possibly agree more. I'm extremely excited about the changes and where they're pushing us forward, the updates are definitely breathing new life in to SK.

Thanks, D.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 07/06/2013 Q&A
PostPosted: Sat Jul 06, 2013 3:33 pm 
Offline
Mortal

Joined: Tue Dec 25, 2012 3:54 am
Posts: 606
SK Character: Caric
So no more Tribunal resurrections. Not really a fan of this specially as a late night player.

Seems like this is going to have Major RP implications to all the tribunal factions, or should I say regressions as now they will mostly be returned to cabal hands. Unless there is some kind of rule about not being able to lead both factions.

Gray Aura people just seemed to have gotten the short end of the stick on this one as there is very limited tribunal/cabal RP. Also dark aura people who want to RP outside of the standard faction battle lines. This is the first code update ever where I have felt it has effected my RP/char resources so much my char may not be a viable option any more.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 07/06/2013 Q&A
PostPosted: Sat Jul 06, 2013 3:42 pm 
Offline
Mortal

Joined: Tue Aug 12, 2008 10:23 am
Posts: 1009
Location: Gulf Breeze
Lets give these changes a little more time to set in before we jump to conclusions. I think these are nice changes imho and look forward to the clashing factions rp. Although I have to say, I think the tribunals with paladin NPCs have smarter AI in terms of what they cast mid-battle. Not a problem really, but I think they still hold the slight advantage with BoG.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 07/06/2013 Q&A
PostPosted: Sat Jul 06, 2013 3:48 pm 
Offline
Mortal

Joined: Sat Feb 23, 2008 5:38 pm
Posts: 381
I'm really not sure how you can come to the conclusion that these changes actually limit you in any way when I can think of a million different possibilities for new plot lines. Like Justin said, you should give it some time to mull over before jumping to conclusions. This is probably the first change in years that i've legitimately been super excited about.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 120 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6 ... 12  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: Majestic-12 [Bot] and 22 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group