Shattered Kingdoms

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 Post subject: Re: Bows/Arrows and accuracy
PostPosted: Wed Oct 02, 2013 3:57 am 
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Mortal

Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
No they dont, at all. Ranged combat is not supposed to be super l33t and dish amazing amounts of damage. That's what ambush is for. Easily dropping kids from 2-3 rooms away before they can react is not at all what SK is about.


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 Post subject: Re: Bows/Arrows and accuracy
PostPosted: Wed Oct 02, 2013 7:17 am 
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Mortal

Joined: Mon Apr 18, 2005 11:29 am
Posts: 753
Voodoo nulls that statement!


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 Post subject: Re: Bows/Arrows and accuracy
PostPosted: Wed Oct 02, 2013 7:42 am 
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Mortal

Joined: Wed Sep 21, 2005 2:21 am
Posts: 523
Location: Out and about
SK Character: Xasuki
Some kind of finesse for scouts is needed IMO. I have played multiple scouts throughout my time on SK and can say scouts need something. When they are on par with swashys and bards for damage, something is wrong. Skinning fails far too much even with max int and skinning mastered and herbalism on some herbs is just stupid how infrequent the herbs drop.


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 Post subject: Re: Bows/Arrows and accuracy
PostPosted: Wed Oct 02, 2013 9:01 am 
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TMS Cheerleader

Joined: Sat Oct 13, 2007 11:01 am
Posts: 1302
Location: BFE Arkansas
SK Character: Addison
I think scouts should be able to mix their herbs into a coating on their arrows that would be a help


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 Post subject: Re: Bows/Arrows and accuracy
PostPosted: Wed Oct 02, 2013 10:09 am 
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Mortal

Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
That would be neat. Good idea.


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 Post subject: Re: Bows/Arrows and accuracy
PostPosted: Thu Oct 03, 2013 9:25 pm 
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Mortal

Joined: Fri May 10, 2013 5:50 pm
Posts: 222
Location: The Dreamscape.
SK Character: Ivan, Mythros
My old MUD has a nice herbalism system. It's broken down into two skills, herbalism and throwing. You can buy all the herbs you need. You can also farm them, though that's far too painstaking for how that's setup. The herbs you gather are then mixed with a mortar and pestle, an item that has a ranged bonus depending on the quality. (This bonus is coupled with your skill mastery for successful mixing.) You mix the herbs to hit a certain power number (each type gives a set number.) which will result in a mixture than can be used for various things. You can make cure light, cure disease, cure poison, calm and several over herbs that can be ingested for beneficial support. You can also make mixtures that can be thrown offensively, such as blindness, fatigue, magic bomb and, the grandaddy of them all, high explosive. It would be interesting to see something like that evolve on SK. Obviously not the same exact thing, but I am giving a very small example of something I've seen that was pretty cool and has a very good realistic aspect that could enhance the RP of the game a bit as well as add a little spice to scout.

Note: I would advocate a much better, more successful snare ability, however... the length of fights on SK coupled with the fact that PK is much more a group activity here leads me to believe snare probably shouldn't work very well at all.


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 Post subject: Re: Bows/Arrows and accuracy
PostPosted: Fri Oct 04, 2013 7:04 am 
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Mortal

Joined: Tue May 24, 2011 5:07 pm
Posts: 499
Location: Alera
Deathadder wrote:
I think scouts should be able to mix their herbs into a coating on their arrows that would be a help


QFA
(quoted for awesome)


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 Post subject: Re: Bows/Arrows and accuracy
PostPosted: Fri Oct 04, 2013 10:58 am 
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Mortal

Joined: Mon Apr 18, 2005 11:29 am
Posts: 753
I suggested something similar about 2.5 years ago. Turning herbs into a poultice that can be applied to someone or something. Bandage mixture person, or apply mixture item. Also to give shaman the ability to distill more potent herbs to extract just the beneficial properties of the herb.


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 Post subject: Re: Bows/Arrows and accuracy
PostPosted: Fri Oct 04, 2013 11:11 am 
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Mortal

Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
I would say give rogues the ability to imbue their daggers with poison. Saw this ability in the only other mud I played for the thief class.

I think it's been said all along that rogues need more unique abilities.


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 Post subject: Re: Bows/Arrows and accuracy
PostPosted: Sat Oct 05, 2013 7:10 am 
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Mortal

Joined: Tue Dec 17, 2002 11:55 am
Posts: 197
Location: Belgium
SK Character: Baduin
This would be awesome if poison doesn't stack, then it would be OP and exploited and taken down eventually.

There is a poison dagger in the game, the skull hilted mithril dagger, but takes a good amount of mana to cast it.


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