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 Post subject: Re: Code Update 11/4/2013 Q&A
PostPosted: Fri Nov 08, 2013 12:37 pm 
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Mortal

Joined: Fri May 16, 2008 7:25 pm
Posts: 264
Sure, and getting bashed should hurt.


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 Post subject: Re: Code Update 11/4/2013 Q&A
PostPosted: Fri Nov 08, 2013 1:25 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Just to let you know, I'm definitely reading the thread and thinking about possible changes. Depending on my time over the weekend, there is a good chance I will implement something before Monday. Of course, even that will not necessarily be the final word.


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 Post subject: Re: Code Update 11/4/2013 Q&A
PostPosted: Fri Nov 08, 2013 2:03 pm 
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Mortal

Joined: Tue Dec 25, 2012 3:54 am
Posts: 606
SK Character: Caric
Dulrik wrote:
Just to let you know, I'm definitely reading the thread and thinking about possible changes. Depending on my time over the weekend, there is a good chance I will implement something before Monday. Of course, even that will not necessarily be the final word.

This is the one reason why I do like SK even if D doesnt agree with your thoughts he at least takes the time to listen and can be swayed on some issues.


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 Post subject: Re: Code Update 11/4/2013 Q&A
PostPosted: Sat Nov 09, 2013 12:56 pm 
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Mortal

Joined: Mon May 19, 2008 5:06 am
Posts: 1447
Location: Seattle
SK Character: Theodoric
More I think about this more I like it. Opens up a lot of class-specific tailoring for gameplay purposes. For example, if you decide fights go too quickly because melee damage is too high, you could cut weapon damage in half across the board and then give rogues/scouts class-specific stances to upgrade backstab/circle/shoot damage at some fair cost.

Casters, including bards, could get a meditative stance that opens them up defensively and required concentration, but allows for significantly increased mana regen.

Lot of cool possibilities.


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 Post subject: Re: Code Update 11/4/2013 Q&A
PostPosted: Sat Nov 09, 2013 2:22 pm 
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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
EDIT - I don't really see this update as a buff to bash. I see this as a buff to aggressive stance and a nerf to defensive stance. Bash will end up working both for and against you, so it all evens out in the wash.

This is the best description that I have seen about these changes. I'm also not a great fan, for the same reasons that Finney mentioned. I'm not a fan of bash removing stances, and I don't think it's really necessary, because with that change in place it makes being the "tank" in SK really really suck. There's a huge difference between neutral/aggressive and defensive stance for tanking, and taking that away by being bashed (Which is going to happen if you're tanking) means that your life is just going to suck a lot.

Honestly, I think that if hedgehog stance is so strong that it requires a countermeasure like bash, then it should be nerfed to where it's not that strong. Even then, I think that if there even should be a countermeasure for hedgehog stance, then it should be something other than bash, which is already good enough for killing people.


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 Post subject: Re: Code Update 11/4/2013 Q&A
PostPosted: Sat Nov 09, 2013 2:49 pm 
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Mortal

Joined: Thu Apr 14, 2011 10:26 am
Posts: 1252
SK Character: Rolf
wouldn't dirt kick (or blindness) be a counter measure to hedgehog stance, as that would reduce accuracy and therefore lower chance to parry? Really, anything that lowers their accuracy is a counter to hedgehog stance. Curse and dispel magic would also be counters to this stance.


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 Post subject: Re: Code Update 11/4/2013 Q&A
PostPosted: Sun Nov 10, 2013 10:16 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Code has been updated as of 11/10/2013. See announcement thread here:
http://www.shatteredkingdoms.org/forums/viewtopic.php?f=1&t=24323


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 Post subject: Re: Code Update 11/4/2013 Q&A
PostPosted: Sun Nov 10, 2013 10:19 pm 
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Joined: Fri May 16, 2008 7:25 pm
Posts: 264
Quote:
Added move/lag cost when trip/bash/gore a prone target


This is awesome.


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 Post subject: Re: Code Update 11/4/2013 Q&A
PostPosted: Sun Nov 10, 2013 10:23 pm 
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Immortal

Joined: Mon Dec 31, 2012 11:25 pm
Posts: 1533
SK Character: The Shining One
Quote:
- Trip yourself only on a critical failure


So is this.


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 Post subject: Re: Code Update 11/4/2013 Q&A
PostPosted: Sun Nov 10, 2013 10:37 pm 
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Mortal

Joined: Tue Dec 25, 2012 3:54 am
Posts: 606
SK Character: Caric
Added lag when using the flee command. ---> has this been tested with AI tracking you down. This may make AI auto track kind of deadly and impossible to escape. SK is kind of newbie unfriendly in this regard at the best of times might want to take a look at the AI auto track after this change.

Tested with a crossbow and some low level NPCs doesnt seem to be a big deal. I might have just got lucky though.

There seems to be a bug/feature where if you type mood anything other than aggressive or defensive it will switch you to mood neutral which and be frustrating with a typo not a huge deal but figured Id mention in case it was unintended.


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