Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Re: google
PostPosted: Fri May 02, 2014 2:18 pm 
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Achernar wrote:
I believe that there could be a way to make that work.

I would also be in support of a main/alt designation as grep describes. Main can be a faction leader and advance past mentor. Alts can join groups, but not lead, nor advance past mentors. There are probably other factors which could be included in this.


Many +1s for this.

I'd also like to see an angel/immortal's immortal character count as his or her main. I'd also like to see the hoarding/tracking system reveal the Main-character identity of alts when looking at the passing of items and logins and such, if account isn't already exposed.

If Dulrik likes the idea, maybe a safer gameplay thread is worthwhile to get people's ideas for the Main/Alt distinction system.


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 Post subject: Re: Info-sharing multiplay
PostPosted: Fri May 02, 2014 2:51 pm 
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Split serious portion of thread to Gameplay.


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 Post subject: Re: google
PostPosted: Fri May 02, 2014 10:11 pm 
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Achernar wrote:
Alts can join groups, but not lead, nor advance past mentors.


Restricting the level cap is a bit lame, for PK wise they'll have no chance for one. Joining a tribunal with an alt that can only reach Mentor status means enemies of said alts faction will steam roll the Mentor.

One thing I like is Alts not being able to have leader flags, would this also count towards religious flags or just factions?


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 Post subject: Re: Info-sharing multiplay
PostPosted: Fri May 02, 2014 11:22 pm 
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I would advocate a cap of level 40 instead. With a cap of master rank, you have what should be acceptable as a "complete" character for all your alts while your main can become the rarest and best Pyrathia has to offer.

Hoarding automatically solves itself as only one, main character per player can hold some of the finest items. If we want a crafting tradeskill system capable of making end-game content, this would be one of the few benign ways in which we could enforce a ceiling on how many fine, player-created items are in the game. Main/Alt system + Anti-Hoarding Code = automatically scaling tradeskill item limitations. Without forced arbitrary scarcity.

RP-PVP becomes more meaningful as players are promoted to invest time and creativity in one concept at a time instead of launching whichever forgettable, tactical platform best fits the who list at any given moment.

Nepotism becomes less of a bother for those outside of connection circles as the crowd of "haves" and "have nots" is directly related to the degree to which a player is invested in her character rather than in any of her friendships.

I'd support only one leader flag of ANY type existing per player and that leader flag being restricted to her main character. The game has too many flags to not pass around: spreading leadership around increases the diversity and availability of leaders in-game.


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 Post subject: Re: Info-sharing multiplay
PostPosted: Fri May 02, 2014 11:38 pm 
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grep wrote:
I would advocate a cap of level 40 instead. With a cap of master rank, you have what should be acceptable as a "complete" character for all your alts while your main can become the rarest and best Pyrathia has to offer.

Hoarding automatically solves itself as only one, main character per player can hold some of the finest items. If we want a crafting tradeskill system capable of making end-game content, this would be one of the few benign ways in which we could enforce a ceiling on how many fine, player-created items are in the game. Main/Alt system + Anti-Hoarding Code = automatically scaling tradeskill item limitations. Without forced arbitrary scarcity.

RP-PVP becomes more meaningful as players are promoted to invest time and creativity in one concept at a time instead of launching whichever forgettable, tactical platform best fits the who list at any given moment.

Nepotism becomes less of a bother for those outside of connection circles as the crowd of "haves" and "have nots" is directly related to the degree to which a player is invested in her character rather than in any of her friendships.

I'd support only one leader flag of ANY type existing per player and that leader flag being restricted to her main character. The game has too many flags to not pass around: spreading leadership around increases the diversity and availability of leaders in-game.


That is a finely crafted series of points. +1 dat all day.


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 Post subject: Re: Info-sharing multiplay
PostPosted: Sat May 03, 2014 12:05 pm 
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See I'd be all for this, except finding people who WANT to lead can be a headache. Most burn out very quickly and play alts to keep from leaving the game all together. Being the leadership of a faction is like having a part time job just to pay taxes. All the work, none of the play for fun..


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 Post subject: Re: Info-sharing multiplay
PostPosted: Sat May 03, 2014 1:30 pm 
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If you can't do the job, don't accept the position. I'd rather have no leader than some prima donna who had to get busy on her alts just to "enjoy the game." A main/alt system with one leadership flag per main would reduce the universe of possibilities wherein players have to try to get in touch with an absentee leader or RP with a deadweight one.

Immortals exist to induct/invest people when leaders aren't around. If the immortal patron of a faction can't handle inducting people when there aren't leaders to do so, then that's a bigger problem outside the scope of mains and alts.


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 Post subject: Re: Info-sharing multiplay
PostPosted: Sat May 03, 2014 2:12 pm 
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I don't think anything should be changed since the people who want to share information through ooc channels will find ways to do so regardless. Putting a level cap on a leaders alts is just going to drive people away from leader positions. Information sharing across characters is still just information, and it doesn't matter if their alts are level 15 or level 50.

I'd much rather see new tradeskills or missing cabal abilities implemented.


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 Post subject: Re: Info-sharing multiplay
PostPosted: Sat May 03, 2014 3:12 pm 
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Tradeskills cannot hope to be balanced with the current character environment unless Dulrik implements some kind of cap, limit, or decaying returns on the products. That will make tradeskills worthless.

You don't try to build something good on foundations that you already know have weaknesses.

With limits on main characters, tradeskills could be more free and open because we know there will be scaling, sane impacts on items in-game once we can predicate how many GM characters will even exist to have the best skills and tools.


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 Post subject: Re: Info-sharing multiplay
PostPosted: Sat May 03, 2014 5:14 pm 
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grep wrote:
You don't try to build something good on foundations that you already know have weaknesses.

Although you don't specify exactly which foundations are weaknesses here, you have certainly expressed specifics in a range of opinions in the past. However, that's exactly what they are: your opinions. Most of the areas you consider to be weaknesses were specifically chosen and designed to be that way because I consider them to be strengths.


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