Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Fri Nov 22, 2024 7:47 am

All times are UTC - 8 hours




Post new topic Reply to topic  [ 61 posts ]  Go to page 1, 2, 3, 4, 5 ... 7  Next

What do you think?
Good idea. 59%  59%  [ 19 ]
Bad idea. 19%  19%  [ 6 ]
Zoidberg. 22%  22%  [ 7 ]
Total votes : 32
Author Message
 Post subject: Moderate and Great Enchantments.
PostPosted: Fri Aug 22, 2014 9:13 am 
Offline
Mortal

Joined: Wed Dec 11, 2013 8:53 pm
Posts: 503
I propose the idea that Moderate, Great, and even Exceptional, get an additional identifier in their description. The difference between 2-3 enchants might seem pointless, but when we're talking a set of armor that has Moderate XYZ, that can be 14 or 21 which is a large difference. With the way enchant works now, there's absolutely no way to tell (unless it's a stat mod). Whereas before, if something started Moderate XYZ, there was always the chance you'd add more of XYZ and be able to deduce what it started at.

My suggestion is pretty simple. Add a + to the enchant's adjective to signify that it's not 'base level' moderate/greater/exceptional. So Moderate would be 2, Moderate+ is 3, Greater is 4, Greater+ is 5, Exceptional is 6 and Exceptional+ is anything over 6.


Top
 Profile  
Reply with quote  
 Post subject: Re: Moderate and Great Enchantments.
PostPosted: Fri Aug 22, 2014 9:35 am 
Offline
Mortal

Joined: Mon Mar 31, 2014 9:48 am
Posts: 107
woahboy wrote:
I propose the idea that Moderate, Great, and even Exceptional, get an additional identifier in their description. The difference between 2-3 enchants might seem pointless, but when we're talking a set of armor that has Moderate XYZ, that can be 14 or 21 which is a large difference. With the way enchant works now, there's absolutely no way to tell (unless it's a stat mod). Whereas before, if something started Moderate XYZ, there was always the chance you'd add more of XYZ and be able to deduce what it started at.

My suggestion is pretty simple. Add a + to the enchant's adjective to signify that it's not 'base level' moderate/greater/exceptional. So Moderate would be 2, Moderate+ is 3, Greater is 4, Greater+ is 5, Exceptional is 6 and Exceptional+ is anything over 6.


Or identify could be changed to give a more precise output, since it is arcane or divine magic giving us information about the item after all:

Code:
You utter the words, 'uoculoihuyl'.
This is a cloak of 1337ness, a medium mithril container, weighing approximately 10 lbs.
It is of outstanding quality and is worth approximately 350 silver.
It bears an innate endowment of four fortitude runes.
It bears an enhancement endowment of four strength runes.


Top
 Profile  
Reply with quote  
 Post subject: Re: Moderate and Great Enchantments.
PostPosted: Fri Aug 22, 2014 9:39 am 
Offline
Mortal

Joined: Wed Dec 11, 2013 8:53 pm
Posts: 503
That too. And it'd better fit the IC way enchanting has been RP'd since forever.

And we'd finally know how many HP enchants are on relics. :evil:


Top
 Profile  
Reply with quote  
 Post subject: Re: Moderate and Great Enchantments.
PostPosted: Fri Aug 22, 2014 11:06 am 
Offline
Mortal

Joined: Tue Apr 22, 2014 3:34 am
Posts: 166
Varak wrote:
woahboy wrote:
I propose the idea that Moderate, Great, and even Exceptional, get an additional identifier in their description. The difference between 2-3 enchants might seem pointless, but when we're talking a set of armor that has Moderate XYZ, that can be 14 or 21 which is a large difference. With the way enchant works now, there's absolutely no way to tell (unless it's a stat mod). Whereas before, if something started Moderate XYZ, there was always the chance you'd add more of XYZ and be able to deduce what it started at.

My suggestion is pretty simple. Add a + to the enchant's adjective to signify that it's not 'base level' moderate/greater/exceptional. So Moderate would be 2, Moderate+ is 3, Greater is 4, Greater+ is 5, Exceptional is 6 and Exceptional+ is anything over 6.


Or identify could be changed to give a more precise output, since it is arcane or divine magic giving us information about the item after all:

Code:
You utter the words, 'uoculoihuyl'.
This is a cloak of 1337ness, a medium mithril container, weighing approximately 10 lbs.
It is of outstanding quality and is worth approximately 350 silver.
It bears an innate endowment of four fortitude runes.
It bears an enhancement endowment of four strength runes.


I like this idea in particular, because since you can have two different 'moderate increase to strength' etc, I've never been quite sure (as a player) when people talk about 'runes' if it's # of casts, or # of 'listed enchantments with identify used'. >.>


Top
 Profile  
Reply with quote  
 Post subject: Re: Moderate and Great Enchantments.
PostPosted: Fri Aug 22, 2014 11:06 am 
Offline
Mortal

Joined: Thu Sep 19, 2013 9:40 am
Posts: 355
I think you're missing the coder's intent here. SK in general seems to make things intentionally difficult for determining numbers. Sure everyone can pretty much determine their stats after they've played for a month or so through various means, but it seems to be the game's design to be confusing or difficult when it comes to determining numbers overall.

Also note that the 'runes' count is not something that actually exists anywhere. Its an RP gimmick the players came up with to be able to convey # of enchantments to eachother without going ooc about it.

Do I agree with this system? Not really. I'd much rather see numbers myself and know where I'm standing. The point of my post is that you are asking for something that goes opposite to the game's 'direction' so to speak. I still hope it gets done, but I'm not gonna hold my breath for it.


Top
 Profile  
Reply with quote  
 Post subject: Re: Moderate and Great Enchantments.
PostPosted: Fri Aug 22, 2014 12:22 pm 
Offline
Mortal

Joined: Sat Apr 19, 2003 11:19 pm
Posts: 425
Add "very slightly" = 1, then slightly = 2, moderately = 3 and greatly = 4+

I think this fits better than "3 runes" or "moderately+ enhances"


Top
 Profile  
Reply with quote  
 Post subject: Re: Moderate and Great Enchantments.
PostPosted: Fri Aug 22, 2014 12:26 pm 
Offline
Mortal

Joined: Sat May 21, 2011 11:50 pm
Posts: 476
SK Character: Toji
Why add "very slightly" when already slight = 1, moderate = 2 or 3 etc...

You want to add a word for each enchant? I'd suggest go for numbers instead, with zero chance of ever seeing it happening.


Top
 Profile  
Reply with quote  
 Post subject: Re: Moderate and Great Enchantments.
PostPosted: Fri Aug 22, 2014 1:22 pm 
Offline
Mortal

Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
SK and \n have always worked strangely together.


Top
 Profile  
Reply with quote  
 Post subject: Re: Moderate and Great Enchantments.
PostPosted: Fri Aug 22, 2014 1:40 pm 
Offline
Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Galthryn wrote:
I think you're missing the coder's intent here. SK in general seems to make things intentionally difficult for determining numbers. Sure everyone can pretty much determine their stats after they've played for a month or so through various means, but it seems to be the game's design to be confusing or difficult when it comes to determining numbers overall.

Also note that the 'runes' count is not something that actually exists anywhere. Its an RP gimmick the players came up with to be able to convey # of enchantments to eachother without going ooc about it.

Do I agree with this system? Not really. I'd much rather see numbers myself and know where I'm standing. The point of my post is that you are asking for something that goes opposite to the game's 'direction' so to speak. I still hope it gets done, but I'm not gonna hold my breath for it.

QFT


Top
 Profile  
Reply with quote  
 Post subject: Re: Moderate and Great Enchantments.
PostPosted: Sat Aug 23, 2014 4:28 am 
Offline
Mortal

Joined: Mon Feb 13, 2012 9:58 am
Posts: 194
SK Character: Reinald
Dulrik wrote:
Galthryn wrote:
I think you're missing the coder's intent here. SK in general seems to make things intentionally difficult for determining numbers. Sure everyone can pretty much determine their stats after they've played for a month or so through various means, but it seems to be the game's design to be confusing or difficult when it comes to determining numbers overall.

Also note that the 'runes' count is not something that actually exists anywhere. Its an RP gimmick the players came up with to be able to convey # of enchantments to eachother without going ooc about it.

Do I agree with this system? Not really. I'd much rather see numbers myself and know where I'm standing. The point of my post is that you are asking for something that goes opposite to the game's 'direction' so to speak. I still hope it gets done, but I'm not gonna hold my breath for it.

QFT


What's the game's direction and coder's intent exactly? If you're going to reliably put that over player feedback you should detail it somewhere so we'll know what to expect. Also explain when and how player feedback is finally incorporated into coder's intent.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 61 posts ]  Go to page 1, 2, 3, 4, 5 ... 7  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 94 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