ninja_ardith wrote:
I've been one of the most succesful PKers in the history of the mud. You don't get to be there without knowing what you're talking about.
It is when the most successful PKers leave the MUD so that you're stuck slapfighting those that're left. If you give Brandon Weeden 30 years in the NFL, he'll end up getting all the passing records, but that doesn't mean it's because he's the best quarterback to ever play in the league. It also doesn't mean I want him coaching kids on how to play football.
The best PKers managed to not rest on their laurels, and usually didn't use them as an excuse to be unnecessarily belligerent. Do you think you can manage the same? I think the whole MUD would appreciate that.
I understand it's frustrating to make some suggestions and have them not be heard. That's the nature of a collaborative project like this. However, change doesn't all happen immediately, especially in a maintained-as-a-hobby place like this. I would advise continuing to contribute constructive posts instead of just outlining how big your naughty bits are. If you decide to take your collaborative ball and go home, then do it all the way, and don't come around to just pee on things with your poor attitude.
There are discussions behind the scenes as to what to do about combat that will both nerf warriors while also not letting sorcerors and necromancers become the overwhelming top dog again. Over the grand scheme of things in SK's history, warriors have had an incredibly tiny fraction of the overpowered limelight.
To make those constructive posts that'll be heard, you have to come with data. Not just anecdotes. You can't just say warriors are too good, frolick off into the night, and get all gasping and astonished things haven't been changed to your satisfaction. People often ask, "why is it up to us to do your work for you?" Well, it's not up to you, or anyone. We are all the same group of people trying to help continue to build a game and make it better. Us as staff are willing to contribute a little more, kind of like DMs, but we're still part of "us." If you don't want to put in the work to collect data and contribute meaningfully to mechanics discussions, then you absolutely do not have to. It is not your obligation. However, if you don't think you can manage to contribute things like that consistently, then I ask you reconsider what you're getting out of posting here.
On to the more pointed topic:
A large problem is if you slow combat down even by a few rounds, mages suddenly become overpowered because of the underlying issues with art not being balanced for the new enchant scheme and enchantments being impossible to come by. I hate to be cliche, but building a house starts at the foundation. What are your honest-to-goodness suggestions about it? That's what we want here on gameplay. Half art for all classes? Remove that new impairment system? Increase mage HP base so that they don't get killed so quickly? Massively decrease accuracy for everything but leave the rest of the system the same?