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 Post subject: Re: Annoying implementations
PostPosted: Mon Apr 16, 2018 11:24 am 
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Mortal

Joined: Fri Apr 04, 2003 12:08 pm
Posts: 1357
Location: Through The Void
SK Character: Vivitnir
So I’ve been seeking out the organ tracker and the slight halting in vain?


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 Post subject: Re: Annoying implementations
PostPosted: Wed Apr 18, 2018 12:19 pm 
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Joined: Sun Mar 25, 2012 9:08 pm
Posts: 438
Kirsenvar wrote:
So I’ve been seeking out the organ tracker and the slight halting in vain?


Not sure about a slight halting, but I am all about putting in an organ tracker. Seems like a black market sort of thing.


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 Post subject: Re: Annoying implementations
PostPosted: Wed Apr 18, 2018 1:15 pm 
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Joined: Fri Apr 04, 2003 12:08 pm
Posts: 1357
Location: Through The Void
SK Character: Vivitnir
Hahaha I’ll idea log it later .


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 Post subject: Re: Annoying implementations
PostPosted: Sat Apr 21, 2018 9:36 am 
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Joined: Sun Nov 13, 2016 11:31 am
Posts: 240
Arcann wrote:
I don't know if it falls within this category or it is a bug but why are some roaming wilderness npcs not spawning anymore?

Just off the top of my head:
The slight female halfling ninjas of the Ayamaoan/zhensh fields? Some rather useful things on those. infravision rings, mithril kama and more.
The Pyran tracker? Nice mithril set and container and good weapons.
The makar near the Borderlands keep? Very much needed diamond griffon weapons and shields. Hmm, maybe I should make a separate thread on how limited decent griffon items are.


The slight halflings and pyran tracker appear to have been removed years ago. Not sure why. A little sad, because as you said, they were the sources of things that were useful but not exactly uber strong or anything.


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 Post subject: Re: Annoying implementations
PostPosted: Sat Apr 21, 2018 1:27 pm 
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Joined: Fri Oct 10, 2014 2:22 pm
Posts: 455
I think they were removed due to the area cap. Areas are given a certain amount of numbers to fill and that exceded the amount.


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 Post subject: Re: Annoying implementations
PostPosted: Mon Apr 23, 2018 4:26 am 
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Mortal

Joined: Fri Mar 16, 2018 11:20 am
Posts: 226
SK Character: Leila
Disarm should disarm to ground not to inventory
Prone shouldn't reset stance
Polymorph shouldn't show your dhgjfdhd race in the who list
Wizinvis NPC in the outer planes needs to go
Sorcs shouldn't be nigh useless in endgame PvE. Rooms where you can't petrify things and gratuitous null-magic rooms are obnoxious
Achernar priest spell should remove dispirit, not add it


Last edited by saxifragaceae on Mon Apr 23, 2018 4:33 am, edited 1 time in total.

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 Post subject: Re: Annoying implementations
PostPosted: Mon Apr 23, 2018 4:33 am 
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Joined: Fri Apr 04, 2003 12:08 pm
Posts: 1357
Location: Through The Void
SK Character: Vivitnir
I support more anti magic rooms ! As far as disarm goes I think sometimes it puts your weapon on the ground or at least it used to before they made it so you can’t pick anything up off the ground while fighting


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 Post subject: Re: Annoying implementations
PostPosted: Mon Apr 23, 2018 4:36 am 
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Joined: Fri Mar 16, 2018 11:20 am
Posts: 226
SK Character: Leila
Kirsenvar wrote:
I support more anti magic rooms ! As far as disarm goes I think sometimes it puts your weapon on the ground or at least it used to before they made it so you can’t pick anything up off the ground while fighting


That's cause you play a class that isn't useless at endgame pve. The golems everrrrryyyyywhere is already annoying enough. :P

I think the disarm thing was changed to never go to ground, unless it was changed back and not mentioned.


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 Post subject: Re: Annoying implementations
PostPosted: Mon Apr 23, 2018 4:46 am 
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Joined: Sun Nov 13, 2016 11:31 am
Posts: 240
saxifragaceae wrote:
Disarm should disarm to ground not to inventory
Prone shouldn't reset stance
Polymorph shouldn't show your dhgjfdhd race in the who list


IMO, disarm to the ground is only a good idea if it's made so people can pick stuff up in combat again. Otherwise, every melee character has to carry multiple top-end melee weapons, because if you get disarmed to the ground and don't have a back up, you just lose.

Not only does it provide incentive to keep multiple top-tier weapons you don't need and will only rarely use, it's also...kind of just annoying for melee class characters who actually use melee weapons and don't just use polearm/bow all day which is the superior option usually, and the one that keeps you out of the front row, which is where you go if you want to get p-killed.


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 Post subject: Re: Annoying implementations
PostPosted: Mon Apr 23, 2018 4:49 am 
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Joined: Fri Mar 16, 2018 11:20 am
Posts: 226
SK Character: Leila
TacoRobot wrote:
IMO, disarm to the ground is only a good idea if it's made so people can pick stuff up in combat again. Otherwise, every melee character has to carry multiple top-end melee weapons, because if you get disarmed to the ground and don't have a back up, you just lose.


Wouldn't mind that change, either. Not being able to loot corpses during combat seems fine though.


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