Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Thu Nov 21, 2024 10:34 am

All times are UTC - 8 hours




Post new topic Reply to topic  [ 43 posts ]  Go to page Previous  1, 2, 3, 4, 5
Author Message
 Post subject: Re: PvP changes.
PostPosted: Fri Jun 22, 2018 5:57 am 
Offline
Mortal

Joined: Fri Apr 04, 2003 12:08 pm
Posts: 1357
Location: Through The Void
SK Character: Vivitnir
Thuban wrote:
Tragonis wrote:
You can only brew double heals with strong or better vials.


Not true. Not all weak vials are equal.



Yeah it only requires you buy 100 so you can get 5 double weak heal vials.


Top
 Profile  
Reply with quote  
 Post subject: Re: PvP changes.
PostPosted: Fri Jun 22, 2018 5:14 pm 
Offline
Mortal

Joined: Mon Feb 17, 2003 9:55 pm
Posts: 1365
It seems like the issue isn't just incentive, but providing enough incentive to a likely loser of PK. Considering the four Bartlett types, appealing to Explorers and Socializers seems the most likely. Achievers aren't much into losing stuff, and Killers aren't much into badly planned attacks.

Explorers can find appeal in losing if it's a productive learning experience. So PK strategies can't be static. We can't expect tons of mechanics changes, but regular re-jiggering of equipment might do the trick. Achievers and vets may not be thrilled with that. However, adding uncertainty also helps with the Killer's fundamental objection that going against a better-prepped opponent is more foolish than fun. Maybe it's worth it.

Socializers can find appeal in losing if there's an expectation of a social or roleplay payoff. The good news is that doesn't require a mechanics change to happen, but it would require a culture change. Last time I was posting here, even Dulrik was saying tribunal members have an obligation to be free targets for PK groups. That plotline doesn't take long to get old, and the game's leveling is already a turnoff for Socializers. There's also the problem that fountain-RP Socializers may not be challenging enough for Killers to particularly enjoy.

Of the two, I think Explorer variety-in-combat is most in keeping with SK's focus and current players, but your mileage may vary.


Top
 Profile  
Reply with quote  
 Post subject: Re: PvP changes.
PostPosted: Mon Jun 25, 2018 8:30 pm 
Offline
Immortal

Joined: Wed Jan 14, 2015 12:26 am
Posts: 423
Kirsenvar wrote:
Yeah it only requires you buy 100 so you can get 5 double weak heal vials.


This is, again, simply not accurate. A protip for everyone who wants to convince Dulrik that X or Y thing needs to be changed is to make sure you are arguing based off of fact. In fact, there is very little difference between the worst strong vials and the best weak vials.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 43 posts ]  Go to page Previous  1, 2, 3, 4, 5

All times are UTC - 8 hours


Who is online

Users browsing this forum: Google [Bot] and 13 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