Shattered Kingdoms

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 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Sun Oct 07, 2018 6:38 pm 
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Those recommendations are pretty good until you realize that someone like myself can farm 30 obsidians in one hour. Then the rich just gets richer in terms of balance.

Rather than have it restricted by coins, have it restricted by time as well. Like on every full moon, the rich dwarves of A'van mountains come out to trade their dwarven crafted trinkets.

I would leave enchant/consecrate dependent on other players because its more of a luxury for a player.

Brewed potion sold by NPC would oversaturate the demand of the PC brewed potion to the point that it makes brewing pointless.

Posting OOC information is stricted forbidden to be posted on the astral IIRC. Religion information are meant to be passed on from player to player.

Etherealform pill? Thats pushing it. Theres already wands, staves, and trinkets that give you ethereal. Etherealform pill would be instantly hoarded.

The point of making one class dependent on another is to make people work together and RP together. I mean if I was making a 1-player only SK game, then these changes are great!

Haven't you ever met someone and thought ' hey you would make a fine addition to our party because of your skillset and potential' ?

Everything can be hoarded. Instead of having potions/buff sold, have it as part of a quest and make it limited. Limit 1 ethereal pill per month and max you can hold is 1.


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 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Sun Oct 07, 2018 7:40 pm 
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Joined: Fri Jun 07, 2013 7:11 pm
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Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
The point of this thread is to look at SK as a one player game. Because for a lot of people, it kind of is. If nobody wants to roll a rogue, then that locked door is as far as anyone is going to get.
I’m saying that all of these things should be very high priced and rot on logout. That is because if you get a group that’s going to the frozen wastes, you all need to pool together a large amount of money (20 obsidian 25?)

I think you’re missing that point. That a lot of things are unachievable because we don’t have the numbers to support all utilities that come with it.

If you had the choice to pay 14 obsidian to get 3 runes on all 14 pieces of gear or to get a priest/sorc go do it all for free?

The point of all this is to find a balance. You’ll always ask for help from the if the right class is available. But the option will still be available if you want to spend copious amounts of coin.
Maybe everything should be absurdly overpriced. Gates cost 5 Black. Every time for an enchant costs 1 Black. The lock picks cost 20 - 30. The ethereal pills cost 5 to 10. The recall vials cost 2 - 4 Black.
However you want to do it to ensure player interaction is preferred.

All I’m saying is that with numbers being so low we should not be restricted because we can’t find someone to do the job.


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 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Sun Oct 07, 2018 7:43 pm 
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Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
The rich get richer? The rich are the ones that are going to leading these expositions that require ethereal pills and lock picks. The newbies probably aren’t going to have to coin to buy it. But the guy leading the trip should have a full bank account because he’s a vet and knows how to make money.

Perhaps after we establish what needs to be done so people can solo adventure, we need to evaluate how things could be abused in PvP. But the fact remains that we need the ability to be able to adventure without being restricted by a diminishing playerbase.


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 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Mon Oct 08, 2018 5:35 am 
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BAI7l7 wrote:
Those recommendations are pretty good until you realize that someone like myself can farm 30 obsidians in one hour. Then the rich just gets richer in terms of balance.
Only 30? Pft. And do you think it makes you unique somehow? Anyone can farm as much if not more. It's just a matter of whether or not it's worth it to said person when there isn't anyone online.

BAI7l7 wrote:
I would leave enchant/consecrate dependent on other players because its more of a luxury for a player.
It is a luxury. As is almost everything else being suggested since the goal is to discuss player independence given the low count.

BAI7l7 wrote:
Brewed potion sold by NPC would oversaturate the demand of the PC brewed potion to the point that it makes brewing pointless.
PC brewed potions would be significantly cheaper when you scale things up. 4 heal potions costs 8 obsidian from a NPC instead of 6 platinum.

BAI7l7 wrote:
Posting OOC information is stricted forbidden to be posted on the astral IIRC. Religion information are meant to be passed on from player to player.
Well, when you're the only person in your religion and don't know where the main temple for their noteboard or where to learn your religion spell, what then? That's the situation right now.

gergi wrote:
The point of making one class dependent on another is to make people work together and RP together. I mean if I was making a 1-player only SK game, then these changes are great!
Please keep up if you're going to comment.

BAI7l7 wrote:
Haven't you ever met someone and thought ' hey you would make a fine addition to our party because of your skillset and potential' ?
No. Why? Login and type who or read the thread.

BAI7l7 wrote:
Everything can be hoarded. Instead of having potions/buff sold, have it as part of a quest and make it limited. Limit 1 ethereal pill per month and max you can hold is 1.
Everything cannot be hoarded. Some items are unlimited in how many can be spawned. Surprise. And didn't you just argue against etherealform pills? That's the only one of your "suggestions" I'm in agreement with.

*Edits*Tried compressing the spam. No luck.


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 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Tue Oct 09, 2018 9:10 am 
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Joined: Fri Mar 16, 2018 11:20 am
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SK Character: Leila
It'd be nice to have a way to get charms into the Dreamscape -and- to have that item to be reasonably accessible, especially if it crumbles on logout, -and- to have it not hoardable.

There are consumables for water breathing, flight, invis, flight and shrink already. All of them are accessible but I think the invis source is pretty limited in number and is hoarded.

I'm still in quite favor of opening up the Adventurer's Guild during certain hours. Could be happy hour, but there's more people on during the North American work day and there could possibly be more active European players right now, too. Maybe two 'happy hour' periods.

I'm pretty sympathetic to an NPC selling gates to portal stones. Playing a class that can't gate is pretty crappy. Also in favor of NPCs selling resurrection.

Not a fan of tribunals NPCs being able to do more things, but that is mostly because I think the remaining options are pretty boring from a RP perspective and Uxmal is my favorite city :). Hate to see the best alignment in the game left out of the tribunal ez mode, too.


Last edited by saxifragaceae on Tue Oct 09, 2018 12:07 pm, edited 1 time in total.

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 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Tue Oct 09, 2018 12:06 pm 
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Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
saxifragaceae wrote:
It'd be nice to have a way to get charms into the Dreamscape and to have that item to be reasonably accessible, especially if it crumbles on logout, and not hoardable.


I think the bitters lamp should be brought back. Charms should be able to use it.
It was removed because people were charming PC’s and trapping them in there. Then when the log out or junk it, someone would have to be let out of it.
I think the solution should be to make it a recall-accessible zone, so that anyone charmed inside could recall out.
I’ve thought that this item should be brought back for quite a while.


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 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Wed Oct 10, 2018 7:12 am 
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Joined: Fri Mar 16, 2018 11:20 am
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SK Character: Leila
Let LTs be redeemed on the character that earns them.


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 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Wed Oct 10, 2018 4:14 pm 
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Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
saxifragaceae wrote:
Let LTs be redeemed on the character that earns them.


I’d like to see that. But we won’t. It’s been brought up multiple times.

I think it would promote longer lived characters, because using LT’s on a new charqcte creates the need to roll something new so you can use them.

But like I said, probably not going to happen.


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 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Sat Oct 13, 2018 12:50 am 
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Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
So... Dulrik?
Any of these ideas sound possible?
Anything you’d like further explanation on?


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 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Sun Oct 14, 2018 6:44 am 
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Joined: Tue Nov 29, 2016 10:36 am
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GM Tokens - Permanently retire a GM character in exchange for a GM token. Used at character creation to start as a veteran/expert. Character must have x amount of time played and/or minimum age, and tokens are limited to their same class type (ex. necro, sorc, priest). Or no restriction on class type since I can't really think of ways to get around time played/minimum age.

Help class doesn't have the layout I expected. Priest should be move out of the second bracket. Bards get their own bracket since they don't have meditation but rely heavily on mana to train. lolwut?

Mercenary -- the basic warrior profession
Swashbuckler -- skilled in swift multi-handed strikes
Barbarian -- uncivilized warrior of brute force

Paladin -- knight blessed by the gods of light
Hellion -- knight blessed by the gods of darkness
Shaman -- uncivilized cleric with spiritual powers

Rogue -- the basic adventuring profession
Scout -- skilled in woodlore and bush-fighting
Warlock -- worships and uses the elemental powers

Bard -- performer and minor magician

Sorcerer -- the basic wizard profession
Priest -- the basic clerical vocation
Necromancer -- diabolical master of the undead


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