Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Re: Add things to increase numbers
PostPosted: Wed Nov 14, 2018 5:12 pm 
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Mortal

Joined: Fri Jun 07, 2013 7:11 pm
Posts: 1068
Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
That makes sense and is what I thought you meant. I support clearing stacked commands while bashed.


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 Post subject: Re: Add things to increase numbers
PostPosted: Thu Nov 15, 2018 6:48 am 
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Mortal

Joined: Tue Apr 08, 2003 5:55 pm
Posts: 249
Location: CA
Good luck trying to get them to undo prone system.

First off all you should never be stacking commands, because thats how you differentiate the pros from the newbies. Second of all, you should be using a client command queue where your able to tell your client to clear out your commands. And every time a command finishes, it launches from your queue. Then if Meissa catches you spamming spells suspecting triggers, you type 'clear commands'

To keep the game more engage and interactive, prone system was implemented.

I know I miss the "You already tripped him" response where it rejects your command, but people were spamming too much. I remember I used to have F1 keyed to dirt, kick, and trip in the 90s and when black stuff hits the fan, I was still able to run. It just makes it too easy to get away from PK. Stacking command makes the game harder because it penalizes you for spamming the system.

Nothing beats casting magma on a rogue whom command stacked and he has to just sit there and take the magma.


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 Post subject: Re: Add things to increase numbers
PostPosted: Thu Nov 15, 2018 11:17 am 
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Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
You're right, stacking commands is for newbs. But that's my whole point, is that it's going to take newbs to rebuild the game. The pros are all banned and no PK is even happening. So this system is only providing grief to leveling newbies.


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 Post subject: Re: Add things to increase numbers
PostPosted: Sat Dec 08, 2018 3:22 pm 
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Joined: Fri Jun 07, 2013 7:11 pm
Posts: 1068
Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
Bump.
So... are we maybe in store for some sort of Christmas present update?
Are things in the works? Or is the next update on the back burner until summer?
Any sort of encouragement to the playerbase?


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 Post subject: Re: Add things to increase numbers
PostPosted: Sun Dec 09, 2018 2:22 pm 
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Mortal

Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
Trosis wrote:
Bump.
So... are we maybe in store for some sort of Christmas present update?
Are things in the works? Or is the next update on the back burner until summer?
Any sort of encouragement to the playerbase?


Eat your inn ham and be happy about it.


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 Post subject: Re: Add things to increase numbers
PostPosted: Sun Dec 09, 2018 4:13 pm 
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Joined: Sat Jun 19, 2004 10:51 am
Posts: 317
Trosis wrote:
Bump.
So... are we maybe in store for some sort of Christmas present update?
Are things in the works? Or is the next update on the back burner until summer?
Any sort of encouragement to the playerbase?


I for one would welcome a Code Update of some kind. Don't get me wrong, I am totally grateful the game has been around for so long and I consistently come back to it, and I appreciate the work Dulrik has put into it. Updates don't have to be huge, sweeping changes, SK already has an established code base that makes it different than most other MUDs I have tried.

I for one love the identity the Priest class has for example with the clergy spells and the creative ways the player base has mixed in with race/cabal/tribunal combos. This brings me to the idea that for now, the MUD does not have to change in revolutionary, but in evolutionary ways. Small changes and tweaks entice players to remain, or try out new combinations, the loyalty token idea was great, and it should be tweaked more to promote more experimentation by the player base. Is it that much of an affront to allow dwarf swashbucklers to have finesse hatchets?

You finally (FINALLY!!!) allowed barbarians into the Fist, but disabled Berserk and Fury instead of just changing the name of it to fit the RP to battle trance or something where it does exactly the same thing but they can't speak or something during the duration.

There are dozens of small tweaks that can be experimented with that wouldn't take a high coding demand, especially when weapons gain or lose stats to scale a balance of power from time to time. Just ideas!


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 Post subject: Re: Add things to increase numbers
PostPosted: Tue Dec 11, 2018 1:09 pm 
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Joined: Tue May 31, 2005 9:16 am
Posts: 1567
SK Character: NA - Inactive
Aust wrote:
Is it that much of an affront to allow dwarf swashbucklers to have finesse hatchets?

I like that idea.
I've always wanted to see a whip-capable swashie too.


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 Post subject: Re: Add things to increase numbers
PostPosted: Tue Dec 11, 2018 1:35 pm 
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Joined: Sun Nov 13, 2016 11:31 am
Posts: 240
Aust wrote:
Is it that much of an affront to allow dwarf swashbucklers


Yes.


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 Post subject: Re: Add things to increase numbers
PostPosted: Mon Dec 24, 2018 12:10 pm 
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Mortal

Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
Isn't it normally bonus xp throughout Christmas?


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 Post subject: Re: Add things to increase numbers
PostPosted: Fri Feb 01, 2019 4:29 am 
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Joined: Fri Oct 10, 2014 2:22 pm
Posts: 455
Give me a sprite Paladin.


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