Shattered Kingdoms

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 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Thu Aug 29, 2019 9:33 am 
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Mortal

Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
How about a bonanza or a happy hour when there's more than 4 ppl online. Labor day is around the corner. Turn on bonus XP for a full day for people who escape reality in this fictional pegging sesh called SK.


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 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Fri Aug 30, 2019 2:21 pm 
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Immortal

Joined: Tue May 31, 2005 9:16 am
Posts: 1567
SK Character: NA - Inactive
archaicsmurf wrote:
How about a bonanza or a happy hour when there's more than 4 ppl online. Labor day is around the corner. Turn on bonus XP for a full day for people who escape reality in this fictional pegging sesh called SK.


Labor Day bonanza EXP would be nice. Usually D won't turn on bonanza EXP unless there is some kind of event or roleplay going on... put together some ideas pretty fast and throw them at Algorab and Dulrik, maybe they'll make it happen?

I wish you could tag people here.


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 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Fri Aug 30, 2019 2:22 pm 
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Immortal

Joined: Tue May 31, 2005 9:16 am
Posts: 1567
SK Character: NA - Inactive
Yed wrote:
archaicsmurf wrote:
How about a bonanza or a happy hour when there's more than 4 ppl online. Labor day is around the corner. Turn on bonus XP for a full day for people who escape reality in this fictional pegging sesh called SK.


Labor Day bonanza EXP would be nice. Usually D won't turn on bonanza EXP unless there is some kind of event or roleplay going on... put together some ideas pretty fast and throw them at Algorab and Dulrik, maybe they'll make it happen?

I wish you could tag people here.


Oh, look! I guess they did put something together for bonanza this weekend! YAAAAAAAY!!!!!! :drunk:


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 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Sun Sep 01, 2019 4:52 pm 
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Mortal

Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
Please add a light slot for all races so that torches/lanterns can be carried separate from weapons.


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 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Mon Sep 02, 2019 8:08 am 
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Joined: Thu Dec 22, 2005 7:27 am
Posts: 5014
Location: Hiding
archaicsmurf wrote:
Please add a light slot for all races so that torches/lanterns can be carried separate from weapons.



Infravision..oh..wait.. :drunk:


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 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Mon Sep 02, 2019 8:42 am 
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Mortal

Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
There are tinderboxes and torches sold everywhere in game - figured they should get used, ya know. Roleplay and whatnot.

Edit by Algorab: I'll take care of the rules enforcement, but the point stands on its own.


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 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Mon Sep 02, 2019 9:35 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
I just want to throw out there that adding portals to end game areas is always an awesome treat.
I heard there was a portal to the Wastelands earlier. I’m upset to see that it’s already gone.
Since this is something that an active imm can do, I would request that this become a more common thing. It can influence adventure to far away places.
Perhaps happy hour on weekends could include a portal?
Is this something willing to be considered?
Or the first Saturday of the month? Something to make this a more regular occasion.
Algorab? Thuban? Yed? Thoughts?


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 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Tue Sep 03, 2019 5:29 am 
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Mortal Philanthropist

Joined: Sun Feb 08, 2004 1:41 pm
Posts: 1085
Location: Hugging a tree
SK Character: Imolth
Town portals could stand to be a bit more frequent as well.


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 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Tue Sep 03, 2019 8:55 am 
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Joined: Thu Jul 11, 2019 9:24 am
Posts: 67
Morovik wrote:
Town portals could stand to be a bit more frequent as well.



What if tribunals could activate a a portal to open up to a desired location? Sorta like a rift but only from one designated place to another specified location (example: peacekeepers order halgeir to activate and open a portal to torfin). Maybe it could cost tribunal money. 1 obsidian per hour or maybe just 5 obsidian per activation.


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 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Tue Sep 03, 2019 9:47 am 
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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
yrangol wrote:
Morovik wrote:
Town portals could stand to be a bit more frequent as well.



What if tribunals could activate a a portal to open up to a desired location? Sorta like a rift but only from one designated place to another specified location (example: peacekeepers order halgeir to activate and open a portal to torfin). Maybe it could cost tribunal money. 1 obsidian per hour or maybe just 5 obsidian per activation.


Perhaps only if you have an alliance or war with a country?
I like the idea. But that’s very code-heavy, I would think.
I mean, the lounge portal works kinda like that, but without restrictions of tribunal membership.

I personally think that we’ve been given quite a lot recently, in terms of transportation, with the lounge.
I still would like to see a gate merchant somewhere though. Very high priced to avoid abuse.


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