Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Thu Nov 21, 2024 10:56 am

All times are UTC - 8 hours




Post new topic Reply to topic  [ 19 posts ]  Go to page Previous  1, 2
Author Message
 Post subject: Re: Ideas
PostPosted: Wed Sep 22, 2021 8:39 pm 
Offline
Gold Donor

Joined: Sat May 24, 2008 11:20 pm
Posts: 2109
Location: Edmonton, Alberta
Yep, fixed it to within an hour accuracy. Definitely a DST issue, I used a horrible programming thing and hard-coded an offset. Will look at fixing that procedurally, I have learned a LOT about PHP over the years that will help!

EDIT:
Rather than post again, chose an edit.

Would there be any value to anyone to get an online WYSIWYG copy/paste SK word processor outside of me? I am willing to make one, if Dulrik or one of the admins lets me know the maximum character limits for titles and contents, and if that includes formatting characters, which I think it does based on making elaborate titles.


Top
 Profile  
Reply with quote  
 Post subject: Re: Ideas
PostPosted: Fri Sep 24, 2021 6:42 pm 
Offline
Newbie

Joined: Tue Sep 21, 2021 3:55 pm
Posts: 5
Location: Somewhere
SK Character: Someone(s)
the_me wrote:
Yep, fixed it to within an hour accuracy. Definitely a DST issue, I used a horrible programming thing and hard-coded an offset. Will look at fixing that procedurally, I have learned a LOT about PHP over the years that will help!

EDIT:
Rather than post again, chose an edit.

Would there be any value to anyone to get an online WYSIWYG copy/paste SK word processor outside of me? I am willing to make one, if Dulrik or one of the admins lets me know the maximum character limits for titles and contents, and if that includes formatting characters, which I think it does based on making elaborate titles.


I’m not sure what those letters mean, but THANK YOU!! :)


Top
 Profile  
Reply with quote  
 Post subject: Re: Ideas
PostPosted: Sun Sep 26, 2021 5:03 am 
Offline
Mortal Philanthropist

Joined: Sun Feb 08, 2004 1:41 pm
Posts: 1085
Location: Hugging a tree
SK Character: Imolth
the_me wrote:
Yep, fixed it to within an hour accuracy. Definitely a DST issue, I used a horrible programming thing and hard-coded an offset. Will look at fixing that procedurally, I have learned a LOT about PHP over the years that will help!

EDIT:
Rather than post again, chose an edit.

Would there be any value to anyone to get an online WYSIWYG copy/paste SK word processor outside of me? I am willing to make one, if Dulrik or one of the admins lets me know the maximum character limits for titles and contents, and if that includes formatting characters, which I think it does based on making elaborate titles.


I'm pretty sure I made one of those. Must still be somewhere deep in the new website, not sure if it's still working though


Top
 Profile  
Reply with quote  
 Post subject: Re: Ideas
PostPosted: Tue Sep 28, 2021 3:46 pm 
Offline
Newbie

Joined: Tue Sep 21, 2021 3:55 pm
Posts: 5
Location: Somewhere
SK Character: Someone(s)
What if we could hear tells/gtells and reply in our sleep??

Quiet mode would see more use, lol, but Idk, I like it.

Maybe there could be a chance of you waking up, esp when replying, if thats more realistic?


Top
 Profile  
Reply with quote  
 Post subject: Re: Ideas
PostPosted: Wed Sep 29, 2021 2:03 pm 
Offline
Newbie

Joined: Sat Aug 28, 2021 2:36 am
Posts: 3
Small suggestions, from some light character testing.

Add more trainers with 'animate undead'. I've not played in years, and in some respects am back to newb status. Tried pleveling a necro for a couple weeks. Found trainers for literally every spell but animate dead - which is strange considering how low level that spell is. For a newb, it's a bit disheartening to not be able to train a 'bread/butter' spell in a fairly obvious way.

Skill for scouts (possibly rogues) - trackless steps. It'd be nice if NPCs couldn't follow you to the ends of the earth when you flee, and it'd make sense for a scout/rogue to be able to be untrackable.


Top
 Profile  
Reply with quote  
 Post subject: Re: Ideas
PostPosted: Wed Sep 29, 2021 2:18 pm 
Offline
Mortal

Joined: Thu May 11, 2006 11:00 pm
Posts: 2767
Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
There are trainers for the spell in most cities, but the trainers are not obvious. Like a certain banker or dude who sells paper and pens.


Top
 Profile  
Reply with quote  
 Post subject: Re: Ideas
PostPosted: Sat Oct 02, 2021 7:53 pm 
Offline
Newbie

Joined: Tue Sep 21, 2021 3:55 pm
Posts: 5
Location: Somewhere
SK Character: Someone(s)
quil2 wrote:
Skill for scouts (possibly rogues) - trackless steps. It'd be nice if NPCs couldn't follow you to the ends of the earth when you flee, and it'd make sense for a scout/rogue to be able to be untrackable.


I love this one


Top
 Profile  
Reply with quote  
 Post subject: Re: Ideas
PostPosted: Sat Oct 02, 2021 10:53 pm 
Offline
Gold Donor

Joined: Sat May 24, 2008 11:20 pm
Posts: 2109
Location: Edmonton, Alberta
Got an idea, modify Holy Symbol. Add a parameter that creates the Holy Symbol but with the supplied parameters for the description!


Top
 Profile  
Reply with quote  
 Post subject: Re: Ideas
PostPosted: Fri Oct 08, 2021 9:49 pm 
Offline
Mortal

Joined: Tue Mar 10, 2009 5:36 pm
Posts: 335
The first skill I would like to see for scouts would be something that allowed them to actually do damage with bows again. The current damage output for ranged teeters on pathetic, to be honest. Some kind of marksmanship skill that gives them added accuracy or armor penetration or something, I don't know. Scouts are my favorite class, but they are dumpster tier unless you just want to pick flowers all the time and get laughed at if you try and pk.

I haven't messed with envenom, but it seems an added layer of annoying prep you apply to arrows that will more than likely not even hit your target, much less pierce any decently enchanted armor, and that would get frustrating quick.

Their current pet system is absolutely horrible. But honestly, I don't care so much about this. If they forever stayed cannon fodder to buy you some time to get off some meaningful volleys with a revamped ranged boost, utilizing skirmish, etc, etc, I wouldn't care a bit. I honestly can't fathom that gaining envenom was worth literally gutting everything else a scout gets. If someone that has messed with it and would care to clarify on it, that would be great.

EDIT: in their current state, while trackless step is a cool idea for wilderness adventuring classes, a scout is better off being found right now. He is better off being found quickly and snuffed out just as fast so that he's put out of his misery because that is a bad, bad class. They aren't quite as bad off as a couple other classes at the moment, but they aren't playable to me if you have any expectations of doing anything outside of herbing and skinning for people.


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 19 posts ]  Go to page Previous  1, 2

All times are UTC - 8 hours


Who is online

Users browsing this forum: Google [Bot] and 30 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