Shattered Kingdoms

Where Roleplay and Tactics Collide
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agree! (good) 35%  35%  [ 9 ]
disagree. (silly) 65%  65%  [ 17 ]
Total votes : 26
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PostPosted: Mon Jun 15, 2009 12:39 pm 
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Joined: Sat May 09, 2009 1:45 pm
Posts: 80
I'm adorable all the time.

Also, while my face is a bit red from that, at the same time, I think to myself that there are people who play this game that are really dumb enough to think that way. So I don't feel as bad.


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PostPosted: Mon Jun 15, 2009 12:45 pm 
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You guys make the game half the fun it is.
:P


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PostPosted: Mon Jun 15, 2009 12:48 pm 
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I guess you could say that girls just want to halve fun.

*takes off sunglasses* YEEEEEEEEEEAAAAAAAAAAH


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PostPosted: Mon Jun 15, 2009 12:51 pm 
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Joined: Thu May 14, 2009 4:37 pm
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Location: New York
SK Character: ArchaicSmurf
All of Rynusis evaluations of your ideas, Parnys, we're spot on. I hate to take this approach because Salandarin might leap out of limbo and rawr at me (http://www.shatteredkingdoms.org/forums/viewtopic.php?t=18789), but Rogues are fine and don't need the changes you suggested. If changes were proposed that made any sort of legitimate sense, I would think otherwise.


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PostPosted: Mon Jun 15, 2009 12:57 pm 
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I... I'm not sure if you're serious or not.


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PostPosted: Mon Jun 15, 2009 1:14 pm 
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Location: New York
SK Character: ArchaicSmurf
The only thing remotely reasonable would be the poison skill. I've seen it in other muds with a thief/wanderer class, calling it "envenom". They do not need heavy armor and should never (if they plan to defeat a melee class) be in melee. This is accomplished via being second row to backstab, circle stab, and hamstring. These three skills have such insane damage output for that very reason. Your "terrify" = intimidate and any class that is designed for "hit and run"/second row tactics should not possess a skill that would scare others off. As for your fourth idea, a decent purchasable pet will hold up long enough for a rogue to backstab/circle/ham someone to death (with GS and FZ).

Not to mention scrolls.


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PostPosted: Mon Jun 15, 2009 1:25 pm 
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Joined: Mon May 02, 2005 3:49 pm
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Location: Florida Atlantic University, Jupiter
I think you guys are more focused on the idea of changing rogues somehow (my fault for a [REDACTED] thread title). I don't think they need any changing, all of their newish abilities make them awesome and a great class to play!

My real gripe if you will was simply with the laziness of the newly implemented pay-from-the-safety-of-your-backpack coding and the only consequence I could see from nobody walking around with any coin on their inventory was that rogues couldn't steal it from them.

And to whoever said steal was useless... it might be useless from an OMGWTFPKKKKNORP standpoint but stealing was always some of the most fun I had as a rogue and when new players check out our mud, see a familiar class and try it out it's just a fun way to interact with people. Then when you learn about the game sure, go kill NPCs and sell their stuff or whatever else people are twinking to make assloads of money nowadays.

D


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PostPosted: Mon Jun 15, 2009 1:35 pm 
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A very similar argument was made when trainers stopped carrying insane amounts of money on them. In the end it really wasn't a big deal. Sure you couldn't get 10 obsidian from one theft anymore, but it wasn't exactly necessary to begin with. Any smart player is going to put their stuff in a bag or find some other means of storage to prevent theft anyways so finding somebody with something worth stealing has always involved a bit of luck. When you find somebody to steal substantial amounts of coin from they're either new, forgetful, or simply don't care. This change isn't going to change that. The only thing you won't be able to do is rob somebody mid-purchase assuming they actually put their coins away.

In all honesty I had more fun stealing and planting things to mess with people than I ever did stealing a few coins. Even when your account is full there is much fun to be had.


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PostPosted: Mon Jun 15, 2009 6:20 pm 
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Joined: Wed Aug 13, 2008 9:36 pm
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Location: the place in-between
I will disagree though.

Stealing is a non-pk skill that gives the player, who doesn't want to have pk shoved down their throat, a chance to RP a rogue and have an actual SKILL backing it up.

My friend who's new , plays a rogue, only because she likes to log on and steal stuff. As I did with my first rogue.

In practicality, being able to steal from a lowbie, or midbie, is a heckuva lot nicer (in an ooc sense) way to say "hey your bothering me" - or "I don't like you" than backstabbing them.

WHat I think should happen, is any container that is not or does not close, can be stolen from.

Alternately...you could just re-name the class "assassin"


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PostPosted: Mon Jun 15, 2009 7:36 pm 
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SK Character: ArchaicSmurf
I could see theft from containers as 'plausible', but with a low rate of success. Much lower than theft from inventory.


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