Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Sun Jul 15, 2007 7:37 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
1. Annoying spells on NPCs that delay levelling. Well, there has been a change recently that reduces the number of NPCs that cast a certain pair of spells. I believe that this will help fulfill that request.
2. More Quests: Hell yes. One of the big focuses in the last year or so has been to get more quests and make it easier for you to know that you've got quests you are working on. I'm not too concerned about the Champion players using quests to get the last levels. I have most of the infrastructure available to deal with that when it becomes necessary.
3. Double XP Play Times? An interesting idea.. wouldn't be hard to set up.


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PostPosted: Sun Jul 15, 2007 8:07 pm 
Definitely more quests. You should be able to go from 1 to 50 without ever grinding on a mobile if you travel the entire world.

More, more more more quests.

But other than that, I can gm a 20 cha char in around 50ish hours while doing enough RP to get in a cabal/religion. So...I'd not be worried about it D.


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PostPosted: Sun Jul 15, 2007 10:16 pm 
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Mortal

Joined: Sat Apr 19, 2003 11:19 pm
Posts: 425
repeatable quests that award xp, more xp for quests at low levels


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PostPosted: Sun Jul 15, 2007 11:18 pm 
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Joined: Wed May 05, 2004 1:58 am
Posts: 2423
Location: Athens, Greece
Early levels are a joke. It's late levels that are a pain. And more quests would help A LOT with them. Also, in pretty much every single area, there should be at least 1-2 GM NPCs, imo.


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PostPosted: Sun Jul 15, 2007 11:55 pm 
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Mortal Philanthropist

Joined: Sun Feb 08, 2004 1:41 pm
Posts: 1086
Location: Hugging a tree
SK Character: Imolth
I would like somehow to see players sending low level chars to quests with the ability to reward them for completing them.

ie A sorceror wishing a herb or the intestines of some animal/beast for his experiment, a fighter who lost his whetstone "I must have dropped it in that danm goblin infested area".

Double choice quests. Orc chieftain wants you to kill the high chieftain so he can take his place. Going to the High chieftain he tells you to kill the pest ... you get the point. The player choses.

More item rewarding quests at lower levels. A ring with a +2 bonus for a low level char can be a life saver.
Doubling the XP rate would make little IC sense. I understand people don't want to grind all the time, but how can one be a master swordsman (for example) when all he has done is fetch quests.


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PostPosted: Mon Jul 16, 2007 12:52 am 
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Joined: Wed May 05, 2004 1:58 am
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Location: Athens, Greece
What I *would* tweak on low levels, though, would be the ability to be able to improve at your skills/spells faster. As it is now, it's hard to get improvements on the skills/spells of your own level/status, let alone if you dared learn something of higher level. This can be a real pain for some skills and spells (IE: conjure elemental which consumes a hell of mana for a lowbie char and a ton of concentration time, it's a pain to fail so often).


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PostPosted: Mon Jul 16, 2007 2:03 am 
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Joined: Wed Jun 08, 2005 4:55 pm
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Location: Ithaca, NY
Sypher wrote:
I'll admit, one of the biggest reasons that deters me from coming back to SK is everytime I've tried, leveling was absolute balls.


Same here. I keep getting hit with a wicked character idea, but by the time I've thrown two hours into leveling I realize how balls-awful it will be to level back up to GM, and I wander back to more enjoyable ventures.

I'd support something like this. Another thought I had was in regards to the HP/MP/PE regen rate - why not double the current rate, and add some skills for in-combat regeneration (not just on-tick regen, either)? Far less down time and potentially longer battles with more chance for strategy and improvisation.


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PostPosted: Mon Jul 16, 2007 2:25 am 
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Joined: Wed Sep 10, 2003 3:57 am
Posts: 140
If I ever choose to come back with a another character, I doubt the training would stop me but I understand that playing a 5 lvl character doesn't exactly offers much fun.

There are not many things you can actually do at -very- low lvls, even walking can be a pain. Maybe reaching lvl 16-18 should be easier than it already is but thats about it. After that point the lvling difficulty should increase as your status goes up.

Cheers.-


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PostPosted: Mon Jul 16, 2007 7:58 am 
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Joined: Fri Sep 22, 2006 2:42 pm
Posts: 944
The highest level character I've ever had was Master 1 or 2. My Rogue. However I've been playing my barb and I got him to Mentor 4 rather easily. After that it starts to get really tough. It's pretty bad when you have to watch TV or something while you grind, so yeah more quests would be nice.

As of now, I've played a ton of "grinding " games and compared, this one isn't anywhere as bad. The familiarity system is what makes it so difficult to level later on, especially when you don't know where to go anymore after you've finished that last place.

In my opinion, on top of quests, why not make it so the familiarity system is a little less harsh. Say, double the experience needed to make an area seasoned. I think that change along would help a ton. I'm all for exploration, as I love reading the descriptions of some of the new areas, but when you find some random cave that's good to level in that's way out there and run into some super powered agressive NPC..That kind of sucks getting your things back and sometimes, finding help to get them back. Just my 2 cp.

Summing it up : More quests, double exp needed to season an area (Back of your hand +)


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PostPosted: Tue Jul 17, 2007 1:37 pm 
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Joined: Mon Feb 17, 2003 9:55 pm
Posts: 1365
Actually, if we're going to play with the familiarity system, I'd rather change it around to virtually eliminate grinding.

Instead of familiarity happening slowly and permanently, make it fast and temporary - no more than a RL day or so. Properly tuned, this would make it nonoptimal to kill all the NPCs in an area more than once, but supply good chunks of experience for the first two dozen NPCs or so.

This encourages RP-adventuring, where you at least pretend to have a purpose besides increasing your level. It's hard to maintain that illusion after you kill the biggest boss for the third time in the same afternoon. It also reduces the chance a potential party member will say "Thanks, but I've already been there." He can go again tomorrow, if it fits his character.

People who actually like powerleveling still could: they just need to go to different places regularly. But the rest of us might find the early levels far more entertaining this way.


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