Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Re: Reasons for deletion
PostPosted: Tue Sep 11, 2012 9:14 am 
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Mortal

Joined: Sat Apr 02, 2011 12:07 pm
Posts: 263
Alas, they are only urban legend. Everyone hears about them, but noone sees them.


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 Post subject: Re: Reasons for deletion
PostPosted: Tue Sep 11, 2012 9:19 am 
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Mortal

Joined: Tue Dec 26, 2006 9:49 pm
Posts: 497
Location: Arkansas
SK Character: Aurenna, Ceinwyn, Ceridwen
Ah the great mudorgy of '69...

Were you there grampa?

Only in spirit son, only in spirit.


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 Post subject: Re: Reasons for deletion
PostPosted: Tue Sep 11, 2012 9:34 am 
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Joined: Thu Oct 06, 2011 10:59 am
Posts: 755
I blame most rage deletes on subpsychotic episodes derived from improper anger management skills.

Things generally don't go the way a person wants, this changes each and every time, so they get angry and delete.


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 Post subject: Re: Reasons for deletion
PostPosted: Tue Sep 11, 2012 12:04 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
I've seen some people re-ordering and commentary on my suggestions and I'll take them into account, but not too much in the way of new categories (at least not spelled out as such).

The idea behind this request is that I will actually ask people to choose one of these options when they delete, so that I have better data on what we should be focusing on to improve player retention.

So if you think some of my categories are crap (AKA not enough PK/Tactics -- although I think you could make a legitimate case for people not liking the tactical aspect of the game), then please feel free to rewrite the list where you merge categories and add new ones.

But make sure the category is easily understandable in about 60 characters of text.


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 Post subject: Re: Reasons for deletion
PostPosted: Tue Sep 11, 2012 12:13 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
I don't think there's enough PK, personally. People just camp cabal headquarters/areas like Everclear/Seawatch. They're safer alternatives to sitting in cities.

No more than one bounty NPC per room per character should spawn. Aggression is penalized too much currently. Tribunal NPCs should go back to the old system of not being able to take them to enemy areas. Defense only. If you want to go aggressive you should risk losing PCs, not risk losing a tribunal NPC and recalling a round before they get hosed, collect another, rinse and repeat. Once a side gets an advantage in the current way the game works it's easy for them to continue using that advantage without risking losing much.

Tribunal NPCs need to have a standard as well. Builders just spam sanctuary, and auto-haste flags on the NPCs.


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 Post subject: Re: Reasons for deletion
PostPosted: Tue Sep 11, 2012 1:16 pm 
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Mortal

Joined: Mon May 19, 2008 5:06 am
Posts: 1447
Location: Seattle
SK Character: Theodoric
Great post by Ardith, totally agree with all said.


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 Post subject: Re: Reasons for deletion
PostPosted: Tue Sep 11, 2012 1:25 pm 
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Joined: Thu Oct 06, 2011 10:59 am
Posts: 755
From the sounds of it it seems to revolve around the playerbase and their choice of how to interact with each other. :drunk:


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 Post subject: Re: Reasons for deletion
PostPosted: Tue Sep 11, 2012 1:26 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
I'd just like to add that I'm completely incapable of understanding the other reasons for deleting the character.


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 Post subject: Re: Reasons for deletion
PostPosted: Tue Sep 11, 2012 1:30 pm 
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Joined: Thu Oct 06, 2011 10:59 am
Posts: 755
It requires empathy.


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 Post subject: Re: Reasons for deletion
PostPosted: Tue Sep 11, 2012 1:36 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
spidermonkey wrote:
It requires empathy.



I don't want to have empathy for people like Syn.


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