Shattered Kingdoms

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 Post subject: Re: Code Update 08/11/2013 Q&A
PostPosted: Mon Aug 12, 2013 11:37 am 
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Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
Edoras wrote:
I'm not QQing. I'm just pointing out that just because something can be triggered, that doesn't mean that it should be nerfed.


Before you brought it up, who said anything about QQ? I like the idea behind kip-up: a skill that prevents swashbucklers from being locked down by bash. I just think my iteration is better and less prone (still no pun intended) to abuse.


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 Post subject: Re: Code Update 08/11/2013 Q&A
PostPosted: Mon Aug 12, 2013 11:40 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
I will double check tonight to make sure it is working, but while kip-up is supposed to negate the lag involved from what made you prone in the first place, there IS some lag designed into using the skill itself.


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 Post subject: Re: Code Update 08/11/2013 Q&A
PostPosted: Mon Aug 12, 2013 11:48 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
Finney, jreid brought up QQ bro. I was just answering him. And yes, I do like your implementation better. It's a lot less prone to abuse. Haha, that is cheesy.


jreid_1985 wrote:
Either way, swashbucklers still get wrecked. I don't really foresee any real abuse of the skill. Look, why don't we give it some time and see what happens. I mean the update just came out.

You're pretty wrong on that one. Swashbucklers just became the new ridiculously hard-to-kill flavor of the month. We'll see though.


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 Post subject: Re: Code Update 08/11/2013 Q&A
PostPosted: Mon Aug 12, 2013 11:56 am 
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Joined: Tue Aug 12, 2008 10:23 am
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Location: Gulf Breeze
Any warrior class flying with massives or flails will destroy a swash.


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 Post subject: Re: Code Update 08/11/2013 Q&A
PostPosted: Mon Aug 12, 2013 12:02 pm 
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Joined: Wed Apr 24, 2002 11:51 am
Posts: 1500
jreid_1985 wrote:
Any warrior class flying with massives or flails will destroy a swash.


Yes, obviously the addition of kip-up/juggle and taunt lowering peak intelligence are worthless since every single opponent a swashbuckler will ever face is going to be a flying mercenary or barbarian wielding a flail or massive weapon.


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 Post subject: Re: Code Update 08/11/2013 Q&A
PostPosted: Mon Aug 12, 2013 12:09 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
So hey, we improved swashbucklers. Awesome!

Did I ever say that since swashbucklers got tossed a few bones, now we'll never improve them again? No. In fact, I never said that.

You can only make so many changes in one update. We'll see how swashbucklers have been changed by the current changes and that will inform the plan for further changes in the future.

PS. I already knew this was not going to solve every swashbuckler issue. But it's what we decided to do for this update. In addition to being competitive, being more fun and interactive were also high issues on the agenda.


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 Post subject: Re: Code Update 08/11/2013 Q&A
PostPosted: Mon Aug 12, 2013 12:14 pm 
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I personally think taunt lowering peak intelligence makes them competitive again. The rest is just gravy - delicious brown gravy at that.


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 Post subject: Re: Code Update 08/11/2013 Q&A
PostPosted: Mon Aug 12, 2013 1:05 pm 
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Joined: Tue Aug 12, 2008 10:23 am
Posts: 1009
Location: Gulf Breeze
I'm certainly happy with the changes, although I wouldn't exactly name them the hard to kill flavor of the month.


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 Post subject: Re: Code Update 08/11/2013 Q&A
PostPosted: Mon Aug 12, 2013 4:20 pm 
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Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
Given the number of QQ threads regarding swashbucklers that have been saturated with suggestions/demands and exceeded a reasonable number of pages, I am really surprised that more people are not showing love for the amount of work this took. Thanks D. Maybe a good time to code a donation button right next to the vote button.


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 Post subject: Re: Code Update 08/11/2013 Q&A
PostPosted: Mon Aug 12, 2013 4:42 pm 
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Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
Just want to clarify something regarding the loyalty tokens being awarded for great victory?

When an inner guardian is approached, the number of PCs that are grouped at the time of an attack is recorded/noted by the game. And simultaneously, the number of current players of the defending HQ is recorded/noted? Now. Only those defending PC's who are in the HQ? Damage attacking PC's?

I've not experienced the victory affect very frequently so I am a bit confused as to how it works.


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