Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Tue Nov 26, 2024 11:49 pm

All times are UTC - 8 hours




Post new topic Reply to topic  [ 92 posts ]  Go to page Previous  1 ... 6, 7, 8, 9, 10  Next
Author Message
 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Tue Sep 03, 2019 11:02 am 
Offline
Mortal

Joined: Thu Jul 11, 2019 9:24 am
Posts: 67
That can be done with scripts which would not require Dulrik. Any imm could make a wizi NPC that response to tribunal members who issue a command and then run a script to make a portal open.


Top
 Profile  
Reply with quote  
 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Tue Sep 03, 2019 11:29 am 
Offline
Mortal

Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
If we're talking about quality of life changes, we should just revert back to the good ole days where tribunal necromancers could cast rift and priests could gate/summon/lighten load. etc etc etc


Top
 Profile  
Reply with quote  
 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Tue Sep 03, 2019 12:00 pm 
Offline
Immortal

Joined: Tue Jan 24, 2017 7:48 pm
Posts: 314
Trosis wrote:
I just want to throw out there that adding portals to end game areas is always an awesome treat.
I heard there was a portal to the Wastelands earlier. I’m upset to see that it’s already gone.
Since this is something that an active imm can do, I would request that this become a more common thing. It can influence adventure to far away places.
Perhaps happy hour on weekends could include a portal?
Is this something willing to be considered?
Or the first Saturday of the month? Something to make this a more regular occasion.
Algorab? Thuban? Yed? Thoughts?


Not to get too detailed, but I would think most everyone here is aware that there have been quests put in that enable access to a lot of good stuff, including portals to different end-game areas.

It was me that opened the portal to the wastelands, but it was a limited time thing, and something I kind of want to use for future events for a bit. I mostly used it this time because some of the RP stuff fell through due to timing, and I wanted to give everyone something additional to do that isn't too hard, or too unfair(by bypassing too much content without effort).

I don't hate the idea generally, but a lot of work was done to make Pyrathia less like swiss cheese, so I'd prefer shortcuts like those to either be rare, or tied to quest chains like many are now.

I am reading all the posts in this thread, and even if I don't entire agree with everyone, I do try to take this stuff under advisement, so keep those ideas coming.


Top
 Profile  
Reply with quote  
 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Tue Sep 03, 2019 3:07 pm 
Offline
Mortal

Joined: Fri Jun 07, 2013 7:11 pm
Posts: 1068
Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
The unlockable portals to the more end-game style areas are a nice addition. Everything in “the unlocked area” has given a big uptick in exploration of end-game areas. And I think it’s one of best things that’s been done for the game in recent memory.

My biggest reason for petitioning for more frequent “imm portals” is that it influences players to explore different areas.
What I really want to see is something that suggests to players “go out and explore this area a bit.” I think the imm portals would do that. But again, I see your reservation.

If it were possible to come up with weekly or monthly quests, I think that would add a bit of value to the downtime that players have.
Put a true sight potion or a triple heal potion on an NPC and have a bounty board. Convince players to go into that upstairs room in the cloud realm. Convince players to run down to that trio in the bottom of the Orc Hive to pick up a free double-heal off them.

I understand that time is limited, and you’re restricted in what you can do. But dropping a true sight potion on an NPC and sending a tell to a couple people could influence action and it’s within your abilities as an imm. I understand if you don’t want to do this, but I think it would add value.


Top
 Profile  
Reply with quote  
 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Tue Sep 03, 2019 4:00 pm 
Offline
Mortal

Joined: Fri Jun 07, 2013 7:11 pm
Posts: 1068
Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
Adding to the “give consumables to npc’s” I’m thinking that an imm manually adding an item to an NPC is a decent workaround.
But an ideal way to automatically do this would be to somehow set an NPC to spawn with a particular consumable only after a monthly or every-other-day reboot.

The Orc Hive example, for a double heal. Once the daily reboot hits, you would have people rushing to a couple of moderately-challenging areas to obtain this “daily loot.”
Easy locations, could have single refresh or heals.
Moderate locations/bosses could have double heal/refreshes or non-rot detection pills.
Difficult locations could have double energizer bottles or true sight potions.

Influencing exploration through consumable loot. That’s what I’m calling this idea.


Top
 Profile  
Reply with quote  
 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Wed Sep 04, 2019 11:59 am 
Offline
Mortal

Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
Simple suggestion. Fix necros please. Animates and controls were so badly nerfed, there's no point.


Top
 Profile  
Reply with quote  
 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Wed Sep 04, 2019 12:40 pm 
Offline
Mortal

Joined: Fri Jun 07, 2013 7:11 pm
Posts: 1068
Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
archaicsmurf wrote:
Simple suggestion. Fix necros please. Animates and controls were so badly nerfed, there's no point.


I think necros themselves could be an entirely different post.
Theey we’re sort of unintentionally super-nurfed when reflex started affecting bash, and the other associated changes to bash. I think their wights are unavailable now or something like that? Either way. Necros are in a bad place right now. But balance issues are code changes and that’s Dulrik’s area.
I’d like to see a discussion about how to fix necros. But we’ve suggested a lot of code changes. They’ll take time.


Top
 Profile  
Reply with quote  
 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Fri Sep 13, 2019 8:18 am 
Offline
Mortal

Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
[idea] Redeem level.


Top
 Profile  
Reply with quote  
 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Fri Sep 13, 2019 8:39 am 
Offline
Mortal

Joined: Thu Jun 22, 2006 8:43 am
Posts: 2323
SK Character: Airkli
A buff to base racial charisma - In herb, spell, pill, or vial form.


Top
 Profile  
Reply with quote  
 Post subject: Re: Changes For SK With Fewer Players
PostPosted: Fri Sep 13, 2019 7:52 pm 
Offline
Mortal

Joined: Thu Jul 11, 2019 9:24 am
Posts: 67
archaicsmurf wrote:
A buff to base racial charisma - In herb, spell, pill, or vial form.


Like a bard song maybe


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 92 posts ]  Go to page Previous  1 ... 6, 7, 8, 9, 10  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 106 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