Shattered Kingdoms

Where Roleplay and Tactics Collide
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What do you think of this suggested change to enchant?
Like it, lets see it. 43%  43%  [ 29 ]
Neutral. 10%  10%  [ 7 ]
Do not like it. 37%  37%  [ 25 ]
Other, don't care, or just want to see results. 9%  9%  [ 6 ]
Total votes : 67
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PostPosted: Sun Feb 19, 2006 3:37 pm 
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Sorry, not for the idea. It would completely change the game and make it way to easy for someone to get a uber suit. We might as well have all the uber adamantine and mithril back in the game.

sleeper


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PostPosted: Sun Feb 19, 2006 3:46 pm 
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Achernar wrote:
This gives anyone the ability to have a suit enchanted to their tastes, newbie and twink alike. The tactical part would be in knowing which enchantments would be the best. How does it make warriors overpowered any more than any class? It simply makes your choice a tactical one. It makes that one suit with the perfect enchantments a thing of the past. With time, any suit could be enchanted to that end. Everyone would have the same access to those enchantments, and if limits needed to be put on how much magic items could hold, that could very well be tweaked.


Achernar - everyone already does have the same access to enchantments. The problem is that - should everyone be able to pick and choose the enchantments every item gets - that everyone would be walking around with 60mp sets and making 90% of casters spells do no damage to them, or go around with 40 willpower and make themselves sleep immune. Don't you realize how outrageously weakened casters would be by this changed?

Warriors are strengthened by this change, casters are made to be garbage. I cannot imagine anyone playing a caster other than a necro for animates or a priest for heal/res after this change. Warlocks + Sorcs will be gone.

Sorry to look at what you right in such an unfeeling tactical point of view - but if this change was implemented it would be so awkwardly unbalancing as to be sad.


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PostPosted: Sun Feb 19, 2006 3:52 pm 
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This would make the vet to n00b gap even further. It would allow omfg voodoo cannons. You could have necros with 1000 hp undead. You could be immune to 2 types of magic on you. You could take z3r0 damage from spells. You could be so resistant that no spells touch you, ev4r.

I am very against this idea. Although Ghent would come out of enchanting retirement to make uber suits for his friends. In the end it would totally nullify magickal damage, and warriors would once again have the uber edge. Imagine having +50 MR and +50 MP on a d0rf bard, who can just take off their necklace/rings/bracelets so people could dump spells on them. All you would need is a mage friend with a lot of psuedo afk time.

Send $0.02 per reading to the Fepel Foundation. Thank you.


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PostPosted: Sun Feb 19, 2006 4:03 pm 
When it comes to mathematics, all of you are pretty freaking [REDACTED]. This is all hypothetical situations and conjecture. It's not solid data.


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PostPosted: Sun Feb 19, 2006 4:36 pm 
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If this was implemented, the only way somebody would ever play a sorc/warlock would be to give them an enchant to add to art... or allow spells to have a maximum and minimum damage (and mp just varies the damage between these two).

But yeah, if this happened, I'd be hitting my friendly local enchanter for a full hp suit and a separate full mr suit=win sk.

Hey, if this happens, we might even see people try to take on Vaersarlak.


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PostPosted: Sun Feb 19, 2006 4:38 pm 
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Joined: Sat May 07, 2005 8:16 am
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Location: Las Vegas, Nevada
SK Character: Achernar
Why not just institute a limit for modification to attributes, similar to train caps? Wouldn't that be enough to keep it from being heavily abusable? Give every stat a cap, it doesn't have to be visible to mortals, just stop adding after a certain limit has been reached. Or don't let items stack seperately, whichever item has the highest modifier to that stat is the one that is used. Just tossing this out there.

A


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PostPosted: Sun Feb 19, 2006 4:44 pm 
I'd rather wish there would be an institution to give these people brains.


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PostPosted: Sun Feb 19, 2006 5:09 pm 
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Joined: Fri Mar 28, 2003 10:52 am
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Location: Dark side of the moon
I seriously doubt that, even if such an enchanting system was implemented, it would enable each and every player to make such an uber pimped out suit of armor and the fact that some you people are even suggesting it either shows that you don't think before you post or that you don't know this game well enough to judge.

I am fond of this idea though, it would certainly make things a lot more interesting and a lot less annoying. The fact that what kind of an enchantment you get is depended purely on chance makes the whole thing a lot less enjoyable, especially when you get enchantments that you didn't want.

I'm not sure about the stat increases, maybe if a cap was placed or something...

In any case, this enchanting system sounds like an improvement to me.


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PostPosted: Sun Feb 19, 2006 6:48 pm 
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Fepel got one thing right:

Fepel Veiled wrote:
This would make the vet to n00b gap even further.


The biggest problem I had with Daemaru was trying to remember how many times I could enchant something before it would fade or explode. Each item is different regardless of size and type and occassionally even items that were supposedly the same would enchant a different number of times depending on your rolls...

My suggestion: Leave enchanting basically the way it is, but up the level requirement to learn it (move it from Expert to Mentor) and up the ME cost a bit, and let the spells have a chance of adding attribute bonuses (Str, Con, Int, etc.). I had more people ask me if I could enchant attribute bonuses on to armor when I had access to the spells than any request for magic resistance or protection. This would lessen slightly the gap Fepel mentioned, making it easier for newbs to max their stats and not have to worry so much about where they are going to allocate their attribute points, something which I have learned is exceedingly difficult for someone who is not experienced in doing so.

Will this unblanace the higher levels of the game? Possibly. As much as Achernar's idea? Not even close...sorry Achernar.


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PostPosted: Sun Feb 19, 2006 7:23 pm 
Impliment it, though make the mana drain an entire mana pool per enchant. You may be able to make the suit you want, but the enchanter is not going to want to [REDACTED] around enchanting EVERYONEs armor.


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