Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Tue Dec 05, 2006 12:21 pm 
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Location: Sunnyvale, California
Again, here's my reason as to why the Deep should be opened:

Everyone says, hey, the gnomes and dwarves get screwed out of this, but then lets think about Elisair and Grahme in Ayamao. Again. If that side gets to have a place that they can call home and not have to worry TOO Much about PK (and i'm looking at this from a newbie's standpoint), then that should be just as possible for say, deep-elves. I mean, the Newbie training area in Ayamao is just a league from the Tree. AND there is a certain NPC that transports people to certain places upon asking within Ayamao. But none of those places have anything to do with Elisair and Grahme. So why would we be complaining about dwarves and gnomes getting screwed when this already happens on the opposite ends of the spectrum? I know when I was still new, I wanted my deep-elf to be from the underground, but it was just plain impossible and I ended up getting ganked just about everywhere for the mere fact of BEING a deep-elf.

I mean, all in all, it would be nice if there was an underground kingdom for people to actually use. Sure, you can go there now, but the deep-elves really only get the North as a safe haven. And thats not underground. I mean, Chy'zzrm is just SET UP to be a starting place. If the problem with connecting the gnomes/dwarves/deep-elves are still a problem, then just make the tunnels system connect them all together in a way normal (not twink) players can navigate through them (Like how Moraskdil -sp?- has torches lighting the way through the giants camp) to get to all three, but still make the starting point Chyzzrm. That doesn't mean you have to recall to Chyzzrm. Make the recalling point somewhere in the middle. I mean, thats how it is in Ayamao. Why can't it be done here?

Also, you can't say that if all the twinks move to chyzzrm, no one will train people in the inns. Most of the people who have ever asked me to mentor them have been through word of mouth and by tells and then we figure out an inn to meet at. Having people living in Chy'zzrm will NOT hurt the mentoring abilities imho.

People go to inns for fountain RP mostly. The only thing thats going to happen is that you'll see more darkies sitting around Chyzzrm then you do now. And when you think about it, There are Three lightie start cities, Two darky start cities, and One neutral. Is that balancing? I don't think so. And before anyone tries to disagree with that, let me point out that Teron is NOT a darky city.


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PostPosted: Tue Dec 05, 2006 2:03 pm 
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Joined: Fri Jul 21, 2006 9:04 am
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Location: Not in the south anymore. Woohoo.
Letting people start in the Deep Realm is something that I feel, frankly is something needed to fine tune this already well coded mud. Deep-elves, gnomes and dwarves have been selectable races for how long on this mud? I think it is about time that there should be some strong backing for such races.

Such a change would only cause several things to happen.

1. Cause a few people to [REDACTED].
2. Attract new people, I'm figuring by word of mouth rather than voting.
3. Attract older players who left. *maybe, not sure how pissed off they got at the mud or if they were just bored*
4. Give a lot of people who have been playing this mud for years something new to do. Several somethings if done right and a place for each race was put in.
5. Produce a large enough change to update to the information on TMS.

I really would like to push for this idea. It would map out at least some expansion to the mud to attract players that the player base has been asking for.


Last edited by B00ts on Tue Dec 05, 2006 2:10 pm, edited 1 time in total.

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PostPosted: Tue Dec 05, 2006 2:10 pm 
B00ts wrote:
5. Give you something BIG to change and update to your information on TMS.


...Woah, that is a good idea D. Making frequent and big updates to the various mud-voting/searching websites.


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PostPosted: Tue Dec 05, 2006 2:51 pm 
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Joined: Sun Jul 24, 2005 10:00 pm
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B00ts wrote:
Letting people start in the Deep Realm is something that I feel, frankly is something needed to fine tune this already well coded mud. Deep-elves, gnomes and dwarves have been selectable races for how long on this mud? I think it is about time that there should be some strong backing for such races.

Well said! :drunk:


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PostPosted: Tue Dec 05, 2006 3:24 pm 
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I'm sorry, but I don't see the point in Chyzzrm as a starting city. Granted, it has a newbie school. But that's about the only thing you can say for it.

No law protection, since there are no judges.
Out-of-step area design. (Lolth?)
Makes no sense for non-deep-elves.

If this place doesn't die right after the novelty factor, it will be because Chyzzrm is such a safe recall spot. Nuts to that too.

Want to see a deep-elf settlement in Menegroth or Krychire? Ask for one to be built. That'd be a great addition to SK, without further depleting the evil kingdoms.

Want to start in Chyzzrm? Start in Uxmal and get a mentor to escort you down the tunnels after your "visit to the overworld". Problem solved.


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PostPosted: Tue Dec 05, 2006 3:28 pm 
There are a number of reasons this wouldn't work.

1. You would have to have different starting points. Ch'zzrym is too anti-anything-not-deep-elf to be a realistic starting point for most dwarves or gnomes.

2. It's dangerous. There are mercs, high level aggro NPCs (especially if you choose the wrong race), all sorts of things that can hamper your progress - including what can be at first a confusing area design.

3. The deep-elves are all wrong. A spider temple? Dark skin? Matriarchy? The mud is trying to get away from that imagery, or at least, that's what was said when they were changed to deep-elves from Drow. Until Ch'zzrym is substantially altered it cannot be a starting point because, as forsooth so aptly described it, it's simply out of step with the rest of the mud.


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PostPosted: Tue Dec 05, 2006 3:33 pm 
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Joined: Fri Jul 21, 2006 9:04 am
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Location: Not in the south anymore. Woohoo.
I'm actually pushing for three new starting areas. One for gnomes, one for dwarves and one for deep-elves. The game seems incomplete without such starting cities.


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PostPosted: Tue Dec 05, 2006 3:59 pm 
Provided Ch'zzrym and the dwarf city whose name I can't recall (Augurdun or something) get revamped, Ch'zzrym more substantially than the other, provided that the danger is removed from Ch'zzrym when that's accomplished, and provided that roads be built connecting the three cities to the rest of the world, I have only one other issue.

There are not enough players to support three new starting zones.


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PostPosted: Tue Dec 05, 2006 5:46 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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I'd be more likely to consolidate all starting areas into one than add a new one. Not that consolidation is going to happen either, but it would be much more beneficial to the game. If you start as a newbie and never see anyone, you are much less likely to keep playing the game. Having a single newbie zone would put newbies in contact with each other much more. There's no way I would increase our already overwhelming six newbie areas unless we suddenly jumped to 100+ players on average.


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PostPosted: Tue Dec 05, 2006 5:49 pm 
Dude, that's a fantastic idea. You can build a whole newbie city and everything. Make it some sort of collegium.


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