Shattered Kingdoms

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PostPosted: Tue Jun 24, 2008 4:03 pm 
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I strongly suggest you to prove they are overpowered by doing it yourself.

Trust me, as someone who already does that to some extent, you won't have the energy to keep more than 1-2 NPCs equipped and still you will not do it after 3-4 times the NPCs get ganked while you are offline and you lose all the elite EQ.

You take a risk(leaving enchanted EQ on law NPCs with risk of getting lost) and you should get benefits from that. It's part of SK and SK is full of such examples. As is when scribing double scrolls or brewing double potions for example. You risk losing a heal potion when you try to brew another heal spell(a rather high fail rate), but if you succeed you get the benefits of a double heal potion. Or when pushing enchantments on an item past a certain amount(8 for example). You risk of well enchanted items evaporating, but if you are lucky and get a critical hit you get an even nicer piece of EQ with 10 enchantments.

So it's up to how you play SK. Some put effort, some are lazy. We don't have to be all lazy because the code prevents us of doing it.


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PostPosted: Tue Jun 24, 2008 4:04 pm 
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Jardek wrote:
Actually, what we have here is a differing point of view. You think it's not too powerful to have decked out NPCs, and that tribunal NPCs were designed with the understanding that they could all be decked in enchanted gear. That's cool. I think that it is overpowered, and that NPCs were not designed for such use. We obviously can't both be right, because our points of view are exclusive of each other.


I stand by my claim that the difference between a NPC with a [REDACTED] weapon and [REDACTED] armor, compared to a NPC with a great weapon and great armor, is actually an extremely small difference that will barely ever affect pk.


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PostPosted: Tue Jun 24, 2008 4:07 pm 
Maybe. But there's a massive difference between a NPC that is normally completely naked with no weapon, and that NPC having a tanso steel weapon and armor. Some of the best weapons for NPCs also come in infinite supply of tanso. Flamberges and bwhips come to mind.


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PostPosted: Tue Jun 24, 2008 4:15 pm 
Dark-Avenger wrote:
I strongly suggest you to prove they are overpowered by doing it yourself.

Trust me, as someone who already does that to some extent, you won't have the energy to keep more than 1-2 NPCs equipped and still you will not do it after 3-4 times the NPCs get ganked while you are offline and you lose all the elite EQ.

So it's up to how you play SK. Some put effort, some are lazy. We don't have to be all lazy because the code prevents us of doing it.


Dude, that is a much better post. I am really impressed with your effort just now, no sarcasm.

As for doing it myself, I've done it before plenty of times (ironclaw voodoo chains, adjectives, charge;rem weapon;wear weapon;charge, etc etc), as I'm sure you know. It's not the best way to do things in that while they do change, but nobody is really grateful.

I think it's silly to say that standardising guards in all jurisdictions by giving them all stock EQ that they never remove and disabling an ability to wear additional eq would be a change on-par with CRS.

Gilgon, you could potentially be right. Why not make it easier for the people who do go to the effort then, as well as fairer for the people who might not understand what they can do, by standardising guards to come with say, iron armor and an iron weapon. It makes sense for everyone.

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You take a risk(leaving enchanted EQ on law NPCs with risk of getting lost) and you should get benefits from that. It's part of SK and SK is full of such examples. As is when scribing double scrolls or brewing double potions for example. You risk losing a heal potion when you try to brew another heal spell(a rather high fail rate), but if you succeed you get the benefits of a double heal potion. Or when pushing enchantments on an item past a certain amount(8 for example). You risk of well enchanted items evaporating, but if you are lucky and get a critical hit you get an even nicer piece of EQ with 10 enchantments.


This is true. But if you knew a way around the code to get ten guaranteed brews on a single flask that was perhaps not intentional, then it would be unfair. I realise that you don't think that outfitting guards is on par with that. I do. So you don't need to repeat it. What I am saying is that it was not really intended for guard NPCs to get massively geared up. Standardised equipment is a good compromise and makes good sense IC. It would also help allay some of your concerns about guards in other countries loading with full sets of diamond.


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PostPosted: Tue Jun 24, 2008 4:20 pm 
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That's what I don't like. Tribunals were not affected from the CRS changes and kept their unique identity. Let's not make them all cookie cutter.

Leave each tribunal with advantages and disadvantages, overall balanced all of them of course.

Or don't you all remember what happened when CRS was implemented and people started saying how things like the omgleet dr00d sanc for example was changed from a great area to crap? Even with all the effort done to keep some nice things inside it, it lost the uniqueness and that something that made it special.


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PostPosted: Tue Jun 24, 2008 4:22 pm 
We're not talking about ruining areas though, or even changing guards. We're just talking about standardising equipment. You could even keep the unique equipment in a battle chest inside tribunal HQs, thus not losing their EQ at all, but restricting it to PC/charmie use.


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PostPosted: Tue Jun 24, 2008 4:24 pm 
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As are all the spawned guards in CRS atm.

Different descs but same levels, same classes, same weapons, same everything mechanics wise.

This change will make all tribunals identical. Playing a char in the Keepers will have no difference than playing one in the Talons or the Black Hand. Same things are given to you, you will have to use the same tactics over and over again.

At least now SK has a variety of things to do and tactics to use.


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PostPosted: Tue Jun 24, 2008 4:25 pm 
Iron weapons would be cheap(iron weaknesses) if this was ever done, it'd need to be like steel.


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PostPosted: Tue Jun 24, 2008 4:46 pm 
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I'm not buying the cookie-cutter argument. Nothing prevents tribunals from being as different as they are now. Choosing appropriate weaponry makes tribunals more distinct, not less. It's not as if someone's saying "All tribunals will henceforth have iron armor. *poof*." There may even be the opportunity for give and take. Maybe you'll be permitted a really nice weapon type on one guard, if you're willing to accept less armor on some others.


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PostPosted: Tue Jun 24, 2008 9:37 pm 
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I won't comment more on the topic of the thread but I'm curious. Jardek you rolled a character to change the adjective thing and you say that you are willing to do the same about the tribunals. Why? You don't play the game and it won't bring more fun for your main. I play the game and I don't like your proposal. I will be a very sad panda if I ever hear that Dulrik is influenced from your right view of playing the game and/or other people who spend more time writing here than ic.

As for the fairness/standardization comment you made, I prefer things not to be perfectly balanced, than having that feeling of being part of the "Attack of the Clones" every time I enter an hq for a raid.


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