Shattered Kingdoms

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PostPosted: Sun May 16, 2010 11:57 pm 
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Joined: Wed Sep 24, 2008 12:21 pm
Posts: 4452
Decrease the cast time on plague, make poison affect constitution instead of strength.


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PostPosted: Mon May 17, 2010 3:27 am 
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Joined: Sat Dec 27, 2008 12:48 pm
Posts: 1725
Location: Rockin' your world
SK Character: Snuffles
Add AC in status. Something like feeble/light/moderate/greater/epic protection..

Same with saves.

(Pick better phrasing for it too)


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PostPosted: Mon May 17, 2010 6:13 am 
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Joined: Thu Sep 10, 2009 8:10 am
Posts: 97
Location: Omaha, NE
I agree with whoever said it earlier... Bring pets' level down, so that they're useful for leveling (especially at the lower levels) but not for PvP. Make PvP be PvP, not just a bunch of pets in front.

Also, eq slots for them would be cool.


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PostPosted: Mon May 17, 2010 6:16 am 
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Joined: Sun Mar 03, 2002 7:15 pm
Posts: 1086
Location: Pyrathia
Please add town criers and rumor NPCS in taverns to the game.


It would require no coding and just adding scripts to NPCs. It would help more casual players like myself find areas to train in, quests to do, and trainers to help.



Please, Please, Please, Please. Ill even help with the desc work. Please?


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PostPosted: Mon May 17, 2010 8:50 am 
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Joined: Tue Apr 13, 2010 11:45 am
Posts: 75
Either increase the effectiveness of willpower, lower effectiveness of art, or make PCs immune to charm person.


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PostPosted: Mon May 17, 2010 8:52 am 
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Joined: Tue Apr 13, 2010 11:45 am
Posts: 75
remove tribunals from the game, go back to the Cabal only system - Not enough players to support so many different groups, this will also fix the "NPC wars" problem.

Hammer - Taslamar
Druids - Ayamao
Fists - Zhenshi
MC - Empire
Harlies - Uxmal
Crucible - Northern Wastes


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PostPosted: Mon May 17, 2010 8:56 am 
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Joined: Fri Dec 26, 2008 1:22 pm
Posts: 1648
alongside laechlyn's remove trib idea, bring MC's old command legionnaire skill back, but as command soldier and spread it across all cabals


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PostPosted: Mon May 17, 2010 9:44 am 
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Joined: Sat Dec 27, 2008 12:48 pm
Posts: 1725
Location: Rockin' your world
SK Character: Snuffles
New skill for swashbucklers and it's a utility one!

Extortion (or any other name you choose to give it)
Allows a swashbuckler to extort information about the various visitors of the city in the last.. IC day?? Sort of similar to a certain raven in a certain city.

For example, if someone was around nearly a day ago.
"Sakhul has been spotted around the city quite some time ago."

Roughly half a day.
"Sakhul has been spotted around the city not too long ago."

Less than half a day.
"Sakhul has been spotted around the city quite recently."

In my attempts to make finding players easier (which is why I proposed adding scry) I came up with this little number. And given the fact that swashbucklers are sorely in need of utility I thought it fit best for them - using a mixture of their natural charm and their quick wit they should be able to gather information.

As it stands now, unless someone is crazy enough to stay at an inn 24/7, it's very hard to find people. SK is huge, it has a lot of no-magic areas, organization only areas and quite frankly I'd rather see more peril and action in the game, which this would certainly promote.

Let's make hiding more difficult!


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PostPosted: Mon May 17, 2010 9:53 am 
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Joined: Fri Apr 17, 2009 9:50 pm
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It could easily be done as a fluffed-up, inverted tracking, perhaps with some fuzziness as to the room(s) targeted.

Easier in urban sectors and indoor rooms than wilderness, with different flavor as lore is to identify.


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PostPosted: Tue May 18, 2010 2:54 am 
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Joined: Sat Dec 27, 2008 12:48 pm
Posts: 1725
Location: Rockin' your world
SK Character: Snuffles
Ranged combat is somewhat askew.

On one hand it has the potential to rape casters in roughly one round (yes there are ways to mitigate the damage and ultimately avoid it but the damage potential is fairly high), which would be fine as casters (especially sorcerers and necromancers) are sometimes hard to reach and are considered to be powerful (which shouldn't be the case, but that's another issue for a different discussion). On the other hand a person with a set of high AC armor, a quality shield and mood defensive can laugh at these arrows, having most of them either miss or get deflected. Two extremes, neither of which I like.

I have two proposals that might mitigate this issue (implemented carefully with proper testing)
- Lower the damage of ranged combat and add an automatic skill called precision that allows a scout to find chinks in their enemy's armor to bypass some of it.
- Lower the damage of ranged combat and add an active skill called precision shot that allows a scout to shoot a direct shot at close ranger that bypasses a certain amount of the enemy's armor and does a fair amount of damage.

I like the second proposal more because as it stands ranged combat is exclusively automated (from skirmish to auto fire) and this would require a scout to actually perform actions while firing.


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