Shattered Kingdoms

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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Tue Jan 25, 2011 8:36 pm 
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Mortal

Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
evena wrote:
ladyjennbo wrote:
I like the new necromancer compromise. Now to get good at SK and test it...


. . . how different from a few pages ago. :roll:


It's a joke, silly!


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Wed Jan 26, 2011 3:33 am 
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Joined: Sat Dec 27, 2008 12:48 pm
Posts: 1725
Location: Rockin' your world
SK Character: Snuffles
Dulrik wrote:
Sakhul wrote:
Would it be possible to have all your pets recall with you when using word of recall?
Actually, that is already one of the benefits of the new pet system. I forgot to mention it.


That's great. I approve.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Thu Jan 27, 2011 2:23 pm 
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Joined: Sat Dec 25, 2010 11:34 am
Posts: 104
SK Character: Noragh, Rhakeesh, Eralenax
Kin wrote:
My last line of defense is this. Casting small spells and stuff while moving is fine, but holy word is the epitome of concentration as you're invoking the wrath of your respective god. The concentration and PE drained from this indicates just how stressful it is to the caster's body. Being able to move while casting such a powerful spell shouldn't be possible in the slightest, even for the greatest of clergy.


I feel that IC is the most important aspect of this game, and as such agree with this statement whole-heartedly. IMO It should not be possible to 'concentrate' while trying to follow somebody who is moving at all, much less running around the city at top speed. I believe that this should apply to all spells, from cure light all the way up to holy word. Movement and casting should be as incompatible as oil and water. I would like to further back this statement up by mentioning that characters already cannot use defensive skills while casting; block/dodge/parry all don't work when concentrating as you are unable to focus on -anything- else while invoking magic/prayer, so it makes just as much sense that you couldn't focus on a spell while trying to follow someone about, dodging pedestrians or trees, etc.

Also, I'd like to say: "Thank you so very much for these awesome improvements!!!!!!!!!111oneon"

Seriously, I am extremely excited about them :D


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Thu Jan 27, 2011 2:50 pm 
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Joined: Fri Aug 01, 2008 5:52 am
Posts: 488
Location: In my head
SK Character: Phreya, Kouin, Nosephthyki
I accept and agree with all prayers/spells that have a higher casting time to be cut off when moving. However, quick prayers such as refresh or cure light I honestly don't see how the "realism" this adds outweights the enormous additional time sink it would imply.

In my mind, when I envision Thyki casting something like a refresh it is short, to the point and done on the fly. Should she be able to cast resurrection while moving at top speed? No, that just seems ridiculous and with very few exceptions as a matter of RP I don't do it. But if a paladin/hellion can cast while fighting, a priest who has been doing this for 150 years can sure as hell offer up a quick prayer to refresh her legs while following people around, or pray to heal some lighter wounds while running for their life.

And really guys...this is a game. A FANTASY, roleplaying game for FUN!!! Do we really need this to make it even less enjoyable? Jesus, ask for shovels why don't you!


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Thu Jan 27, 2011 3:06 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
That's a good comment about concentration. If we do make a change, perhaps it should be integrated with the concentration system. Moving would have a concentration cost and if you go over, then you lose it. It makes so much sense, that I'm not sure why it never occurred to me before. On the downside, it would be harder to balance and it wouldn't discriminate between aggressive vs non-aggressive spells.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Thu Jan 27, 2011 3:34 pm 
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Joined: Sat Dec 25, 2010 11:34 am
Posts: 104
SK Character: Noragh, Rhakeesh, Eralenax
Dulrik wrote:
If we do make a change, perhaps it should be integrated with the concentration system. Moving would have a concentration cost and if you go over, then you lose it..



I agree with this in theory.. but wouldn't adding concentration to movement affect all casters adversely? For example, races that can charm two NPCs at once would now lose concentration on one the second they walked anywhere, or holding as many spells as you can would only be viable if you never planned on moving, which doesn't seem quite right. I feel like the only real way to make this work properly is for movement to cancel an in-progress spell cast.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Thu Jan 27, 2011 3:49 pm 
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Joined: Fri Sep 22, 2006 2:42 pm
Posts: 944
What Nokuro said. Doing that would make it far too hard on sorcs or necros. Instead, it should really work like the damage system. As it stands now, if you take a really hard hit your concentration is disrupted. It should really be like that.

Having to move while holding a bunch of spells (as often times most classes do. MI, charm, charm2 etc. would be severely limited in this aspect. I could see where it is difficult to do so..But how do you make it small enough to where it stops massive spells like resurrection / holy word but not stop spells like charm without borkin over sorcs?


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Thu Jan 27, 2011 3:57 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Kin wrote:
What Nokuro said. Doing that would make it far too hard on sorcs or necros. Instead, it should really work like the damage system. As it stands now, if you take a really hard hit your concentration is disrupted. It should really be like that.

This is what I was proposing, but as I said, it could be tough to balance it, especially to meet the specified goal of making it impossible to do walk-in final strike or holy word, yet not interfere with lesser spells.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Thu Jan 27, 2011 4:04 pm 
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Joined: Sat Dec 27, 2008 12:48 pm
Posts: 1725
Location: Rockin' your world
SK Character: Snuffles
How about adding a "movement casting" skill which only affected certain spells?


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Thu Jan 27, 2011 5:41 pm 
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Joined: Thu Feb 28, 2002 4:00 pm
Posts: 677
Location: The great white north
Sakhul wrote:
How about adding a "movement casting" skill which only affected certain spells?
+1

Make it limited to spells of say, journeyman level?

Limit the skill to pure magical classes (sorc, priest, necro)?


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