Shattered Kingdoms

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 Post subject: Re: Upcoming Bonanza Discussion
PostPosted: Tue Feb 15, 2011 8:20 pm 
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Mortal

Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
Baldric wrote:
Did anybody read what Achernar wrote?


Nope! And we are continuing Baldric's reign as forum topic dictator apparently!


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 Post subject: Re: Upcoming Bonanza Discussion
PostPosted: Tue Feb 15, 2011 10:59 pm 
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Mortal

Joined: Thu Dec 22, 2005 7:27 am
Posts: 5014
Location: Hiding
Baldric wrote:
What the . . .
. . .
Did anybody read what Achernar wrote? Keep the discussion limited to final strike and voodoo.


Final strike and voodoo baby. ;)


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 Post subject: Re: Upcoming Bonanza Discussion
PostPosted: Tue Feb 15, 2011 11:17 pm 
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Mortal

Joined: Mon Apr 06, 2009 2:36 pm
Posts: 229
A failed cast of final strike should result in the same ending as a successful final strike for the user. Voodoo should return equal damage to the shaman.


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 Post subject: Re: Upcoming Bonanza Discussion
PostPosted: Wed Feb 16, 2011 3:10 am 
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Mortal

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 1086
Location: DC
The problem with removing final strike or voodoo is the absolute irrelevance of it. It might make an interesting RP quirk for one or two people, but fundamentally it'll be so negligible of impact that it can be ignored. Now, granted - people should be doing this for the RP itself and not because of some wedge made because an important skill is being impacted. However, there can be a fire under some people if something more readily used is available - see "Locate Object" or "enchant armor".

A great storm comes, and your magical ability to see anywhere through locate is impaired.

A dead god comes back to conquer Pyrathia in a final gesture, and takes out those who have the mortal scrying ability to detect his movements and weaponry. Or the power to magically guard themselves via magical imbuement.

Ecoterrorists who think magic ruined the realm go an assassinate those who teach magical imbuements that can corrupt otherwise pure things, etc.

By an effort of the above to keep people more intimated with the realm and forcefully attuned with nature, fly trainers are taken out in an attempt to keep people on the ground and thus familiar with it and the corruption happening to it.

Etc, etc, etc.


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 Post subject: Re: Upcoming Bonanza Discussion
PostPosted: Wed Feb 16, 2011 6:44 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Just a reminder that none of this is going to change actual coding of skills or spells. We are talking about adding or removing the ability to train with specific NPC teachers.


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 Post subject: Re: Upcoming Bonanza Discussion
PostPosted: Wed Feb 16, 2011 8:29 pm 
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Mortal Contributor

Joined: Sat Oct 23, 2004 10:55 am
Posts: 497
Location: Coorado
SK Character: Iptrilus
There are a lot of trainers in some kingdoms that are redundant for some classes.

Taking out Final Strike from trainer lists would be nice, but not a significant change since no one really uses it anyway. The same goes for voodoo.

Need an advanced trainer for Cone of Cold locks. It used to be Aze the Frost Giant, don't know who it is now since he doesn't train locks anymore.

Please normalize basic trainers for Apprentice and lower spells/skills to at least good in all kingdoms. Even though the mentor system exists, there are not always mentors available for new players. Only getting to average or fair for low level spells/skills makes for significant discouragement for new players and most advanced trainers won't train you until you get to a minimum of good.

Reduce the cost of Apprentice and lower spells/skills to under 1g for all trainers.

Lightie shamans need better access to malediction trainers without having to wander into the North or East. Most of the maledictions taught in Lightie areas only take the spells to average at best. Some don't even teach them at all. Lightie shamans also need trainers for sleep in more lightie favorable areas, both basic and advanced trainers.

Add advanced trainers for endurance.

Normalize gold cost for skills/spells if more than one trainer teaches the spell, are located in the same kingdom and are either basic or advanced trainers of the skills/spells. Meaning if 2 trainers teach steal to good and are in the same kingdom, they both charge the same price for each session.


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 Post subject: Re: Upcoming Bonanza Discussion
PostPosted: Wed Feb 16, 2011 8:42 pm 
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Mortal

Joined: Fri Apr 17, 2009 9:50 pm
Posts: 5522
So, the spectrum here is, what? Voodoo and Final Strike "go extinct" or get taught at Kytar?


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 Post subject: Re: Upcoming Bonanza Discussion
PostPosted: Wed Feb 16, 2011 8:50 pm 
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Mortal

Joined: Thu Feb 28, 2002 4:00 pm
Posts: 1086
Location: DC
Yeah, I know it's all skill trainers...but each reason would atleast validate both some bigger RP, and why trainers would suddenly fail to use it. Only a few heroic people can (some bs reason to keep using the skill), but when they're gone...they're gone. The thing about this change though is with the high turnover rate of characters, any skills you remove would be toast in a generation (especially the ones above jman)


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 Post subject: Re: Upcoming Bonanza Discussion
PostPosted: Thu Feb 17, 2011 8:34 am 
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Mortal

Joined: Mon Jan 02, 2006 7:47 pm
Posts: 3776
Location: Virginia
SK Character: Amorette
If they're going to remove voodoo or final strike, they should also remove it from our skill/spell sets. No reason to taunt us with spells we can't learn.

I don't care about final strike, but I thought voodoo added moxie to the game.


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 Post subject: Re: Upcoming Bonanza Discussion
PostPosted: Thu Feb 17, 2011 8:41 am 
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Mortal

Joined: Wed Jan 19, 2011 7:47 pm
Posts: 168
I was kinda looking forward to seeing what voodoo was like. *sniff*


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