Shattered Kingdoms

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 Post subject: Re: Areas that need changing after the rogue npc "fix"
PostPosted: Wed Jan 02, 2013 4:15 pm 
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Mortal

Joined: Thu Apr 14, 2011 10:26 am
Posts: 1252
SK Character: Rolf
I absolutely remember getting frustrated the first time I was killed by one of those blue bastards. The next time I went down there, I remember feeling paranoid and looking around myself in every direction, going slow and being terrified. Then I felt like a bad [REDACTED] when I finally didn't die. I still call those bastards, "duke fans" but I don't expect you people to get the reference.


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 Post subject: Re: Areas that need changing after the rogue npc "fix"
PostPosted: Wed Jan 02, 2013 4:23 pm 
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Joined: Fri Sep 22, 2006 2:42 pm
Posts: 944
Basketball reference to Blue Devils? Think that's right isn't it?


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 Post subject: Re: Areas that need changing after the rogue npc "fix"
PostPosted: Wed Jan 02, 2013 5:37 pm 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
I still think those things should be brought back.


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 Post subject: Re: Areas that need changing after the rogue npc "fix"
PostPosted: Wed Jan 02, 2013 7:24 pm 
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Mortal

Joined: Thu Apr 14, 2011 10:26 am
Posts: 1252
SK Character: Rolf
I really hate Christian Laettner. I HATE HIM


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 Post subject: Re: Areas that need changing after the rogue npc "fix"
PostPosted: Wed Jan 02, 2013 10:15 pm 
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Joined: Fri Aug 24, 2012 3:21 pm
Posts: 906
Doesn't magical vestment help with the issues of the daggers, if not completely?


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 Post subject: Re: Areas that need changing after the rogue npc "fix"
PostPosted: Thu Jan 03, 2013 12:25 am 
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Joined: Fri Jan 17, 2003 5:21 pm
Posts: 1174
Location: Dänimarka
I'm going to stop arguing about this, and accept consequential the hit to SK's Konge population because I realize this is one of those topics where regardless of what anyone says, no one is going to change their mind and nothing is going to change about the game. A harsh, quick but clean death for the Furbolgscouts 2013 campaign. You bastards.


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 Post subject: Re: Areas that need changing after the rogue npc "fix"
PostPosted: Thu Jan 03, 2013 11:51 am 
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Joined: Fri Jul 23, 2004 7:50 am
Posts: 1097
Location: At home. Or work, maybe. Or working from home.
Once it was pointed out to me that the blue demons are short for "eff you, try SK," I never misspelled them again.


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 Post subject: Re: Areas that need changing after the rogue npc "fix"
PostPosted: Fri Jan 04, 2013 10:53 am 
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Mortal

Joined: Thu Dec 13, 2012 8:57 pm
Posts: 64
SK Character: Vicasharie
Dulrik wrote:
Surprises in PvE are good. That's one of the primary difference between leveling being boring vs challenging and exciting. The real problem is that there are not enough surprises.


I completely agree with Dulrik's statement. Pyrathia is an ever-evolving world... why should a training area be the exact same every time I go there. It does get... dull.
If I'm out adventuring... I should want to be on my toes... not just order 'kill random NPC' and then walk into the kitchen to go make a sandwich because i know there will be nothing that could possibly surprise me come out of that fight.


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