Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Kick for Most Classes
PostPosted: Wed Apr 15, 2015 6:33 pm 
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Joined: Mon Feb 17, 2003 9:55 pm
Posts: 1365
I gave SK another try, but I didn't make my way past the first dozen levels. Watching my character auto-attack, with the occasional adjustment as my hit points drop, just seems like a waste of leisure time.

To make the experience more interactive, I suggest every character get a repeatable active skill to use at Amateur. It doesn't have to accomplish much. Just timing it so it doesn't block auto-attack would give players something to do besides passively watch. Kick may be the existing skill that best fills the bill.

(Granted there are classes like mages that already have a good Amateur skill, if I care to try again. But I suggest a change would be good for SK's general appeal.)


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 Post subject: Re: Kick for Most Classes
PostPosted: Thu Apr 16, 2015 12:41 am 
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Joined: Tue Dec 25, 2012 3:54 am
Posts: 606
SK Character: Caric
The problem is that active skills suck your ME or PE (caster or melee) respectively. This causes the same issue again only you are looking at a blank screen well you are sleeping waiting for the numbers to go up. in the first dozen levels there is no class that doesnt have can active ability to use however it is probably going to slow your level doing so. Back in the day people would just have a spam trip/bash macro while leveling before it cost PE to do the moves so the situation as far as leveling being entertaining hasnt ever changed.

Fun in leveling I think is the bigger issue. I think there are other solutions to this problem. Two that come to mind are, make par rewards a static amount not a percentage of your level. This would make RP worth your time at low levels when you are getting levels in minutes rather than hours at higher levels.
My second one seems crazy but consider it. Give XP out over real time based on race, so that you will level about 50 levels across the life of a character subject to a time logged in similar to Paragon status. Assuming you are logging hours you are probably leveling quite a lot of that time. So this slow trickle of XP is worthless you are going to hit max level with maybe getting one helping of free XP. However for someone who doesnt already "know how to level" this trickle of XP could be an important thing to keep them feel like they are getting somewhere.


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 Post subject: Re: Kick for Most Classes
PostPosted: Thu Apr 16, 2015 2:20 am 
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Joined: Wed Mar 06, 2002 10:34 am
Posts: 1505
Location: Los Angeles, CA
Forsooth wrote:
I gave SK another try, but I didn't make my way past the first dozen levels. Watching my character auto-attack, with the occasional adjustment as my hit points drop, just seems like a waste of leisure time.

To make the experience more interactive, I suggest every character get a repeatable active skill to use at Amateur. It doesn't have to accomplish much. Just timing it so it doesn't block auto-attack would give players something to do besides passively watch. Kick may be the existing skill that best fills the bill.

(Granted there are classes like mages that already have a good Amateur skill, if I care to try again. But I suggest a change would be good for SK's general appeal.)


What melee class are you playing? Most get dirt, trip, kick, or bash pretty early on.


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 Post subject: Re: Kick for Most Classes
PostPosted: Thu Apr 16, 2015 2:26 am 
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Joined: Sat May 24, 2008 11:20 pm
Posts: 2109
Location: Edmonton, Alberta
Must play a caster...

Although giving everyone 'kick' might not be a horrible idea. Could help kill time.


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 Post subject: Re: Kick for Most Classes
PostPosted: Thu Apr 16, 2015 6:48 am 
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Joined: Fri Dec 02, 2011 6:52 pm
Posts: 313
Location: Strawberry Fields Forever~♫
Kill time? Kick for all? Maybe if the Kick skill itself had more uses outside of combat?

Smoochy does love her some Soccer...

*punks* GOoOooOooAaaaaaL!~♫


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 Post subject: Re: Kick for Most Classes
PostPosted: Sat Apr 18, 2015 3:30 pm 
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Joined: Sat Mar 07, 2015 5:24 pm
Posts: 13
That's what healers in the game are for. In the early levels, they're super dirt cheap. There's generally always a healer within accessible distance of any leveling area. Also, just walking (or riding a mount) from town to town, to areas you never explored can LITERALLY get you close to 10-20 levels in the early to middle part of the game, no matter what your natural CHA is. Bored with watching lame attacking over and over? Ride around for a while and reap in the discovery xp rewards. Don't wanna do that? Get your other 10-20 levels from the abundance of quests. Getting to Vet/Expert should never take more than 10-15 hours at MOST. I think I'm gonna have to put together a guide with quests and such.


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