Shattered Kingdoms

Where Roleplay and Tactics Collide
VOTE NOW!
It is currently Sun May 19, 2024 12:34 pm

All times are UTC - 8 hours




Post new topic Reply to topic  [ 55 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next
Author Message
 Post subject: Re: Code Update 3/1/2014 Q&A
PostPosted: Sat Mar 15, 2014 3:33 pm 
Offline
Mortal

Joined: Mon Sep 12, 2005 3:18 pm
Posts: 1704
What did you change about formation and reach weapons, and what prompted the change?


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 3/1/2014 Q&A
PostPosted: Sun Mar 16, 2014 4:49 am 
Offline
Mortal

Joined: Fri Jun 07, 2013 7:11 pm
Posts: 1068
Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
Its tough to get an answer out of "what changes did you make here?"
You should try rephrasing your question with more specifics about what you thing he might have done.
...I too wanna see info on this btw. So this isn't flaming. Just trying to help pry the answer out. lol


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 3/1/2014 Q&A
PostPosted: Sun Mar 16, 2014 6:39 am 
Offline
Mortal

Joined: Mon Sep 12, 2005 3:18 pm
Posts: 1704
I think there is a penalty applied to being front row and using a reach weapon against a front row target. You could get around this penalty by not being in formation. You can no longer get around this penalty, resulting in reach weapons having been wimped for certain class/race combinations.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 3/1/2014 Q&A
PostPosted: Sun Mar 16, 2014 7:30 am 
Offline
Mortal

Joined: Fri Jun 07, 2013 7:11 pm
Posts: 1068
Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
That does kinda suck. But Radjik was killlin it a little bit a while ago. (I think radjik) Might be a change for the better. Or Radjik just knows how to make a ballin OP character.
Either way, It would be nice to have some clarification on the changes.


I also have a question on the update though.
What do you define as a 'no transport room?' Perhaps some examples? *shrug* Just another sk term I've never heard.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 3/1/2014 Q&A
PostPosted: Sun Mar 16, 2014 7:47 am 
Offline
Immortal (Inactive)

Joined: Tue Mar 05, 2013 4:57 pm
Posts: 382
SK Character: Alshain
A no transport room is a room that you cannot gate into or rift into or teleport into. For example, your cabal HQ.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 3/1/2014 Q&A
PostPosted: Sun Mar 16, 2014 9:27 am 
Offline
Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8216
Location: Redwood City, California
Alshain wrote:
A no transport room is a room that you cannot gate into or rift into or teleport into. For example, your cabal HQ.

Also you cannot gate/rift/teleport out of those rooms. Magical transport is restricted in both directions.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 3/1/2014 Q&A
PostPosted: Sun Mar 16, 2014 9:33 am 
Offline
Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8216
Location: Redwood City, California
Gilgon wrote:
What did you change about formation and reach weapons, and what prompted the change?

If you were not in a party against someone who was in a party, your victim was not always being set to the right person.

I believe one of the ways this problem manifested was the bug described here:
Too busy defending yourself in the back row?


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 3/1/2014 Q&A
PostPosted: Sun Mar 16, 2014 3:19 pm 
Offline
Mortal

Joined: Fri Jun 07, 2013 7:11 pm
Posts: 1068
Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
Excellent work D. I support the changes.
Thanks for clearing that up.


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 3/1/2014 Q&A
PostPosted: Sun Mar 16, 2014 9:13 pm 
Offline
Mortal

Joined: Fri Jun 07, 2013 7:11 pm
Posts: 1068
Location: Probably Camping Losache
SK Character: Arkex, Chronis, Azoreth, Kyln
I do have a slight concern about the hoarding system.
What about the scenario where you obtain a new set of armor and the newly "random" server reset happens.
You either drop your decently enchanted armor and keep the new in enchanted armor, or hold the new set and lose some peices to thieves. Could we, at some point in the future, implement some sort of 'temp pardon' kinda thing? Something to allow you to break the rule of six for 48 hours once a month? So you could hang onto the new stuff until you find someone to enchant?

Maybe it's not as big of a deal as I'm thinking it might be, but these sorts of 'exceptions to the rule' are the only flaws I see.
Thoughts?


Top
 Profile  
Reply with quote  
 Post subject: Re: Code Update 3/1/2014 Q&A
PostPosted: Mon Mar 17, 2014 6:15 pm 
Offline
Mortal

Joined: Tue Aug 12, 2008 10:23 am
Posts: 1008
Location: Gulf Breeze
So the cap on limited items not being worn is 6 before you get thieves.

When thieves steal excess items, are the most recent ones picked up stolen or does it randomly take any item that you are wearing? For instance, if I buy a crappy limited pair of boots and exceed that cap, will the code deloot my well enchanted helm at random?


Top
 Profile  
Reply with quote  
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 55 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next

All times are UTC - 8 hours


Who is online

Users browsing this forum: No registered users and 41 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group