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Nightmist - Improving the game >> Improvements >> PK spells
(Message started by: newb on 03/12/03 at 20:29:27)

Title: PK spells
Post by newb on 03/12/03 at 20:29:27
As far as I know, there aren't many in the game, maybe 2 max. But they are really significant. Abilities/spells should not be based on killing people. Vines were originally created to trap a player which was a potential threat allowing the druid to run from harm. In game reality, the only purpose they serve is to trap mass amounts of people and kill them. The druids can't even move off the square if i'm not mistaken. Abilities/spells should be things that help you train or give you unique powers. I have no problem with people using their spells/abilities to pk, for example assassinate or beam or berzerk, those kind of things. I think it would benefit Nightmist if spells that are PK oriented to be removed from the game.

Title: Re: PK spells
Post by Valentine on 03/12/03 at 21:20:58
...or edited so they also affect monsters. I was very annoyed to find that Wrath of Gods was only useful if you wanted to kill another player.

Guess I'll keep wacking away at the beasties with my glorified pointy stick.

Title: Re: PK spells
Post by Tender_Foot on 03/13/03 at 02:31:11

on 03/12/03 at 21:20:58, Valentine wrote:
...or edited so they also affect monsters. I was very annoyed to find that Wrath of Gods was only useful if you wanted to kill another player.

Guess I'll keep wacking away at the beasties with my glorified pointy stick.


Your not alone, When all my crits were stolen, I lvl'ed a cleric from 1 to 20 in one night, took me 13 hours of straight lvl'ing, to find out it was a pk spell only.

Title: Re: PK spells
Post by wonderful_nightmare on 03/17/03 at 09:47:19
i agree with this and i suggest you jsut make some spells like grasping vines where it makes it so that a person cought in grasping vines can not be attacked and that other players except the person cought in it can leave the squre :D

Title: Re: PK spells
Post by drizzt_dourden on 03/17/03 at 13:19:26

on 03/17/03 at 09:47:19, wonderful_nightmare wrote:
i agree with this and i suggest you jsut make some spells like grasping vines where it makes it so that a person cought in grasping vines can not be attacked and that other players except the person cought in it can leave the squre :D


makes sense to me..... how you gonna attack someone whos covered in vines? ... well besides poking at em with a stick.

Title: Re: PK spells
Post by wonderful_nightmare on 03/17/03 at 14:40:37
yeah that was what i was thinking too but some ppl would really complain cuz it's a pain to lvl a druid till they can buy vines :d and 90% of the ppl that trained druids before they were changed was because they wanted vines to pk ppl :D

Title: Re: PK spells
Post by Norinth on 03/19/03 at 14:38:19
How about Vines being cast to trap a player or monster. The target can only attack the Vines, and vice-versa. Max per square is two vines. Vines may be treated as magic, and only the trapped player may attack them.

Title: Re: PK spells
Post by Crusher2 on 03/19/03 at 15:37:52
When a change is made to a game like this, there are two responses. You can either complain loudly, or you can accept the changes and build your new strategy around the change.

Complaining loudly is frowned upon. This leaves us with accepting the changes and restructuring your strategy.

That sounds fair, but what about all the work that goes into reshaping your strategy to deal with the changes? The next thing you know the changes are eliminated, or changed so radically that the strategy you just worked so hard to employ becomes useless.

"the gods of nightmist" would do well to remember that while the users don't have actual power to shape the game, if you frustrate players, they will eventually leave. Hmmm. maybe that's the intent.



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