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Messages - Iwku

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61
Yah, I'm not sure where I got that idea either Fizban.  I see now that you only have to practice each skill once a week and there will be a mechanism to let you know if you haven't practiced enough - rather than the skills just slowly dissolving and disappearing.  I guess my concern was if I went on vacation for 3 weeks, or whatever, and couldn't log on, I'd lose 21% of my skills with such a low wisdom.

I've been re-reading the posts and I'm starting to warm to all the ideas. I like things how they are, and don't really like change...but you all put so much thought into it, that I'll trust your judgement.


62
Suggestions & Ideas / Re: Concept for Enhancing Clans
« on: May 06, 2008, 08:17:55 am »
I think you guys might be making too many changes at once.

Adding a physical entrance to a clan is cool.  I've often wanted that in case I lost my recall item and had to walk back. And I've wanted it just to get my bearings where my clan hall is.  The only physical entrance I've come across is for the Viking clan.

Maybe I'm not understanding, but ... "removing all commodities from a clan"??  Are you serious? I joined my clan for the leadership and was so thrilled to learn the hall had all those commodities.  That was a bonus.  The clan board is totally useful, as are all the clan hall things (shops, fountain, healer, prison, meeting room, etc). I love being able to go to my clan for a one-stop-shop and avoiding going through recall. I love my clan crest - not just for the stats, but for the symbolism of trust from my leader.

My clan hall has another type of "commodity" room that was not listed but is so useful. A lot of thought went into the reasoning of that room and we worked hard to pay for the expansions. And I wanted to put in another type of commodity room. My clan supported the decision but the imms changed and inflated the price and it wasn't highest on our priority list.  I think the commodity rooms make clan halls unique to the particular needs of a clan.  I would really hate to see those rooms go.

You suggest additional commodity things to replace the existing commodities.  I'd agree on removing the clan recall item and replacing it with a coded recall room.  People seem to change clans, even though most clan guidelines suggest that you are not suppose to change clans.  And some people end up with backdoors into their old clans possibly using recall items.  So that would be a step in the right direction for clan hall security to do away with recall items and make it coded.  And recruiting clan NPC mobs might be good.  Those guard mobs that the imms sell to protect the clan hall are pretty useless.

A clan point system is a good idea.  Currently my clan has a system like that. Maybe your system is an expanded version?  I think it should be up to the clans if they want to implement and support such a system, but imm help on this would be good.

Forgive me if I misunderstood your post, but I really would hate to see clan commodities removed.

63
Roleplay / Re: Roleplay Event - Rewards and thanks
« on: May 06, 2008, 06:58:04 am »
I forgot to say, that what will stand out in my mind most about this global roleplay event is how the mobs came to life. I never saw them as anything more than mobs. It was so interesting to see them alive with a personality and a history and with needs (eg. their thoughts on how they feel about players always asking for heals, and picturing Mrs. Smith's sneaking over town to see the Mayor).  It has given me a whole new more in-depth perspective on playing the game.  Thanks.

64
I would like to request that you rethink this particular part of your idea:

Quote -
"If a skill goes unused for a week (or alternatively, a certain number of hours online), you loose between 1 and 7% learned in that skill. The amount that you lose would be dependant on your WISDOM. Where: 22 WIS = 1% loss and 15 WIS or less = 7% loss."

When I started on 4D, I had no idea about GM or that I would have to remort through all the classes.  I had no idea much about anything.  I just wanted to be a ranger, so I set my stats to be really high in con and dex and strength and low in int and wis.  Maybe not a wise idea in hindsight.

If wisdom will now determine losses in skills, my wisdom is so low that I'll lose huge percentages in skills EVEN if I use them regularly.  This seems to be giving an advantage to magical classes who would probably chose and equip themselves with int and wis stuff, and to experienced players who know to make a more balanced skill set between con, int, wis, dex, str to start with. 

65
Roleplay / Re: Roleplay Event - Rewards and thanks
« on: May 06, 2008, 05:50:32 am »
I chickened out on trying roleplaying, but I wanted to say thanks and give my congrats on a job well done to all those who organized and participated in this mystery. 

You all have such a great sense of humour and imagination.  You created such a sense of intrigue and I couldn't wait until the next log was posted.  Although I didn't participate, reading the logs made me feel involved.  And Erwin, you are CIIA agent extrodinairre, unique, one-of-a-kind...a real name, appellation.

66
Suggestions & Ideas / Re: To GM or not to GM
« on: April 13, 2008, 05:54:46 am »
I voted yes that I would prefer GM be removed.

I love being a melee class.  That's all I know and all I want to be.  I hate that all the time and money I spend practicing skills just disappears when I have to go to another class.  I would prefer to specialize.  I am apprehensive about having to go through all the magic classes, which I know nothing about, just to end up a melee class.

There are a few good things I see in GM. One is what I saw from Erwin in the Galdiator arena -priests can kick ass and are cool.  I would never have guessed that. Another reason is that having to go through all the classses gives a better personal understanding of weakness and strengths of all the classes - which is good.

I would prefer differentiation based on skills.  Although there is such secrecy and fear of giving out quest information or being a part of helping in quests, that I can't ever see someone asking a thief to group and help pick a lock even if classes were differentiated.

Anyway, yes was my answer to the poll question. However, I don't know anything about what GM means to really make an informative decsison.

67
General Discussions / "Quest" in Player Title
« on: April 13, 2008, 04:45:34 am »
I've always been curious what "quest" in a player's title means.

When I type 'quest', I get a message "you are now part of the quest".  It doesn't give any information on the quest or how to join. Sometimes, I think that the imms give a quest to GM's which is great, but mostly I think that "quest" in the title means that someone is pk and doesn't want to participate in pk at the moment, so it's a secret message to other pk'ers not to attack them.

I still have in the back of my mind about going pk, and would love to know if putting 'quest' in your title gives you some control whether you want to participate in pk or are on a pk break and for other people to leave you alone.

68
Suggestions & Ideas / Re: Skills/Spells Distribution
« on: April 13, 2008, 02:56:49 am »
I'll go with just checking back here to find which mob does the training.

I kind of agree with the idea of seeking out certain mobs to teach skills and how that will help differentiate the better players from the average, and make players more unique.  Adding the exorborant cost to learning new skills/spells was bad enough, but this new idea justs make everything so much harder and frustrating. 

Anyway, I trust you guys know what you are doing and that I will come to love this idea in time.

69
Suggestions & Ideas / Re: KOTM / KOTY rules discussion
« on: April 13, 2008, 02:39:57 am »
I totally agree with Virisin and Erwin that anything should go. 

I've only been in one KOTM but I was made to feel bad and that I was doing something wrong and winning dishonestly because I used tons of potions and a mount.  I don't see anything wrong with fighting in the arena the way you would normally fight mobs in the game.  I do see something wrong if you have to change your tactics as a ranger or thief and not use mounts and potions; other classes might rely on spells or elementals which is kind of the same thing and there seems to be no questions about that.

The only thing I would like to add is that people shouldn't be allowed to leave the arena in the middle of a fight. 


70
Barrel of Laughs / Re: DJs = Idiots
« on: March 11, 2008, 06:19:07 am »
Yah, I'm painfully aware that I made a fool of myself even further.  Contributing factors were a Mai Tai, two Bud lights and a day of activities in the hot sun.  Mai Tai's slide down so easily but hit you later.

It was a guess that you used your million dollar fake gold token to pay for LionHeart's slay.  That's what I would have used.  I can't believe you paid a real gold token....hardly satisfying for the slight inconvenience it caused him.

Anyway, I'm sick and tired of you and others constantly putting down the DJ's...in notes, over gossip and now here on two insulting posts on the "Barrel of Laughs" forum topic. Your sense of humour is lacking.

I honestly admire certain DJ members for the restraint shown by the constant goading and harassement they have to endure. 

Play nice.

71
Barrel of Laughs / Re: DJs = Idiots
« on: March 10, 2008, 07:12:50 am »
Exhibit B:

A few weeks ago, Natalya paid thousands in an auction for a fake gold token.  Later in the evening, trying to make up for her foolish purchase, she offered Molly a gold token to slay Lionheart.  Eager to see Lionheart's demise, and forgetting that it was a fake token,  Iwku foolishly paid Natalya two real bronze tokens. 

That scenerio might have warranted DJ=idiot. I still can't believe I gave you real tokens.  But I don't even understand your current joke.  It's not funny.

I am proud of being a Dark Jedi and look up to my clan leaders and clan members.  I might be foolish at times but please don't hold it against the DJ clan.

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