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GK Character Slots!
While updating code on GK we came across a "Character Slots" system which is incomplete. This system would allow every player to have 3 unique characters, with their own inventories, skills, and experience, etc.
Should we complete the system? |
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For people who don't think 642 levels is enough, why not shoot for 1,926 levels? SKY'S THE LIMIT, GUYS!
That way you can really have fun with three statistically identical perfect characters that have different (or even identical) sets of gear! |
hasn't there only been like 3 people able to max their skills? I doubt they'd want to do it again 2 more times either.
what would be the point of making character slots, couldn't you just do something else with the time? |
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Voted No.
Why?: The only 'benefit' I see it bringing is allowing access to store all your items since dual-logging doesn't work anymore. Because making houses and Kingdom Islands less useful is always a great primary goal for coding an entire system. No, I agree with Draenin 110%. All the Classes on GK are exactly the same. All the statistics are exactly the same. Every player has access to exactly the same spells/recipes/skills/stats/items. [more than] Half of the skills are already non-functional or completely useless:
Why would anyone bother leveling them more than once? The only foreseeable difference would be the ability to be a different God. Yet there are already dozens of players who give top-level blessings for fairly cheap or even free. And it is way easier to pay 2 tigs one time (who needs more than 1 weapon?) than level a un-equipped/non-skilled char to 88/96 Wisdom. The entire concept is illogical, especially being a 'unfinished' system that requires attention. |
Indeed, there's plenty of broken stuff that could be fixed in the meantime that would actually help improve the game, like fixing all the useless spells/skills
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Voted no. Reasons are similar to others. I believe there needs to be a lot 'less' experience; not more. And something to make us unique between our classes/roles. I've been a huge supporter of a reset after an experience overhaul, but that is a topic for another time. Touchy subject with a lot of people. |
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The only reason this is a problem is because our system is programmatically capped at 107 in a system which is sealed from development. |
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You're right about it being easy, but that's not really what I meant. |
I voted no, because right now classes make no difference in their stats, items being worn, etc.
The reason for my vote against it, is that the class system would have to be redone before making this new "3 player - 1 account" system. Right now, I can play every class on my account by just wearing other gear and shortcut other things. No need for such a system until there is nothing class-specified on gk. and if I really want to play 2 different gods, I could also make 2 different accounts. If that is the argument behind this (different gods), then you can change my "no" into a "yes" but I brarely think that's a good argument. This is just my opinion on this. Don't want to attack anyone here, so stay reasonable if you are about to respond to my comment lol. |
Pointless IMO. What defines each character type is their gear. Everything else is the same (aside from the gods/kingdoms). Why would anyone want to level up/stat up/learn spells on a new character, when they can easily just swap the gear? If they want to play a mage, they can just put on mage gear and vice versa. Should invest the time into something more useful for the game, finishing unfinished content, etc.
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Voted no. Pointless when nothing sets your characters apart from each other aside from what gear you have.
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Good feedback.
Maybe we can redevelop the classes aswell. To make it worth using multiple character slots. Thanks for the posts. |
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Voted as no for reasons already stated by others. Multiple-character slots might not have much use/purpose at the moment, but what about re-working that system to multiple equipment slots at the push of a hotkey?
Examples of usage: Melee Damage Build, Sparring/HP Build, Post-Poison Build, PvE Build, Magic Build. *Shrugs*. Not to say I'm actually suggesting this be done-- it probably just makes more sense than a character slot system. |
rpg servers need to learn the principles of a balanced advantage/disadvantage system
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Because it was so worth it the first time right? :whatever:
This is perhaps the very last thing on the list of things GK needs. |
I see no reason in having multiple characters on this server. Even to just have mules is not a reason to have this option. Unless classes get a complete revamp, weapons modified to be class only, and skills/spells get revamped there is no reason. Currently classes can do the same exact thing as any other class so there is no point. It is a waste of time that developers can be working on something to actually benefit the server.
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So... here I see about 20 posts explaining their 16 'No' votes.
And 8 people voted 'Yes' because...? |
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I voted ''Yes'' for a couple of reason here are some. Different god because gov/ogma are much more useful in spars (good items are always rewarded when winning a big spar). 2 Easier laming for example brigid lame outside bile person walks out dead. 3 connects to 1 but is for a ''gaining wealth type thing'' to switch gods max wis and take every other ogma/gov user out of business.
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I voted yes, because of other potential updates. However that would make this less of a priority at the time being. Still with revamped classes this could pretty neat.
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It's simple, the road to getting to the point where character slots would be a viable and useful update is soooo far away that you're better off announcing or beginning a debate on how we should tackle the more important problems on the road towards that. Mentioning character slots at this point is just too early and isn't even the main talking point against all the supposed updates we'll get before that.
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Nico found Tigs old character slot system, which was unfinished. He asked if it should be completed. Alternatively, people suggested (at the very least) making classes more meaningful first. As a result a serious conversation has started about how we can improve classes in another thread. I would link you, but I'm on my ipad. As for pat - the slot system is not being worked on. No one said that; nico simply asked if the player base felt it was worth completing at this time. The focus has been shifted to classes. Also, someone suggested the idea of starting fresh on a new magic system which I quite like. All of the information you need to clearly understand the situation is available here. There is no need for speculation. |
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Basically, this thread is still here because improving the classes and separating them would lead to this kind of system actually becoming useful.
So far, the public opinion has been that the system should not be implemented, and it's very clear why. (Classes currently 'don't exist' beyond what's in your profile when you have access to all skills.) However, that could change in due time if new diverse classes come into existence. For now, it would need to be put aside. |
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