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Accepted & Implemented Reduce CWK Signs to One Per Job

Discussion in 'Accepted' started by Pundit, Apr 11, 2021.

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  1. Pundit
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    Pundit Pink Teddy

    71
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    Jun 5, 2018
    Male
    3:01 PM
    liljer
    Bowman
    170
    Homies
    You know how people tend to make suggestions that are designed to benefit them personally and it's kind of annoying? this is that, again. I write this as I struggle to find two pirate signs.

    I think the original intent of the two-signs-per-class rule for CWK was to ensure that all classes were included. In a game without multiclient, this is great. But, in our game, it adds a layer of difficulty to organizing a CWK.

    In most runs I'm on, we have to bring a character to Crimsonwood Keep to sign up for the PQ and then leave. This is only annoying and does not add to the quality of the content.

    To actually complete CWK, you do need one of each class, so there is already an in-built mechanism that requires some class diversity. But getting two signs per class, or not being able to start a run because you can't find a second pirate or archer sign, is just annoying, especially because you don't need that second sign to actually finish the PQ. I think we should get rid of this formality.

    I don't think that this will make CWK runs smaller than they already are because most people try to minimize the number of people in their run by how much damage they can do, not by the number of signs they have. I could be wrong about this.

    To me, this just makes organizing runs easier, which helps keeps CWK viable. It's no fun to spend a huge amount of time trying to get a run going.
     
    • Agree Agree x 48
    • Disagree Disagree x 5
    • Like Like x 2
    • Creative Creative x 2
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