Unknown2006-10-08 11:10:50
Idea: It should not be possible to throw critical hits on guards.
Discuss.
And on another note, how useful does everyone find guards in general? I've noticed it often takes insane amounts at one location to ensure its safety..
Discuss.
And on another note, how useful does everyone find guards in general? I've noticed it often takes insane amounts at one location to ensure its safety..
Unknown2006-10-08 11:19:11
QUOTE(Isves @ Oct 8 2006, 11:10 AM) 340269
Idea: It should not be possible to throw critical hits on guards.
Discuss.
And on another note, how useful does everyone find guards in general? I've noticed it often takes insane amounts at one location to ensure its safety..
Very useful. More than five and they usually kill me instantly on the first hit.
Are you sure the problem is the guards, and not the resilience of the people who get through them?
Shamarah2006-10-08 11:20:41
Nah.
Unknown2006-10-08 11:25:31
Idea - good.
Guards - useful. Yes, you need a bigger group of them to take out more tanky people or raids of less tanky people (15-20?), but they're cheap from a city's POV anyway.
Guards - useful. Yes, you need a bigger group of them to take out more tanky people or raids of less tanky people (15-20?), but they're cheap from a city's POV anyway.
Unknown2006-10-08 11:29:23
Well it isn't cheap anymore if you have several loctions you need to be safe. (yes I'm constantly thinking about power, does it show? )
And usefulness.. well right now guards appear like the big ol' wooden hammer. Someone comes in and they try to crush them, straight and simple. I was thinking of giving them more of a strategic value.
EDIT
Idea - good.
Guards - useful. Yes, you need a bigger group of them to take out more tanky people or raids of less tanky people (15-20?), but they're cheap from a city's POV anyway.
15-20 is already what I consider an 'insane amount'. I'm not saying guards should PWN everything totally, but for example there're three guards at one location, with different skills that work together to hinder/damage the opponote. In addition, in the adjacent rooms there are some with bows/crossbows that assist their fellow guards when attacked. As I mentined before, just a bit more of a strategic setup.
And usefulness.. well right now guards appear like the big ol' wooden hammer. Someone comes in and they try to crush them, straight and simple. I was thinking of giving them more of a strategic value.
EDIT
QUOTE(Cuber @ Oct 8 2006, 11:25 AM) 340278
Idea - good.
Guards - useful. Yes, you need a bigger group of them to take out more tanky people or raids of less tanky people (15-20?), but they're cheap from a city's POV anyway.
15-20 is already what I consider an 'insane amount'. I'm not saying guards should PWN everything totally, but for example there're three guards at one location, with different skills that work together to hinder/damage the opponote. In addition, in the adjacent rooms there are some with bows/crossbows that assist their fellow guards when attacked. As I mentined before, just a bit more of a strategic setup.
Unknown2006-10-08 11:36:20
Do you know what I'd like to see from guards, and I know it would never happen... but if there were two responses they could give - either pick you up and room-by-room escort you forcibly out of the city if you don't resist, or pwn you even more so than they do now if you do.
Enemy status is so common in Lusternia, I don't see why guards wouldn't just drag the littlebies and midbies out and throw them in the dirt rather than going all homaniacal on them. If you try and resist, sure, then they're going to not only stop you from easily getting past them, they might use a bit more force.
I can dream.
Enemy status is so common in Lusternia, I don't see why guards wouldn't just drag the littlebies and midbies out and throw them in the dirt rather than going all homaniacal on them. If you try and resist, sure, then they're going to not only stop you from easily getting past them, they might use a bit more force.
I can dream.
Unknown2006-10-08 11:40:16
QUOTE(Avaer @ Oct 8 2006, 07:19 AM) 340275
Very useful. More than five and they usually kill me instantly on the first hit.
Are you sure the problem is the guards, and not the resilience of the people who get through them?
sorta...
What are the bard guards going to be? ooh, and unquie discretionary power...
Unknown2006-10-08 11:42:45
QUOTE(Avaer @ Oct 8 2006, 11:36 AM) 340282
Do you know what I'd like to see from guards, and I know it would never happen... but if there were two responses they could give - either pick you up and room-by-room escort you forcibly out of the city if you don't resist, or pwn you even more so than they do now if you do.
Enemy status is so common in Lusternia, I don't see why guards wouldn't just drag the littlebies and midbies out and throw them in the dirt rather than going all homaniacal on them. If you try and resist, sure, then they're going to not only stop you from easily getting past them, they might use a bit more force.
I can dream.
In Magnagora it fits that they hit first and then ask questions.
As for the pwn.. If I look at some logs and check how fast a single person between level 70-80 can slay them, I'm like this ->
That's why I suggested that no criticals are possible on guards. It would increase their usefulness without actually increasing their level or strength IMO.
Unknown2006-10-08 11:53:11
QUOTE(Isves @ Oct 8 2006, 01:42 PM) 340287
As for the pwn.. If I look at some logs and check how fast a single person between level 70-80 can slay them, I'm like this ->
That's not a single person, only a group and someone getting lucky with all the kills.
Unknown2006-10-08 13:08:26
Not a needed change.
Unknown2006-10-08 13:37:41
I like Elryn's idea actually, except it poses a problem for the people who try to just dart past guards and sprint away or whatever, doesn't it?
Gwylifar2006-10-09 02:01:05
QUOTE(Avaer @ Oct 8 2006, 07:36 AM) 340282
Do you know what I'd like to see from guards, and I know it would never happen... but if there were two responses they could give - either pick you up and room-by-room escort you forcibly out of the city if you don't resist, or pwn you even more so than they do now if you do.
Or throw you in a jail that you can't get out of until the nation's leaders decide what to do with you. (To prevent griefing, their choices would be to let you go, fine you, or execute you, which would happen without them gaining XP for it. If they let you go, or fine you and you agree to pay the fine, you get dumped at Avechna's Peak.)
Ixion2006-10-11 00:30:19
Don't think a change is needed. Guards aren't meant to instantly kill all enemies who enter said room, nor are they meant to hinder constantly to allow people to come kill the intruder. I can assure you that no one in Lusternia can withstand 20 guards for more than 8 seconds and expect to live.
Besides, if you reach into your bags of tricks you can bypass guards entirely, which is always better.
Besides, if you reach into your bags of tricks you can bypass guards entirely, which is always better.
Gandal2006-10-11 01:39:08
I walked into the Southern Magnagoran gate and was unable to leave in ~3 seconds .