Jalain2004-12-26 12:38:51
(Celest): Naveric, the blackjack dealer says, "I'm in trouble here at 'the Blackjack Gambling Tent!'"
I shouldn't be seeing it, and it's starting to drive me a little mad. Granted, I like it a little when I see Magnagoran guards screaming for help, but it's no fun when I'm seeing Serenwilde, Celestian and Magnagoran guards all screaming for help.
PLEASE fix this soon!
I shouldn't be seeing it, and it's starting to drive me a little mad. Granted, I like it a little when I see Magnagoran guards screaming for help, but it's no fun when I'm seeing Serenwilde, Celestian and Magnagoran guards all screaming for help.
PLEASE fix this soon!
Shiri2004-12-26 12:42:26
...lich needs fixing too. Quickly. Also, what was this business about people beckoning into guards? Is it supposed to be like that? As in, some Celestines beckoned Magnagorans into Seren guards during the fights earlier. And then Magnagorans started summoning us from Serenwilde to Dairuchi. I can't tell if that's a bug or not.
Dumihru2004-12-26 13:07:56
Announce 139 states that we should not summon to outside the city/commune, then beckon in. I don't think this applies if an enemy is outside the city/commune by their own choice (in this case because they were raiding Serenwilde to kill the guards). But who knows. There was a lot of disagreement on this, so I issued myself to ask.
There was also some question about whether beckoning from 1 room out should cause the beckoner to be enemied. I'd be kind of surprised if it did, as it doesn't on other IRE games. From what I understand, this is mostly because raiders would abuse it by running in and out of the city/commune with no fear of being pulled back in.
The summoning of people from within the commune sounds like a bug though.
There was also some question about whether beckoning from 1 room out should cause the beckoner to be enemied. I'd be kind of surprised if it did, as it doesn't on other IRE games. From what I understand, this is mostly because raiders would abuse it by running in and out of the city/commune with no fear of being pulled back in.
The summoning of people from within the commune sounds like a bug though.
Jalain2004-12-26 13:17:23
While it's off topic, I'd like to see every arch-type, or atleast one or two guild in each commune/city have an ability similar to the Magi Gravity Vibe from the other games. Something that could pull someone who's one room away from the city/commune INTO the area protected by guards.
Shiri2004-12-26 13:20:36
There's beckoning for Nihilists and Celestines, whirlpool for Aquamancers (I think), not sure if will-o'-the-wisp works, but all three warrior archetypes have tackle, which is kinda similar, right?
Jalain2004-12-26 13:48:58
Actually, what I meant was something that could be imbedded in the room, and work for a set amount of time, instead of having to be set off, with the risk of missing the target.
Shiri2004-12-26 13:55:15
I guess it might actually work as the second guard for the mage/druid class in each city. After all, the warrior and guardian/wiccan archetypes (at least in Serenwilde) recently got new guards, but I don't think the mages/druids did? Given that they're more about stationary defences, it might make sense.
Elryn2004-12-26 15:07:14
I'm fairly sure that laws regarding summoning into a city or commune apply equally regardless of the number of steps away from the edge your target is. That is, summoning from one room away is treated the same as from a far distant region. Therefore the method used to get there originally would be irrelevent. Whether they are there by their own choice or not, they can't be summoned into guards.
Of course, if they are just sitting there for extended periods of time as an enemy of the city, then they are stupid. There are numerous other methods of encouraging them to walk into danger of their own volition.
Of course, if they are just sitting there for extended periods of time as an enemy of the city, then they are stupid. There are numerous other methods of encouraging them to walk into danger of their own volition.
Shiri2004-12-26 15:10:22
Yeah, but they just use it to hit & run guards by standing outside, going in, being beckoned/running back out again, or whatever. So the effects of the guards are much reduced.
Elryn2004-12-26 15:12:58
True, but in Lusternia that tactic should instantly arouse the organization's defenders to step up and assist the guards. And thats where running in/out would be rather suicidal. I think its reasonable not being able to beckon into the guards. Particularly as a major road runs alongside our commune.
Shiri2004-12-26 15:33:04
Well I see it as rather their fault, if they're attacking. Fair enough for the poor little novices and stuff that don't know what's going on, though.
Thorgal2004-12-26 15:44:33
QUOTE(Shiri @ Dec 26 2004, 02:42 PM)
...lich needs fixing too. Quickly.
21966
Do you have any idea how crappy Lichdom is compared to Drawdawn, Stagform and Trueheal...? I guess not, you probably don't even have a clue of what they do.
Shiri2004-12-26 15:47:11
I do, in fact. But none of them completely prevent experience loss. Perhaps it could be upgraded somewhere else, since I agree that without that it would be rather subpar, but there should at least be SOME loss for dying. 20 power to save yourself from any loss whatsoever is a bit...weird.
Also, it'd be nice if you didn't try to make it sound like anyone that disagrees with you has no idea what they're talking about. Just in the spirit of politeness, and stuff. I'm sure you can use a more logical, less ad hominem argument.
Also, it'd be nice if you didn't try to make it sound like anyone that disagrees with you has no idea what they're talking about. Just in the spirit of politeness, and stuff. I'm sure you can use a more logical, less ad hominem argument.
Bricriu2004-12-26 15:54:31
Shiri. Lich DOES HAVE Experience Loss.
Merry Post-Auseklismas!
Merry Post-Auseklismas!
Shiri2004-12-26 15:55:55
Oh, it does now? Awesome. *will keep better updated in future*
Needs-fixing comment retracted. It was just unbearably frustrating knowing that they didn't lose anything but the 20 power. (Which of course isn't a whole lot.)
Needs-fixing comment retracted. It was just unbearably frustrating knowing that they didn't lose anything but the 20 power. (Which of course isn't a whole lot.)
Dumihru2004-12-26 16:44:36
QUOTE(Elryn @ Dec 26 2004, 07:07 AM)
I'm fairly sure that laws regarding summoning into a city or commune apply equally regardless of the number of steps away from the edge your target is. That is, summoning from one room away is treated the same as from a far distant region. Therefore the method used to get there originally would be irrelevent. Whether they are there by their own choice or not, they can't be summoned into guards.
Of course, if they are just sitting there for extended periods of time as an enemy of the city, then they are stupid. There are numerous other methods of encouraging them to walk into danger of their own volition.
Of course, if they are just sitting there for extended periods of time as an enemy of the city, then they are stupid. There are numerous other methods of encouraging them to walk into danger of their own volition.
22000
Which other methods are you referring to? I'm pretty sure that fear, force follow, pooka force
While I agree that it is cheap to beckon someone who just happens to be walking along the road, I can also see disallowing the beckoning of raiders as being so abuseable and setting up for Achaea-style "raids", wherein the enemy group sits just outside the city/commune and blocks the exits, taunting/killing any commune members who enter/exit.
This is just as cheap and shows that enemies just outside the commune can be just as dangerous as enemies 1 room inside, except that they can abuse the fact that the defenders can't be assisted by guards outside the commune. I think it's absolutely fair to allow defenders to beckon enemies into guards.
Honestly, I don't see why such a big issue was made of this. How can someone stand around outside a commune, try to kill their guards, and then complain when they get beckoned back into them? It's happened to me before, and I never complained because it didn't make any sense to.
The more we split hairs on this kind of the stuff, the more it feels like Achaea
Thorgal2004-12-26 16:46:29
Shiri, most ur'guard would trade Lichdom for something else at any time...in village fights and raids lichdom just makes us die twice, losing exp both times, three times if we have vitae up, it does not save us from losing exp at all...we just lose more, cause people use EYE sigils... If you have any idea of what the aformentioned skills do, IM me with them and I'll believe you, but I don't think you do. People in general should stop crying NERF for skills without even having a clue about their effects or tactical use.
Shiri2004-12-26 16:50:37
QUOTE(Thorgal @ Dec 26 2004, 05:46 PM)
Shiri, most ur'guard would trade Lichdom for something else at any time...in village fights and raids lichdom just makes us die twice, losing exp both times, three times if we have vitae up, it does not save us from losing exp at all...we just lose more. If you have any idea of what the aformentioned skills do, IM me with them and I'll believe you, but I don't think you do. People in general should stop crying NERF for skills without even having a clue about their effects or tactical use.
22022
Yes, Bricriu cleared this up. I was under the impression it still didn't lose experience. And I can't remember the last time I complained about any other skill without at least asking first what it did exactly. Or even WITH asking first what it did exactly, come to think of it.
And if you're going to insist on me sending you PMs on what three skills do, I suppose I'll have to ask you to PM me a list of every skill and what it does and every cure before I believe you know what you're talking about with regards to combat, too.
Thorgal2004-12-26 16:56:05
When I said people in general shouldn't complain about it, I actually meant people in general, not specifically you. Just too many people are trying to nerf lichdom when it's already crappy.
Shiri2004-12-26 17:01:40
Righto. Sorry, I took that the wrong way then. I'm happy with lich now it's been changed, I just didn't see it in an announce or anything.