Unknown2005-01-19 23:54:44
In -every- IRE game, people have had to weigh attacking a city or gate to the chance of them being beckoned into that city. In Lusternia, there are so many way to move around and summon others, we have had to limit these abilities somewhat and this makes sense. My only disagreement is that when the Divine make a decision in an attempt to make balance and in fact do nothing but make it imbalanced by harming the defense of the cities and commune.
If someone is daring/stupid enough to stand outside a room with guards and beckon people out of enemied territory to attack/kill them, they should be allowed to be beckoned into guards.
I cannot believe that such things are allowed to be done as it is a blatant mockery of the attempt at balance which the Coders are trying to create.
If someone is daring/stupid enough to stand outside a room with guards and beckon people out of enemied territory to attack/kill them, they should be allowed to be beckoned into guards.
I cannot believe that such things are allowed to be done as it is a blatant mockery of the attempt at balance which the Coders are trying to create.
Unknown2005-01-20 00:01:35
If they're standing outside the gates and performing aggressive actions against citizens, beckoning should be allowed.
Shiri2005-01-20 00:03:25
6 to nil. Nice. I agree it is their own fault, yeah.
Unknown2005-01-20 00:05:45
It depends, if you beckon into the guards after summoning then you need to face the price. However, if a person is abusing the protection the divine have offered them yes you should
Gwynn2005-01-20 00:10:22
I feel this should also be extended to include Knights tackling people into the city in the same circumstances as outlined as appropriate for Guardians to beckon them. Otherwise you've got some serious double standards.
Erion2005-01-20 00:14:56
I agree. But the shit of summoning people one room away from the guards and then tackling in is where the problem is, and I do believe they kind of just said "Let's not get into a he-said she-said. No beckoning."
Unknown2005-01-20 00:18:34
The poll description is a little subjective, but the answer is obvious regardless.
Unknown2005-01-20 00:23:09
My point is that the path the Divine are taking to balancing things are only creating new ways to abuse things. Punishing people for RP'ing the defense of their city is not a good road to take.
Erion2005-01-20 00:24:06
Guards should be able to head a few rooms outside of the city, if led there by CALL FOR HELP.
Unknown2005-01-20 00:25:04
Wonderful idea, Erion. That would indeed help the situation. I'm merely trying to get people to actually think to resolve things instead of just having a rather large post about just bitching.
Gwynn2005-01-20 00:33:21
I actually disagree with the guards being able to be brought outside the city. I think this is an issue which needs to be solved with policy, rather than mechanics.
It is wrong (and indeed should probably be shrubable) to summon people then beckon, but it should not be wrong to beckon someone who came their of their own volition.
It is wrong (and indeed should probably be shrubable) to summon people then beckon, but it should not be wrong to beckon someone who came their of their own volition.
Drago2005-01-20 00:34:20
You can't summon to one room away anymore, I think its actually three or more from the last time I did it.
Though I might be wrong. My problem is when an enemy teleports/walks to a room that's directly outside the city. If I go out and kill them, I get suspect and can't do anything to them until they either attack me, or 30 days pass.
Though I might be wrong. My problem is when an enemy teleports/walks to a room that's directly outside the city. If I go out and kill them, I get suspect and can't do anything to them until they either attack me, or 30 days pass.
Unknown2005-01-20 00:37:54
My personal experience of this from weeks ago was when Brona was beckoned out of the south Magnagoran gate by people who were enemied to the city. Brona beckoned them into the guards and they all died. Brona then got a cummlative 240 hours of punishment for this of which it was a mix of pacifism for defending himself and disfavour for not heeding the Divine law of not summoning people into enemy territory.
The way things are going, cities and commune will all end up safe areas and the game will get a hell of alot boring because no one will leave them.
The way things are going, cities and commune will all end up safe areas and the game will get a hell of alot boring because no one will leave them.
Unknown2005-01-20 01:06:34
I also thought it was lame when, Daevos could run in, bash guards, then run back out one room away, and we were forbidden to pulling him back in. Magnagorans would run in, attack the guards, run out and heal, then run back in again. That is another case beckoning/tackling should be allowed, no questions asked.
Unknown2005-01-20 01:09:45
The case Tuek made about Mags should be one of the few exceptions to the rules.
Sylphas2005-01-20 01:12:23
That one's easy, Tuek, I'd think. Just set a flag when people enter enemy territory. For 10 seconds or so, you can summon them back in. Not sure how'd you solve the problem if they never actually entered, and just stood outside, though.
Unknown2005-01-20 01:13:05
Stuff like that can be banned.
Drago2005-01-20 01:23:49
Its easy enough: Enemies that are stupid enough to walk/teleport to directly outside a city they are enemied to should just suck it up and not issue.
Bricriu2005-01-20 02:25:23
Instead of changing everything severely, how about the room just outside the city has something itself changed....or, that room is 'unbeckonable' (or, any skill that will push someone into guards, or, out of them). In other words, you cannot force someone into that room, from either side of it (Just to avoid people abusing the next part I have in mind)
However, to rectify enemies sitting there to be brats, if they accumulate more than 15 seconds per RL minute at that spot, this 'unbeckonable' spell is broken. If they are being idiotic to that point, well, they deserve a royal smiting from a few guards.
However, to rectify enemies sitting there to be brats, if they accumulate more than 15 seconds per RL minute at that spot, this 'unbeckonable' spell is broken. If they are being idiotic to that point, well, they deserve a royal smiting from a few guards.
Unknown2005-01-20 03:24:05
How does that stop what I posted above, Bricriu? Running in and tanking the guards for a bit, retreating one room away and healing, and then going back in? Just makes it easier, and gives them something built in to do that.
Edit: I could tell you for sure, in any other realm if they were doing that, you'd bet I'd beckon the bastards back in.. "No, no healing for you, you pissed off the guards, now you are gonna die."
Edit: I could tell you for sure, in any other realm if they were doing that, you'd bet I'd beckon the bastards back in.. "No, no healing for you, you pissed off the guards, now you are gonna die."