Munsia2005-10-15 07:34:00
Base of a massive flight of stone steps.
Superimposed over this location, an ethereal forest reaches up to the sky. A
massive flight of spiral stone steps comes to its landing in the midst of this
circular chamber. Along the sides of the steps and the walls of the chamber,
hauntingly featureless statues are set into the stone walls, staring out from
their alcoves with a dark, deathly tranquility. Wiping away layers upon layers
of dust reveals ornate calligraphy intertwined with the immaculate masonry. The
dust soars lazily in the air as drafts from the stairwell mix in the ebb and
flow of cold air. A circular seal of iron is fixed into the wall here. A sand
cobra flares its hood here.
You see exits leading northeast, northwest, and up.
4380h, 4460m, 5040e, 10p exk-
ne
You spring a trap!!
The ground suddenly falls away from beneath you and you go tumbling into a pit,
but thankfully something soft and spongy breaks your fall--Holly Nil, it's a
pile of snakes!
4380h, 4460m, 5040e, 10p exk-
A sand cobra lashes out and bites you in the leg.
4203h, 4460m, 5040e, 10p exk-
You scent at the air, your skilled nose picking up the faint traces of others
in the surrounding area.
You make out the scent of Narsrim coming from The beginning of a somber
passage.
4203h, 4460m, 5040e, 10p exk-
You begin to climb out of the pit.
4203h, 4460m, 5040e, 10p ek-
A sand cobra lashes out at you with its sharp fangs.
4038h, 4460m, 5040e, 10p ek-
The potion heals and soothes you.
4755h, 4460m, 5040e, 10p ek-
You bleed 15 health.
4740h, 4460m, 5040e, 10p ek-
You exert superior mental control and your wounds clot before your eyes.
4740h, 4400m, 5040e, 10p ek-
You do not bleed, my friend.
4740h, 4400m, 5040e, 10p ek-
You have recovered balance on all limbs.
4740h, 4400m, 5040e, 10p exk-
Base of a massive flight of stone steps.
Superimposed over this location, an ethereal forest reaches up to the sky. A
circular seal of iron is fixed into the wall here. A sand cobra flares its hood
here.
You see exits leading northeast, northwest, and up.
4740h, 4400m, 5040e, 10p exk-
nw
You spring a trap!!
The ground suddenly falls away from beneath you and you go tumbling into a pit,
but thankfully something soft and spongy breaks your fall--Holly Nil, it's a
pile of snakes!
4740h, 4400m, 5040e, 10p exk-
A sand cobra sinks its fangs into your flesh, injecting you with venom.
You feel woozy and fall down.
4527h, 4400m, 5040e, 10p exkp-
4527h, 4400m, 5040e, 10p exkp-
You bleed 4 health.
4523h, 4400m, 5040e, 10p exkp-
You do not bleed, my friend.
4523h, 4400m, 5040e, 10p exkp-
You must first raise yourself from the floor and stand up.
4523h, 4400m, 5040e, 10p exkp-
You stand up and stretch your arms out wide.
4523h, 4400m, 5040e, 10p exk-
The allheale burns your throat and makes your eyes water.
4523h, 4400m, 5040e, 10p exk-
You scent at the air, your skilled nose picking up the faint traces of others
in the surrounding area.
You make out the scent of Narsrim coming from The beginning of a somber
passage.
4523h, 4400m, 5040e, 10p exk-
A sand cobra lashes out and bites you in the leg.
4331h, 4400m, 5040e, 10p exk-
You begin to climb out of the pit.
4331h, 4400m, 5040e, 10p ek-
You have recovered balance on all limbs.
4331h, 4400m, 5040e, 10p exk-
You bleed 4 health.
4327h, 4400m, 5040e, 10p exk-
You do not bleed, my friend.
4327h, 4400m, 5040e, 10p exk-
A sand cobra rears up, and then spits a stream of venom into your face. You
feel your eyes begin to burn as the dark liquid sinks in.
4183h, 4400m, 5040e, 10p exkb-
You are blind and can see nothing but darkness.
4183h, 4400m, 5040e, 10p exkb-
You remove 1 myrtle, bringing the total in the Rift to 412.
4183h, 4400m, 5040e, 10p exkb-
Blessed sight returns to you.
4183h, 4400m, 5040e, 10p exk-
Base of a massive flight of stone steps.
Superimposed over this location, an ethereal forest reaches up to the sky. A
massive flight of spiral stone steps comes to its landing in the midst of this
circular chamber. Along the sides of the steps and the walls of the chamber,
hauntingly featureless statues are set into the stone walls, staring out from
their alcoves with a dark, deathly tranquility. Wiping away layers upon layers
of dust reveals ornate calligraphy intertwined with the immaculate masonry. The
dust soars lazily in the air as drafts from the stairwell mix in the ebb and
flow of cold air. A circular seal of iron is fixed into the wall here. A sand
cobra flares its hood here.
You see exits leading northeast, northwest, and up.
====================================================
so who messed it up now it is impossible to leave the room unless you climb up and move. But wait oh no alger has found a way to make the snake pits work in the trees as well!
Discuss
Superimposed over this location, an ethereal forest reaches up to the sky. A
massive flight of spiral stone steps comes to its landing in the midst of this
circular chamber. Along the sides of the steps and the walls of the chamber,
hauntingly featureless statues are set into the stone walls, staring out from
their alcoves with a dark, deathly tranquility. Wiping away layers upon layers
of dust reveals ornate calligraphy intertwined with the immaculate masonry. The
dust soars lazily in the air as drafts from the stairwell mix in the ebb and
flow of cold air. A circular seal of iron is fixed into the wall here. A sand
cobra flares its hood here.
You see exits leading northeast, northwest, and up.
4380h, 4460m, 5040e, 10p exk-
ne
You spring a trap!!
The ground suddenly falls away from beneath you and you go tumbling into a pit,
but thankfully something soft and spongy breaks your fall--Holly Nil, it's a
pile of snakes!
4380h, 4460m, 5040e, 10p exk-
A sand cobra lashes out and bites you in the leg.
4203h, 4460m, 5040e, 10p exk-
You scent at the air, your skilled nose picking up the faint traces of others
in the surrounding area.
You make out the scent of Narsrim coming from The beginning of a somber
passage.
4203h, 4460m, 5040e, 10p exk-
You begin to climb out of the pit.
4203h, 4460m, 5040e, 10p ek-
A sand cobra lashes out at you with its sharp fangs.
4038h, 4460m, 5040e, 10p ek-
The potion heals and soothes you.
4755h, 4460m, 5040e, 10p ek-
You bleed 15 health.
4740h, 4460m, 5040e, 10p ek-
You exert superior mental control and your wounds clot before your eyes.
4740h, 4400m, 5040e, 10p ek-
You do not bleed, my friend.
4740h, 4400m, 5040e, 10p ek-
You have recovered balance on all limbs.
4740h, 4400m, 5040e, 10p exk-
Base of a massive flight of stone steps.
Superimposed over this location, an ethereal forest reaches up to the sky. A
circular seal of iron is fixed into the wall here. A sand cobra flares its hood
here.
You see exits leading northeast, northwest, and up.
4740h, 4400m, 5040e, 10p exk-
nw
You spring a trap!!
The ground suddenly falls away from beneath you and you go tumbling into a pit,
but thankfully something soft and spongy breaks your fall--Holly Nil, it's a
pile of snakes!
4740h, 4400m, 5040e, 10p exk-
A sand cobra sinks its fangs into your flesh, injecting you with venom.
You feel woozy and fall down.
4527h, 4400m, 5040e, 10p exkp-
4527h, 4400m, 5040e, 10p exkp-
You bleed 4 health.
4523h, 4400m, 5040e, 10p exkp-
You do not bleed, my friend.
4523h, 4400m, 5040e, 10p exkp-
You must first raise yourself from the floor and stand up.
4523h, 4400m, 5040e, 10p exkp-
You stand up and stretch your arms out wide.
4523h, 4400m, 5040e, 10p exk-
The allheale burns your throat and makes your eyes water.
4523h, 4400m, 5040e, 10p exk-
You scent at the air, your skilled nose picking up the faint traces of others
in the surrounding area.
You make out the scent of Narsrim coming from The beginning of a somber
passage.
4523h, 4400m, 5040e, 10p exk-
A sand cobra lashes out and bites you in the leg.
4331h, 4400m, 5040e, 10p exk-
You begin to climb out of the pit.
4331h, 4400m, 5040e, 10p ek-
You have recovered balance on all limbs.
4331h, 4400m, 5040e, 10p exk-
You bleed 4 health.
4327h, 4400m, 5040e, 10p exk-
You do not bleed, my friend.
4327h, 4400m, 5040e, 10p exk-
A sand cobra rears up, and then spits a stream of venom into your face. You
feel your eyes begin to burn as the dark liquid sinks in.
4183h, 4400m, 5040e, 10p exkb-
You are blind and can see nothing but darkness.
4183h, 4400m, 5040e, 10p exkb-
You remove 1 myrtle, bringing the total in the Rift to 412.
4183h, 4400m, 5040e, 10p exkb-
Blessed sight returns to you.
4183h, 4400m, 5040e, 10p exk-
Base of a massive flight of stone steps.
Superimposed over this location, an ethereal forest reaches up to the sky. A
massive flight of spiral stone steps comes to its landing in the midst of this
circular chamber. Along the sides of the steps and the walls of the chamber,
hauntingly featureless statues are set into the stone walls, staring out from
their alcoves with a dark, deathly tranquility. Wiping away layers upon layers
of dust reveals ornate calligraphy intertwined with the immaculate masonry. The
dust soars lazily in the air as drafts from the stairwell mix in the ebb and
flow of cold air. A circular seal of iron is fixed into the wall here. A sand
cobra flares its hood here.
You see exits leading northeast, northwest, and up.
====================================================
so who messed it up now it is impossible to leave the room unless you climb up and move. But wait oh no alger has found a way to make the snake pits work in the trees as well!
Discuss
Unknown2005-10-15 08:10:19
The tree thing is just a bug, it's not really Alger's fault.
Sylphas2005-10-15 08:17:42
You used to be able to move while in a pit? That's retarded.
Munsia2005-10-15 08:23:47
No.. But once you climb out of the pit you cant move rooms anymore
Ixion2005-10-15 08:25:24
Did you die? It must not be that bad then. Upgrade pits
Sylphas2005-10-15 08:27:34
Ah, right. Hmm. I can see that originally being why traps didn't trigger on exit, then they forgot and put that in. Of course, I was under the assumption traps were one use only. Aren't pits?
Munsia2005-10-15 08:31:21
QUOTE(Ixion @ Oct 15 2005, 04:25 AM)
Did you die? It must not be that bad then. Upgrade pits
205892
Go back to whining about griefing and keep it out of here
Munsia2005-10-15 08:32:08
QUOTE(Sylphas @ Oct 15 2005, 04:27 AM)
Ah, right. Hmm. I can see that originally being why traps didn't trigger on exit, then they forgot and put that in. Of course, I was under the assumption traps were one use only. Aren't pits?
205893
No pits for some reason are usable over and over. I imagine when they implimented this they forgot to let us move one room as we sprung the trap
Icarus2005-10-15 08:41:11
QUOTE(munsia @ Oct 15 2005, 04:23 PM)
No.. But once you climb out of the pit you cant move rooms anymore
205891
I am not sure what you mean. The first trap you triggered was at the ne exit of the room. You fell in, climbed out then attempted to move nw and triggered another trap there.
Snakepit is the trans tracking skill, the only pit that is not a one-time-only pit. There are many ways to not set off a trap and briars would probably give you more trouble to move about. So what is the complaint here?
Sylphas2005-10-15 08:48:29
Um, briars wouldn't. I've heard nothing but complaints about climbing out, so I'm assuming it's slower than writhing. Also, briars don't have snakes in them.
Munsia2005-10-15 08:58:41
QUOTE(Icarus @ Oct 15 2005, 04:41 AM)
I am not sure what you mean. The first trap you triggered was at the ne exit of the room. You fell in, climbed out then attempted to move nw and triggered another trap there.
Snakepit is the trans tracking skill, the only pit that is not a one-time-only pit. There are many ways to not set off a trap and briars would probably give you more trouble to move about. So what is the complaint here?Â
Snakepit is the trans tracking skill, the only pit that is not a one-time-only pit. There are many ways to not set off a trap and briars would probably give you more trouble to move about. So what is the complaint here?Â
205897
the complaint is that you cant move rooms at all
Narsrim2005-10-15 08:59:36
You walk ne, trigger pit, climb out, walk ne, trigger pit, climb out.... you cannot exit the room in that direction period - retarded.
Narsrim2005-10-15 09:04:44
QUOTE(Icarus @ Oct 15 2005, 04:41 AM)
I am not sure what you mean. The first trap you triggered was at the ne exit of the room. You fell in, climbed out then attempted to move nw and triggered another trap there.
Snakepit is the trans tracking skill, the only pit that is not a one-time-only pit. There are many ways to not set off a trap and briars would probably give you more trouble to move about. So what is the complaint here?Â
Snakepit is the trans tracking skill, the only pit that is not a one-time-only pit. There are many ways to not set off a trap and briars would probably give you more trouble to move about. So what is the complaint here?Â
205897
The complaint is with traps in every direction, it is technically impossible to leave the room without teleporting/magic transport out.
Icarus2005-10-15 10:55:56
What I meant is that it is much harder to move around in an area when there are briars up. You have to writhe every move, over multiple rooms. Whereas snakepit covers a single exit in a single room, and it is infinitely more expensive (5 live snakes, 4 wood and 1 rope for a single exit). As for the aggressive snakes, you can see how much it hurt and hindered Munsia.
As for falling into the pit over and over again, there are many ways other than magical travel to exit the room. Flying over is one, tumbling is another. I haven't tested others like mountjump, leaping, etc but they should avoid triggering any traps on exit. One thing I am sure is that walking, falling in, climbing out, then walking in the same direction again and repeat would not work.
There are still many problems with Tracking and I hope it will be under review soon. We just need to be patient for the admin to work out the problems and balance issues.
What is surprising though, is that the next whined-about-trans-skill would be Snakepit; comparing it with Lichdom, Trueheal, Drawdown, Nightkiss, Transmigration just makes me laugh. And I thought someone would whine about Stagform before Snakepit.
As for falling into the pit over and over again, there are many ways other than magical travel to exit the room. Flying over is one, tumbling is another. I haven't tested others like mountjump, leaping, etc but they should avoid triggering any traps on exit. One thing I am sure is that walking, falling in, climbing out, then walking in the same direction again and repeat would not work.
There are still many problems with Tracking and I hope it will be under review soon. We just need to be patient for the admin to work out the problems and balance issues.
What is surprising though, is that the next whined-about-trans-skill would be Snakepit; comparing it with Lichdom, Trueheal, Drawdown, Nightkiss, Transmigration just makes me laugh. And I thought someone would whine about Stagform before Snakepit.
Thorgal2005-10-15 11:05:54
I feel sorry for you Icarus, you've stuck to the crappiest skillset of the game for roleplay reasons, and even about the little you have they whine.
Munsia2005-10-15 20:03:58
QUOTE(Icarus @ Oct 15 2005, 06:55 AM)
What I meant is that it is much harder to move around in an area when there are briars up. You have to writhe every move, over multiple rooms. Whereas snakepit covers a single exit in a single room, and it is infinitely more expensive (5 live snakes, 4 wood and 1 rope for a single exit). As for the aggressive snakes, you can see how much it hurt and hindered Munsia.Â
As for falling into the pit over and over again, there are many ways other than magical travel to exit the room. Flying over is one, tumbling is another. I haven't tested others like mountjump, leaping, etc but they should avoid triggering any traps on exit. One thing I am sure is that walking, falling in, climbing out, then walking in the same direction again and repeat would not work.
There are still many problems with Tracking and I hope it will be under review soon. We just need to be patient for the admin to work out the problems and balance issues.
What is surprising though, is that the next whined-about-trans-skill would be Snakepit; comparing it with Lichdom, Trueheal, Drawdown, Nightkiss, Transmigration just makes me laugh. And I thought someone would whine about Stagform before Snakepit.Â
As for falling into the pit over and over again, there are many ways other than magical travel to exit the room. Flying over is one, tumbling is another. I haven't tested others like mountjump, leaping, etc but they should avoid triggering any traps on exit. One thing I am sure is that walking, falling in, climbing out, then walking in the same direction again and repeat would not work.
There are still many problems with Tracking and I hope it will be under review soon. We just need to be patient for the admin to work out the problems and balance issues.
What is surprising though, is that the next whined-about-trans-skill would be Snakepit; comparing it with Lichdom, Trueheal, Drawdown, Nightkiss, Transmigration just makes me laugh. And I thought someone would whine about Stagform before Snakepit.Â
205919
so you're saying if someone doesnt have tumble, roll, mountjump, or leap. and the room only has two exits then they are stuck there forever until they die? That makes no sense.
And thorgal despite what you may think tracking is not a weak skillset. It's a strong skillset since if someone falls into a pit its possible to keep them in there like daevos did to me (though he didnt kill me till I got out about 10 hits later)
Unknown2005-10-15 20:11:00
Hmm, those are traps after all...
Sylphas2005-10-16 07:39:31
You'd think you could climb out ON THE OTHER SIDE. What moron climbs out on the side he was on, then tries again, climbs out on the same damn side, then tries again...
Alger2005-10-16 07:49:44
Serens?
How about what kind of Moron keeps following bobbing balls of light, fully knowing that it leads to the enemy.
How about what kind of Moron keeps following bobbing balls of light, fully knowing that it leads to the enemy.
Sylphas2005-10-16 08:03:37
Well, Willowisps are usually known for being magical creatures that can lure you against your will, or, rather, by making you so damned curious and whatnot that you forget you shouldn't. Pits are just kinda there.