Crystal Templar
#1
Posted 13 November 2007 - 09:38 PM
#2
Posted 13 November 2007 - 10:27 PM
removing the templar may let the beasts in.....anyways it was only killed by emma, g i wonder why, maybe she didnt think of it at the time and i am kind of saying its a pretty big coincidence but the templar being killed certainly helps her clan out ten fold. The make-up of the currently used class in pande is thief so it being gone certainly proves to help them more. True not much in moving in lf and grassy meadow but its not hard to run to entrance of lf and coverting. The templar can stay in my opinion.
Vegas 1a....formerly known as Memphis ¨¨*:·(^.^)·:*¨¨
#3
Posted 13 November 2007 - 10:51 PM
Thieves are meant to move along covertly from town to town place to place. Having something at an entrance to a town that spots them just about all of the time coming or leaving the town is ridiculous and ruins the purpose of thieves.
#4
Posted 13 November 2007 - 10:57 PM
#5
Posted 13 November 2007 - 11:14 PM
And if you wanne talk reality about guards guarding and seeing all. How come druids can camouflage with chars/monsters/npc on the square. Camouflaging while people see you kinda takes away from the whole camouflage idea don't it... But that my kids, is a story for another time.
Edited by Angelus, 13 November 2007 - 11:14 PM.
Back into the shadows once again...
#6
Posted 14 November 2007 - 12:06 AM
Im not into whole rp thing but ive never been spotted being camo or invis'd. If there is a flaw with being covert, dont make a thief.....
just a side note, dont be lazy
Edited by Throwback, 14 November 2007 - 12:07 AM.
Vegas 1a....formerly known as Memphis ¨¨*:·(^.^)·:*¨¨
#7
Posted 14 November 2007 - 12:25 AM
Camo and invis physically change the appearence of the casting crit, to the colour of the scenery in the case of camo, and to air in the case of invis, as opposed to covert which just implies the thief is hiding. The fact covert thieves that are not partyleaders can stay covert is a bug that has been with nm since conception, it works both ways though - thieves in a party that hit a trap lose the thief's resistance to traps.
#8
Posted 14 November 2007 - 12:28 AM
(Joanna beat me to the reply!)
Main crits:
Crane
Europa
Don't kill the
#9
Posted 14 November 2007 - 01:11 AM
#10
Posted 14 November 2007 - 01:52 AM
Vegas 1a....formerly known as Memphis ¨¨*:·(^.^)·:*¨¨
#11
Posted 14 November 2007 - 03:18 AM
Main crits:
Crane
Europa
Don't kill the
#12
Posted 14 November 2007 - 04:38 AM
If the Crystal Templar that guard the gatehouses don't spot sneaky thieves entering and leaving the city, I would be worried what else could be entering and leaving Nightmist... *eyes a blackguard sneaking into the city and causing havoc at the local monastery*
Then it should spot druids/mages. or anything invised using a tarma pot.
#13
Posted 14 November 2007 - 06:03 AM
I'd support this only if crits that walk on to a square with a covert thief might reveal him, aswell as a thief walking onto a square and being seen.
Also, thief is a clicker, the ONLY class capable having a full stam attack and being able to hide (again, covert lasts forever, takes no mana, and no stam to use). Not only that, besides an invisible zerks smite (being a 1 hit full stam attack, is probably why), clicking something with no one else there keeps you invisible.
Since that's possible, something I think of as a bug is also possible. A thief can stay somewhere where they can click a fast spawning monster repeatily, without ever being revealed, not needing potions to stay alive, unable to be pk'd, and able to stockpile mass gold with little effort and no fear of losing it. There's almost always a place to do this for any level before 30.
SDG for 5-13
Small snakes for 13-21
Sentry spiders for 21-30
I don't think thieves covert needs to be made any more powerful compared to mages/druids invisibility spells. Just because you are sick of getting pk'd so you make mass thieves to move around and do stuff, doesn't mean you shouldn't be able to die unless you're pking yourself.
Edit: I'll add possible solutions that will balance this idea so you can consider if you really want it implemented. And don't think I'm only saying this for myself, now that Nub is lvl 31 (or is ready to be lawl), I'm training my thief to 31.
Thieves can be seen by entering players instead of just when entering a room.
or
Thieves don't stay hidden when they click a monster or player.
Edit2: Thieves don't need to be anymore useful in what they do, infact, I think they need drawbacks immediately. If you actually took the time to lvl 35 a thief, you'd see nothing could compare except a 35 zerk. Like staff have said, 1a was not ready for immediate release, although it was released anyway. Nothing with 7stam should have a hit rate like a thief, you'd click anything 33 or under.
I got bored, and I like rambling, excuse me, I gotta go potty.
Edited by Ryuku, 14 November 2007 - 06:33 AM.
#14
Posted 14 November 2007 - 11:34 AM
#15
Posted 14 November 2007 - 12:50 PM
Vegas 1a....formerly known as Memphis ¨¨*:·(^.^)·:*¨¨
#16
Posted 14 November 2007 - 08:47 PM
#17
Posted 14 November 2007 - 11:24 PM
And if thieves can't covert into towns, how would they rob people and/or houses. They got their name from somewhere. Unless bunny's made up the name thief for us cause we stole their carrots.
In the end reality has no issue, should be pretty clear after 7 years. So arguments like all of these hold not much value (as well as my own). Bottom line is will it balance or unbalance the game.
Back into the shadows once again...
#18
Posted 15 November 2007 - 02:11 AM
They should all be able to leave or enter town without being seen using their abilities that's balanced.
#19
Posted 15 November 2007 - 02:46 AM
stick to topic,...u want to covert and u need templar gone...its there to stop monsters from entering not stopping thieves from coverting in town. The issue is want it moved and the problem is if it's gone, monsters can enter.
Vegas 1a....formerly known as Memphis ¨¨*:·(^.^)·:*¨¨
#20
Posted 15 November 2007 - 06:14 AM
Or it could be just where he spots you entering town and not leaving, though the ladder sounds a bit more appealing I must say so myself.
By the way..Thieves don't stay hidden when they click a monster or player.
Assassinate ..1. to kill suddenly or secretively.
That would really take away what an assassin is.
To feel is to scream
This is what it's like
In my most intimate dream
#21
Posted 15 November 2007 - 07:07 AM
i vote that it doesnt spot thiefs anymore, or it has a % chance to spot any class that is covert/camo or under invisilibity threw spell or tarma potion.
say a thief % is lil higher considering the guards are more prone to catching a thief, and a druid next in line considering camouflage can be seen, lol your not invisible just camo, and then mage with least % considering they're completely invisible
or you can switch them totally backwards if you would consider that the guard cant see any you anyways and only can hear you at times, then thief would be hardest to spot, druid next considering they're more prone to phyical strength(i guess can move they're bodys more smoothly? lol) and mage last.
well thats just my long overrated opinions lol
#22
Posted 15 November 2007 - 12:42 PM
#23
Posted 15 November 2007 - 03:13 PM
Also, isn't there a difference between magical duration spells, and a physical skill? I wouldn't call it unbalanced, maybe unskilled.
#24
Posted 15 November 2007 - 05:29 PM
-Proverbs 4:7
#25
Posted 15 November 2007 - 06:13 PM
Vegas 1a....formerly known as Memphis ¨¨*:·(^.^)·:*¨¨
#26
Posted 15 November 2007 - 07:57 PM
But honestly a good point was proven here and that it would balance to have all classes be able to do it.
So can we have staff input that is about the topic and supporting or unsupporting?
And I mentioned the templars because they are at the actual exits, but yes it should be all towns.
#27
Posted 15 November 2007 - 11:03 PM
LoL Why just because MD can do it on mages so they can more easily spot us before dying? That's the only excuse i've really seen tossed by you.
And I mentioned the templars because they are at the actual exits, but yes it should be all towns.
not once have the letters MD been said in any post by any person on this thread until now, I have not once said no because it hurts my clan, i simply keep pointing out ur 10 IQ. Fine make templars at everytown so thieves can't covert, clearly this tony supports because it balances out every town.
Vegas 1a....formerly known as Memphis ¨¨*:·(^.^)·:*¨¨
#28
Posted 16 November 2007 - 12:10 AM
So to the staff, what are your thoughts?
#29
Posted 16 November 2007 - 12:15 AM
Vegas 1a....formerly known as Memphis ¨¨*:·(^.^)·:*¨¨
#30
Posted 16 November 2007 - 12:17 AM
It's purely a matter of opinion, though and arguing about it won't make a difference. Both outcomes wouldn't unbalance or balance the game, it's to minimalistic to be of influence.
Anyways I can see the reasoning behind why the 100% spotting should be changed. But I don't see why anyone would actually be against it, it didn't used to be this way in the long long ago So why is it there in the first place, just change the 100% uncovered to a more realistic number and be over with it.
Back into the shadows once again...
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