Possible Bug
#61
Posted 25 June 2004 - 03:52 PM
#62
Posted 25 June 2004 - 03:57 PM
Edited by Tadpole, 25 June 2004 - 03:58 PM.
KuMiko in game.
#63
Posted 25 June 2004 - 05:22 PM
Yeah because not every mage user abuses protect and for a class that's very hampered as it is, downgrading mages abilities simply because of 1 area that some are used in a bad fashion isnt fair to all.
Perhaps make the area a zone that protect cant be cast in, or that the effects of protect are negated, as this problem is area specific,
#65
Posted 25 June 2004 - 07:06 PM
"Before my time is done I will look down upon your corpse and smile!"
#66
Posted 25 June 2004 - 10:58 PM
I think an arch mage could master this spell with no half measures easily....
If you have noticed who are doing these attacks you will see that they are unmarked (no clan) lvl 15 or so mages, maybe make the spell protect a lvl 25 or so spell.
I think Gaddy's idea of maybe a kill to pass monster on the first square and every now and then after, or my idea of making trap squares and non trap squares alternate the whole way through are the best options, im not just saying that so my mage does not get one of his spells cut down.
#67
Posted 26 June 2004 - 01:46 AM
If person does not takes druid there and does not knows how to use him properly then there is always risk of dying
/t Stigmata I’ve enjoyed that day when two of us were trying to kill each other in jungles by using traps. Even though you ultimately managed to kill my party, it still proves my point that traps can be avoided with enough skill. Now I think about it, I’ve could make up with much better strategy then I did that time and partially or completely safeguard myself against such assaults in future (that is if area won’t be changed then). It is always good to meet intelligent opponent like you but unfortunately most people prefer to whine about it instead of striking back.
Edited by Sleeping, 26 June 2004 - 01:51 AM.
#68
Posted 26 June 2004 - 12:13 PM
Myself and Al also enjoyed it actually, found it stimulating to actually find someone who can use the best of an area to his advantage. But with that being said it was not how the area was intentionally designed (as explained on thread) and therefore that is why I started the thread. I have no problems with what you did, as it was an interesting way to kill us - but i'm simply not liking the fact that a single mage with protect can get away with killing a whole party of level 30s without suffering any damage at all. The whole concept behind what you did is perfectly acceptable, and i'm sure in other areas it would be a good tactic to use which is why i'm asking for something to be done about traps so staff can specify when/how they are activated if required. Had that been possible when we were staff, the traps would still be there, but you would not be able to trigger them 3 times a second.Chronos as it is great area. I like how parts of it can be used to ones advantage. It is possible only place in game where one can kill vastly superior opponents using only personal wits instead of “alts”. Even though it was not intentional, the challenge with falling branches is already in game as are many creative ways to overcome it. Overall it makes area more dangerous and risky as it is was intended to be in first place. Just most people prefer to rush through whole area for easy gains and take no measures to protect themselves.
If person does not takes druid there and does not knows how to use him properly then there is always risk of dying
/t Stigmata I’ve enjoyed that day when two of us were trying to kill each other in jungles by using traps. Even though you ultimately managed to kill my party, it still proves my point that traps can be avoided with enough skill. Now I think about it, I’ve could make up with much better strategy then I did that time and partially or completely safeguard myself against such assaults in future (that is if area won’t be changed then). It is always good to meet intelligent opponent like you but unfortunately most people prefer to whine about it instead of striking back.
#69
Posted 26 June 2004 - 12:18 PM
When the mage enters the square and is protected from the trap, I suggest a 3-5 second recovery period where the mage must recover from the blow before he/she can continue......
I can't see it being that much of a major insignificance to mages, but it would be enough of a delay to allow for the traps to be 're-set' and for an opposing party to atleast have a chance to move off the square/retaliate.
#70
Posted 26 June 2004 - 12:36 PM
That way mages can still sadly run through an area without being hindered by traps, as they can now, nothing new. But, this means they wont be able to kill other people while running around the areas.
#71
Posted 26 June 2004 - 04:03 PM
#72
Posted 26 June 2004 - 04:14 PM
But... then there is the issue that Pandilex mentioned, the type of trap. If it is a falling object, then it is likely to crush a large number of people; but if it is a pit, players already stuck in the pit after suffering damage from falling in won't get damaged again.
There isn't really a solution to this except to keep on the lookout for Mages who want to make your life a misery.
Main crits:
Crane
Europa
Don't kill the
#73
Posted 26 June 2004 - 04:55 PM
+make it trigger still hitting all but the mage if the mage leads a party in. Not hitting people already on the square though.I feel now, (after reading through this page and deleting a load of off topic rubbish), the best option is probably to just make protect not trigger traps ever.
That way mages can still sadly run through an area without being hindered by traps, as they can now, nothing new. But, this means they wont be able to kill other people while running around the areas.
I think this would do.
#74
Posted 26 June 2004 - 05:14 PM
I had said that, bum.What if the mage is the leader of a party? In theory, wouldn't the mage be able to drag 15 Arch crits to the end without them ever suffering trap damage?
Well sumerised, Oracle. I hope this gets changed.
#75
Posted 26 June 2004 - 08:19 PM
#76
Posted 26 June 2004 - 11:21 PM
#77
Posted 27 June 2004 - 01:02 AM
Ya...I guess the mage would still have to trigger the traps some how to keep players from having a mage lead and skipping though the jungle without being hit at all..
-Proverbs 4:7
#78
Posted 27 June 2004 - 01:44 AM
Why not make it so that when a single crit passes onto a trapped square that since they are the one tripping it they are hit with the damage. Example:
Crit1 is in a party with 5 other crits in tow. Crit1 is leading the party.
Crit1 trips the trap and he is hit with the damage from the trap. Seeing as the rest of his party is following his lead each trips the trap also and are hit with damage from the trap. Now lets say they stop on that square and heal up. A mage happens along thats invisible and has protect cast on him/herself. This mage comes along and hits the trap and sets it off. Seeing as the mage is the triggering crit he would be hit with the damage from the trap but protect is saving him from this. Now the others that are still on the square are not harmed because they are not triggering the trap. So the mage can run back and forth all he/she wants and not harm anyone. If Crit1 was to lead his party back 1 square and enter the trapped square again then each crit would trigger the trap once again and take the damage from the trap.
So in closing my point in this is that if you enter a trapped square you trigger it and you get hit with the trap. If you are already on the trap and it is triggered again then you are not hit with the damage because you did not trigger it again. Seeing as the intended effect of these traps are to hit the one triggering it, even if the one triggering it is a crit following a leader.
I say again I apologise if this has already been mentioned.
"Before my time is done I will look down upon your corpse and smile!"
#79
Posted 27 June 2004 - 01:54 AM
Anyway, I completely agree with how you put it...if they didn't trigger the trap, they really shouldn't be hit by the trap...it'd stop any way of messing with a party, rather than just mages with protect...no running 2 separate zerks on and off 2 times each or anything either.
-Proverbs 4:7
#80
Posted 28 June 2004 - 03:31 PM
once again Stigmata thank you for the best area in NM =)
#81
Posted 28 June 2004 - 10:01 PM
The threat of having your party mowed down in jungles by a mage is the only thing stopping the game been flooded with time blades/boots now that anacondas have lost their position as one of the most feared monsters in game
#82
Posted 28 June 2004 - 10:04 PM
The area is designed for large groups of players and I'd like to see it changed back.
#83
Posted 28 June 2004 - 10:45 PM
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