Solution To Town Gate Ktp Problem
#1
Posted 24 April 2007 - 05:34 PM
Make town gatehouses reduce your stamina to zero when you enter them from the outside, paired with a message 'You are entering (town name)'
This is more realistic (unlike the owls preventing you from entering a town), dosnt totally and completely discriminate against lowlevel alts (like the current method and the toll-guard method does) and dosnt leave you vunerable to pkers while doing something simple like trying to enter a town (guard A to guard B as an innocent trader is set upon by a bear at the town gates - '1000 gold the bear wins', guard B - '1000 gold lappa beats the bear to it')
#2
Posted 24 April 2007 - 06:28 PM
#3
Posted 24 April 2007 - 10:33 PM
and I agree completely, good idea
#4
Posted 25 April 2007 - 12:30 AM
#5
Posted 25 April 2007 - 02:01 AM
#6
Posted 26 April 2007 - 04:21 AM
Honestly, I think it's an effort that should be appreciated; bit I don't believe it realistic.
#7
Posted 26 April 2007 - 06:19 AM
Well, Customs make people tired when they enter a new country! There are a lot of subtle things that take away 'realism' from the game in that their presence has no meaning or explanation if thought about very carefully, but are largely overlooked for balancing reasons.So you just magically get tired when you enter a town...
Honestly, I think it's an effort that should be appreciated; bit I don't believe it realistic.
Main crits:
Crane
Europa
Don't kill the
#8
Posted 26 April 2007 - 06:26 PM
I pointed at a detail that's directed related to came. A person can run around the whole world with 1 stam. So why in an instance lose all stam when entering a particular square in-town?
Once again, I understand the attempt to fix a problem, and obviously you make a valid point concerning realism being put aside in certain situations to make game more balanced.
#9
Posted 26 April 2007 - 08:31 PM
Vegas 1a....formerly known as Memphis ¨¨*:·(^.^)·:*¨¨
#10
Posted 26 April 2007 - 09:34 PM
i also would like to know how many stam come back for those spells when they have 7 stam and such
At 7 stamina, classes will regain 4 units, or 5 if they use Blessed Haste, Holy Might or some other stamina-boosting spell that I've missed. At that level though, even if gate-training was still allowed, the XP of the monsters in question would make it a rather prohibitive way of training, with the exception of Silversail.
Edited by Crane, 26 April 2007 - 09:35 PM.
Main crits:
Crane
Europa
Don't kill the
#11
Posted 27 April 2007 - 04:38 PM
Lappa/Woodstock on Multi
Dubs/Cold on 1a
#12
Posted 27 April 2007 - 08:22 PM
So you just magically get tired when you enter a town...
Honestly, I think it's an effort that should be appreciated; bit I don't believe it realistic.
The delay of the town guards opening the gates and checking you out can account for the loss of stamina
also, Mages dont have Blessed Haste, thats clerics. they can cast it on mages but its costs a LOT of mana
and, ye it would be possible to gate train slightly, but you would either be training twice as slow, or with reduced stamina, making staying outside a lot more profitable
Edited by joanna, 27 April 2007 - 08:24 PM.
#13
Posted 28 April 2007 - 03:22 AM
Mind you the monsters end up stacking up and instead of one monster
its always at least 2,3 or even 5 monsters KTP.
There has to be a solution possible to make the monsters not stackable on the same square.
Might as well put a landmind on that square, sometimes it goes off and sometimes your lucky
and it doesn't.
just a thought
#14
Posted 28 April 2007 - 03:44 AM
Mind you the monsters end up stacking up and instead of one monster
its always at least 2,3 or even 5 monsters KTP.
There has to be a solution possible to make the monsters not stackable on the same square.
The solution has been in place for quite a while, it was just waiting on an update from JLH. It should be active now. If you find a kill-to-pass square with more than 2 creatures, leave me a memo with the location.
#15
Posted 28 April 2007 - 08:00 PM
heh
#16
Posted 28 April 2007 - 08:49 PM
I responded to a specific question about 4-5 monsters stacking up on a kill-to-pass square. The solution to this was waiting on JLH and has only been active for about 48 hours now.
I've made no attempt to end the discussion. When I feel that is appropriate, I'll lock the post.
However, as I posted earlier, this solution does nothing to stop gate training, which is the reason that kill-to-pass was introduced. If you want to propose an alternative to KTP, then you need to at least address the original problem.
#17
Posted 28 April 2007 - 10:01 PM
-Proverbs 4:7
#18
Posted 29 April 2007 - 01:12 PM
as well as people being able to run to any town without being high level enough for it to be appropriate for them there.
Since when has this been a *problem*? Since when have towns had level limits?
Oh, and who made the rats kill to pass? Since when has people gate training on rats been a *problem*?
That seems to be the *problem*, there IS no *problem*. Are you going to say that people logging on, killing stuff and gaining exp is a problem next?
As for Trevaynes 'Doesn't deter gate training.. just makes it a tiny bit slower.', you are wrong. totally wrong. The method i proposed would reduce your training speed by half, or your stamina each hit by 1, depending how long you wait between each attack.
Not by 'a tiny bit'.
This is roughly the same as training in an arena, which is nopk anyway. And it dosnt screw up clerics coz they they have to get past a snake, bear or rat whenever they need to go into town.
Edited by joanna, 29 April 2007 - 01:26 PM.
#19
Posted 29 April 2007 - 06:45 PM
It would make you hit with 1 less stam per round, and people would probably find a way around it.
If you wish you bicker and complain about it, we can just lock the topic because that kind of input isn't helping at all.
We don't want this game to be so easy...we are working on making it more difficult and forcing team play a bit more.
I do agree that is 'screws up clerics', but clerics of all classes should be forced to have company...they're too easy to work with, even without the extra 20xpd.
-Proverbs 4:7
#20
Posted 30 April 2007 - 06:26 PM
anyways just a thought
#21
Posted 01 May 2007 - 05:04 AM
It would also be harder to implement such things in places that are not simply gatehouses. We've had to adjust several squares that were set to not allow monsters to follow.
Not trying to discourage you from coming up with ideas; I just don't think that one works with the current system.
-Proverbs 4:7
#22
Posted 01 May 2007 - 06:18 AM
#23
Posted 01 May 2007 - 01:30 PM
Gatehouses throughout the realm have finally decided to stop opening their doors when there are hostile creatures outside. Gate guards have been instructed to keep the town gates closed until there is no danger of a hostile creature being admitted into the town. If you want to enter a town, you'll need to ensure that there is nothing nasty that might be able to follow you inside.
#24
Posted 01 May 2007 - 05:05 PM
#25
Posted 01 May 2007 - 07:00 PM
There is a grid stat that has been buggy for us.
Please report any squares that are KTP to get into a town that that have monsters stacking over 2.
-Proverbs 4:7
#26
Posted 01 May 2007 - 08:01 PM
Vegas 1a....formerly known as Memphis ¨¨*:·(^.^)·:*¨¨
#27
Posted 06 May 2007 - 10:20 PM
#28
Posted 07 May 2007 - 12:32 AM
heh
#29
Posted 07 June 2007 - 02:21 AM
Besides, what's the point in making this harder? All the people who log in on NM1a in one day are still outnumbered by slices of bread in a loaf, quit punishing the people who still have the patience for this grindfest. Accomplishment is fun, but it's not a long term entertainment strategy as I can personally attest to.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users