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 Post subject: Proposed change to gate spell
PostPosted: Tue Sep 30, 2008 3:06 pm 
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Joined: Sat Jul 08, 2006 9:27 am
Posts: 154
Given that you can no longer keep gate anchors (read: shopkeepers) in distant locations anymore, I had an idea.

Could we change it back so that pets can be gated to again? I'm not sure why this stopped working and whether it wasn't just a side-effect of some other change. Perhaps when Dulrik made it so you can only gate to "unique" NPCs, pets didn't make the cut. But since you CAN name them, there should be a way to bump the line over a bit and let pets be gated to.

This would do two things:
* Allow for gate anchors again in a limited way
* Allow enemies to gate to you if they found out your pet's name

Thoughts?


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PostPosted: Tue Sep 30, 2008 3:22 pm 
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Joined: Mon Nov 14, 2005 7:21 pm
Posts: 2506
Location: The yellow brick road
SK Character: Bran
I like it.

I mean, they can be summoned. Should be able to be gated to also.


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PostPosted: Tue Sep 30, 2008 3:22 pm 
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Mortal

Joined: Tue Aug 26, 2008 1:24 pm
Posts: 207
wtf you can't gate to pets? [REDACTED].


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PostPosted: Tue Sep 30, 2008 4:01 pm 
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Mortal

Joined: Fri Apr 30, 2004 8:48 pm
Posts: 1608
Location: My heart's in <strike>Iraq</strike> Texas with my newly re-enlisted 'som' 'soq' daughter
SK Character: Galida Apelila Shaloush Mayumi
I haven't tried gating to a pet in quite some time so I don't know if they are ungateable or not. If they actually are ungateable, disregard this.

I know a pet cannot be summoned or gated to until you logoff/logon with your pet, resetting a flag on the pet. Could this be an issue here?


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PostPosted: Tue Sep 30, 2008 4:08 pm 
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Joined: Sat Jul 08, 2006 9:27 am
Posts: 154
Code:
> c gate xxx
You start to concentrate.

[HP:100%] [ME: 94%] [PE: 96%]
>
You utter the words, 'oahz'.
You failed.

[HP:100%] [ME: 79%] [PE: 96%]
> c gate xxx
You start to concentrate.

[HP:100%] [ME: 79%] [PE: 96%]
>
You utter the words, 'oahz'.
You failed.

[HP:100%] [ME: 64%] [PE: 96%]
> c summon xxx
You start to concentrate.

You utter the words, 'gjwwai'.
A red tobiano courser arrives suddenly.


You can summon them but not gate to them. Again I dont' remember what the original reasoning behind changing this was (if it wasn't just an unintended side-effect). I've had the pet for IRL weeks by the way, not a log off problem.


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PostPosted: Tue Sep 30, 2008 4:10 pm 
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Mortal

Joined: Fri Apr 30, 2004 8:48 pm
Posts: 1608
Location: My heart's in <strike>Iraq</strike> Texas with my newly re-enlisted 'som' 'soq' daughter
SK Character: Galida Apelila Shaloush Mayumi
Then disregard my previous post and add me to the 'gate-to-petname' bandwagon.

Edit: Allow auto summon to work with pets.
>Order Raggs auto summon
Your Taslamaran Courser is now accepting summons.
>Order Raggs auto summon
Your Taslamaran Courser is no longer accepting summons.


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PostPosted: Tue Sep 30, 2008 9:18 pm 
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Mortal Contributor

Joined: Fri Oct 10, 2003 7:41 am
Posts: 1979
Location: Canada
With the changes to summon I think an appropriate counter balance to this massive wimping to gate would be to change gate back to the way it was before you had to use unique named NPCs to gate to.

I mean you can gate to a man named Han but you can't gate to his cousin the fisherman? Why is that? I propose gate be changed back to being non specific like it used to be way way long ago.


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PostPosted: Tue Sep 30, 2008 9:29 pm 
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Joined: Sat Jul 08, 2006 9:27 am
Posts: 154
Good point Orac. That's probably even easier to implement than my suggestion. Gating to pets would again be possible by default.


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PostPosted: Wed Oct 01, 2008 10:41 am 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
Which one of the thousands of fishermen in the world was that?


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PostPosted: Wed Oct 01, 2008 12:28 pm 
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Joined: Fri Mar 28, 2003 10:52 am
Posts: 1273
Location: Dark side of the moon
I don't know, but I'm dying to find out!


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