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 Post subject: Re: Tower Of Necromancy
PostPosted: Thu Feb 16, 2012 1:29 am 
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skivg2011 wrote:
Revel wrote:
Auto teleport/[REDACTED] damage output from multiple demons/NPC with 10X the HP it should have/All NPCs having true seeing/only accessible by a certain class who can grief literally half the mud at the SAME time is quite ridiculous though.


That's only if you enter the tower without actually doing the quest.

But hey, whatever. Not like any of you actually know what you're talking about.


Only necros can do that quest though. If there is a way for a non-black hand/necro to get into the tower, I haven't figured it out. This also goes for the sewers. On the bright side, I think Zerel's actions were text book diabolic, and I enjoyed our interactions last night. :)


Last edited by Tragonis on Thu Feb 16, 2012 7:35 am, edited 1 time in total.

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 Post subject: Re: Tower Of Necromancy
PostPosted: Thu Feb 16, 2012 5:50 am 
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Ya know Trag Baldy really has a point on that where/were thing

And as far as I can tell the quest is only available to necros.

But, that still doesn't put it on any separate level from the mercenaries and rogues guild. Personally I think that all three areas should have a powerful NPC/group of NPCs you could fight in order to gain entrance.


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 Post subject: Re: Tower Of Necromancy
PostPosted: Thu Feb 16, 2012 6:47 am 
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Agreed on the Mercenaries and Rogues' guild part.

However, neither of the two guilds can, should or is currently being used as a safe place to stash things for tribunals.

I remember, from my various stints at the Talon, that when we asked for the Talon Towers to be locked, we got a flat out negative reply, with something along the lines off "If you want a safe zone, join a cabal. Tribunals are not for that" from the responding Imm.

Apparently, through no doubt well-meaning building from the KD's, the North currently is perhaps the single Tribunal that it's a bad idea to harass, regardless of whether Tribunal players are online or not.


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 Post subject: Re: Tower Of Necromancy
PostPosted: Thu Feb 16, 2012 7:16 am 
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And here I thought I was getting better/knew my way around Pyrathia. I opened this thread expecting to see and idea for a brand new area. :oops:


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 Post subject: Re: Tower Of Necromancy
PostPosted: Thu Feb 16, 2012 8:04 am 
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Tragonis wrote:
Only necros can do that quest though. If there is a way for a non-black hand/necro to get into the tower, I haven't figured it out. This also goes for the sewers. On the bright side, I think Zerel's actions were text book diabolic, and I enjoyed our interactions last night. :)


Well, I know hand can't get in there anymore. I had thought others could gain access to the quest by asking the proper questions, maybe they can't.

Either way, I'm half-torn on this. It's a deathtrap area (once you enter, the only way out is walking out) and it has some useful things that I think are very needed for necromancers.

I think the issue is being killed, looted, and having the loot hidden from you which spurns this being as the merc guild nor the rogue guild aren't under review.

So while I would be upset if someone killed me, looted me, and hid my stuff from me in a place I couldn't get to (cabal HQ or thieves guild in teron let's say), you don't need a dozen folks to knock down the door to the necro tower -- just a simple necromancer willing to betray their own kind which is not exactly hard to find.

In the end, the reboot releases it and most players show at least some ooc courtesy by junking the gear to allow it to repop on the NPCs again.

If you're upset about not being able to retaliate, I was at work and was afk most of the time after that. There's a number of places in the north you can do that.

All in all, you are asking for a nerf to a place that was supposed to be on par with the rogue guild (even with special items and such, ala thieves guild/merc guild) for a class that very few people play. Fine and dandy, but try to think past the short term when you make a call like this.

If you nerf it, you'll be nerfing all the special zones. I also find it hilarious that the opposing faction has a necromancer in their own group, too, and yet still feels the need to change the area rather than having them give them access or do battle necro v necro.


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 Post subject: Re: Tower Of Necromancy
PostPosted: Thu Feb 16, 2012 8:41 am 
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No one here is arguing that the merc and rogue guilds should be inaccessible either. In fact, numerous times it's been stated that such areas should be accessible as well.

The other two areas mentioned also don't have transport scripts that throw you in front of a lvl 50 barb NPC with high-level skin, but that's entirely beside the point.

Cabal HQ's also don't require twelve people to get into. They require three. Two, if there's a strong enough merc and priest willing to work together. The outer guardians are not that tough.


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 Post subject: Re: Tower Of Necromancy
PostPosted: Thu Feb 16, 2012 8:43 am 
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I was not upset and look forward to the conflict rp this will inspire.


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 Post subject: Re: Tower Of Necromancy
PostPosted: Thu Feb 16, 2012 8:54 am 
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I want to see the log of Zerel owning Tragonis and OA. Can't one of you people post it plz.


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 Post subject: Re: Tower Of Necromancy
PostPosted: Thu Feb 16, 2012 9:01 am 
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ObjectivistActivist wrote:
No one here is arguing that the merc and rogue guilds should be inaccessible either. In fact, numerous times it's been stated that such areas should be accessible as well.

The other two areas mentioned also don't have transport scripts that throw you in front of a lvl 50 barb NPC with high-level skin, but that's entirely beside the point.


The transport script is a bit silly, I won't argue that. It is very thematically fitting, but silly. I'm still half-torn on not having profession-only areas, as long as they aren't faction locked down, that others can be let into. As it currently stands, Dianambis teleporting folks out is what makes this over the top. You'd think he'd just attack normally.

Quote:
Cabal HQ's also don't require twelve people to get into. They require three. Two, if there's a strong enough merc and priest willing to work together. The outer guardians are not that tough.


Really? I recall a thread stating differently where you got completely demolished by one.

I mean seriously. First they are too buff, now not too tough at all. Seems like the opinions of players are heavily dependent on what benefits them the most at the current moment.


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 Post subject: Re: Tower Of Necromancy
PostPosted: Thu Feb 16, 2012 9:04 am 
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You know we can only give players nice things until they abuse them. Looks like someone is abusing a nice thing, so it'll probably now be changed. Too bad people have to learn this lesson time and time again.


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