Shattered Kingdoms

Where Roleplay and Tactics Collide
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What should be done to summon?
Nothing. It's fantastic. I love ganking people. 19%  19%  [ 14 ]
Auto summon makes you completely immune. 39%  39%  [ 29 ]
Something else. Please list idea below. 43%  43%  [ 32 ]
Total votes : 75
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 Post subject:
PostPosted: Mon Nov 07, 2005 10:14 pm 
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Fepel's Banner wrote:
Descriptions on summon of summoner!
Empowering gate is the same as wimping summon! Sorta!


:wink:


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PostPosted: Tue Nov 08, 2005 10:33 am 
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Following on Bux's coattails, I would rather see a return to the old days of "gate" being used for more PK encounters and "summon" used less.

Summon-ganks are just plain lame. Reduce the chances of a successful summons when somebody is resisting summons. This spell should be a utility tool, not a PK tool. Keep it effective in summoning NPCs. Keep it effective in summoning friends/allies who are accepting summons. But make it more difficult to summon an enemy into a no-way-out gank-squad.

I would like to see summon reveal the attempted summoner- perhaps in the same way that voodoo does now.

Any attempt at summons should require the summoner have auto-summon turned off himself, and therefore be vulnerable to attack.

Some kind of "lag" associated with summons that would not hinder using the spell for utility but prevents the kind of "c summon <name>; order all bash <name>" tactics that it can currently be used for, as well as preventing a stacking of "auto summon; c summon <name>; auto summon" to keep them safe from retaliatory-summons.


Gate and rift are the transport spells that should be used in PK. These spells keep groups together, and the goal of PK in the game is supposedly pushing toward group v. group encounters. Gate meets that goal while summons destroy it.


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PostPosted: Tue Nov 08, 2005 12:24 pm 
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dalamar wrote:
Following on Bux's coattails, I would rather see a return to the old days of "gate" being used for more PK encounters and "summon" used less.

Summon-ganks are just plain lame. Reduce the chances of a successful summons when somebody is resisting summons. This spell should be a utility tool, not a PK tool. Keep it effective in summoning NPCs. Keep it effective in summoning friends/allies who are accepting summons. But make it more difficult to summon an enemy into a no-way-out gank-squad.

I would like to see summon reveal the attempted summoner- perhaps in the same way that voodoo does now.

Any attempt at summons should require the summoner have auto-summon turned off himself, and therefore be vulnerable to attack.

Some kind of "lag" associated with summons that would not hinder using the spell for utility but prevents the kind of "c summon <name>; order all bash <name>" tactics that it can currently be used for, as well as preventing a stacking of "auto summon; c summon <name>; auto summon" to keep them safe from retaliatory-summons.


Gate and rift are the transport spells that should be used in PK. These spells keep groups together, and the goal of PK in the game is supposedly pushing toward group v. group encounters. Gate meets that goal while summons destroy it.


I would rather see summon still work on giants/people without good eq, but 10-20 will should be immunity. But, of course - as it is right now, as you know - playing a giant with about 15 willpower, you are going to get summoned by a max art priest. I don't really see too much wrong with that..it's only when you play a giant with 40 willpower who gets summoned that there is a problem.


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PostPosted: Tue Nov 08, 2005 2:09 pm 
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I wholeheartedly agree with everything dalamar said. It sums up everything I've been preaching about summon for awhile now.


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PostPosted: Tue Nov 08, 2005 3:12 pm 
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Yep dalamar said it just right.


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PostPosted: Tue Nov 08, 2005 5:03 pm 
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Dalamar wins the day.


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PostPosted: Tue Nov 08, 2005 5:12 pm 
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Dalamar for IMM? :o


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PostPosted: Wed Nov 09, 2005 1:26 am 
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Again!?


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PostPosted: Wed Nov 09, 2005 8:27 am 
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Again, after some testing, gate and summon both check willpower/magic resistance and auto summon toggle. That is, they will only likely to work when caster and victim are in the same area/zone. To make gate any easier to land would mean: 1. Ignore/extreme low resistance, or 2. Global gate, like how it was back in Heroes' days. This would just revert everything back to the old days and make a lot of characters go wait in warded rooms in fear of gank squads materializing out of thin air.

The trouble also with summon is that the majority of players expect to put on a suit with stock enchants and do great. I totally agree it's difficult to defend against summons because willpower is difficult to come by, something as the core that needs to be looked at the same time of modifying the spell. If one cannot resist summon there is a whole arsenal of spells that will still affect a character with lack of willpower resistance. Then complaints will come once more, which will turn everything back to the old days (ie. pre art) again.

To give some a better understanding of summon, it matters not if caster and summoner are 1 or 2 rooms away, or 100 rooms away, it is the same as if they are in the same room, if they are in the same area/zone. For example, currently with auto summon on, if caster was to summon a victim in Exile, all that one has to do is take the exit out of Exile, then summon will not work, or move quickly to certain rooms that ward against transport magic.

There are also a lot of fountain RPers and certain group of players (such as the predictable Talons who are 24/7 in Nerina) who want to be involved in PvP but somehow expect to be 100% immune to summons, when their presence are known to their enemies. I think an immediate and real good 'fix' would be making the inn rooms warded. That way fountain RPers can RP out their hearts' content and not having to worry about being summoned during a RP session. This applies to myself.


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PostPosted: Wed Nov 09, 2005 11:10 am 
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Minette wrote:
There are also a lot of fountain RPers and certain group of players (such as the predictable Talons who are 24/7 in Nerina)


Funny, seems to me most of them have been in the ToM and Outer Wastes. Only a couple of us that don't need the XP stick around Nerina, I know I'm rarely in Nerina, although usually someplace close, unless I'm aiding a young one. I also know that those of us that don't need the XP also do help in getting them there, so I love how so many on this mud think they know what they're talking about and obviously haven't a real clue at all. If they're in Nerina, then they are waiting for others to arrive to help them get someplace or enough to go explore someplace.

As for summoning, I'd rather have someone open a gate to me and bring a party out than be able to summon me to them, unless I'm willing to go by previous arrangement. I still get the random summons attempts, but my gear is enchanted pretty well, thankfully. I think if you wish to keep summons as it is, then have one possible outcome is the entire group stays with the one being summoned. Maybe a 20% chance of that happening, this way people will really have to think twice before necessarily trying to summon someone from thier group.


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