Shattered Kingdoms

Where Roleplay and Tactics Collide
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What do you think?
You should be able to walk through named exits while blind / dirt kicked. 47%  47%  [ 14 ]
You should be able to flee / retreat through named exits that would otherwise be visible while blind / dirt kicked 50%  50%  [ 15 ]
You should not be able to walk through named exits while blind / dirt kicked. 0%  0%  [ 0 ]
You should not be able to flee / retreat through named exits that would otherwise be visible while blind / dirt kicked 3%  3%  [ 1 ]
Total votes : 30
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 Post subject: Named exits
PostPosted: Wed Jul 25, 2012 8:50 am 
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Mortal

Joined: Fri Jul 23, 2004 7:50 am
Posts: 1097
Location: At home. Or work, maybe. Or working from home.
Recent code changes have made the system not check for fleeing through named exits you can't see, which is a good change. You shouldn't be able to metagame the system by fleeing through an otherwise invisible exit.

However, it's always been the case that being dirt kicked in a room with no cardinal exits is effectively a death sentence, given that you can't flee or retreat through named exits when dirt kicked or blinded. This also means that blinded characters have limited recourse in accessing a healer to remove their blindness. Granted, the severe reduction in the duration of blindness makes this much less of an issue (and was a welcome change), but I also still believe that characters should be able to walk,flee, or retreat through exits that they would be able to see were they not currently blinded.

What do you guys think?


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 Post subject: Re: Named exits
PostPosted: Wed Jul 25, 2012 8:57 am 
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Mortal

Joined: Thu Aug 31, 2006 1:50 pm
Posts: 3502
Location: Canada
SK Character: Karsh
Top two options selected. Should be able to use named exits you already could see were there when blind, and should be able to flee/retreat through them when blinded as well.

Obviously shouldn't apply to exits you couldn't sense for lack of detects.


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