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Named exits https://shatteredkingdoms.org/forums/viewtopic.php?f=22&t=22801 |
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Author: | Nightwing [ Wed Jul 25, 2012 8:50 am ] |
Post subject: | Named exits |
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? |
Author: | ObjectivistActivist [ Wed Jul 25, 2012 8:57 am ] |
Post subject: | Re: Named exits |
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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