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 Post subject: Doors Spawning Law NPCs and Unfair Play
PostPosted: Tue Aug 07, 2007 9:51 pm 
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Mortal

Joined: Mon Nov 29, 2004 10:53 am
Posts: 1786
Okay, for all of you who haven't fallen for this trap, there is a room in the keep of the CoN with a door. Now I don't know if this door is just a door or if it is actually locked like someone told me it was. I didn't stay around long enough to find out.

What happens is a CoN member or just any old moron can go there and spawn multiple non-bountyhunter law NPCs. Then they make rifts to other places and sit and wait. I understand that this is a tactic and not genuine jackassery, but never-able-to-leave-spawning-law-mobs in my eyes is a bug and I would like to direct a bit more attention to it.

Here is a room I walked into and thankfully wasn't outlawed.

A Master Bedroom in a Mansion
A four-post bed, large enough to fit two individuals comfortably,
dominates the northern wall of this room. The wood floor is covered by a
square Zhensh rug that reaches to approximately a foot from each wall. Thin
oaken slats run from the floor to approximately the waist of an
average-sized human on the walls. A dark red paint has been applied to the
upper walls and the ceiling while a single, candle-lit chandelier lights the
room from above. Set against the southeast, in front of a large picture
window, a small desk and matching chair can be seen.
Obvious exits: e(closed) rift rift rift
( 3) A magical rift is glowing violently in the mid-air.
An empty glass has been set on a table.
A cruel and deadly wight skulks about here.
An undead thing drips ochre from its sword-like claws here.
An undead thing drips ochre from its sword-like claws here.
A sickly male gnome is resting here.
A grim-faced Clanmarked council-guard is here.
An imposing Persuader council-guard is here.
A stout council-guard is here.
A lithe council-guard is here.
A grim-faced Clanmarked council-guard is here.
An imposing Persuader council-guard is here.
A stout council-guard is here.
A lithe council-guard is here.
Aliquada is flying here.
A little girl is here playing.
A pale female deep-elf is here.
A pale female deep-elf is here.
A pale female deep-elf is here.
A pale female deep-elf is here.
A pale female deep-elf is here.
A pale female deep-elf is here.
Sir Gorvan is sitting here.
A platinum-haired male deep-elf is here.
A grim-faced Clanmarked council-guard is here.
An imposing Persuader council-guard is here.
A stout council-guard is here.
A lithe council-guard is here.
A grim-faced Clanmarked council-guard is here.
An imposing Persuader council-guard is here.
A stout council-guard is here.
A lithe council-guard is here.
A grim-faced Clanmarked council-guard is here.
A stout council-guard is here.
A lithe council-guard is here.
A grim-faced Clanmarked council-guard is here.
An imposing Persuader council-guard is here.
A stout council-guard is here.
A lithe council-guard is here.
A dwarven acolyte is sitting here.
A grim-faced Clanmarked council-guard is here.
An imposing Persuader council-guard is here.
A stout council-guard is here.
A grim-faced Clanmarked council-guard is here.
An imposing Persuader council-guard is here.
A stout council-guard is here.
A grim-faced Clanmarked council-guard is here.
A stout council-guard is here.
A grim-faced Clanmarked council-guard is here.
An imposing Persuader council-guard is here.
A grim-faced Clanmarked council-guard is here.
A stout council-guard is here.
A grim-faced Clanmarked council-guard is here.
An imposing Persuader council-guard is here.
A grim-faced Clanmarked council-guard is here.
A stout council-guard is here.

Now I understand that a necro could sit there with say... 20 undead... 100 undead, 100 agg summoned undead NPCs. Whatever, those have costs to the character and when they log off, the undead go away and at times the NPCs wander away.

To have a room that can be like this where you can spawn dozens of unmovable law NPCs and then just drop a rift to stones and walk away... that's unbalancing and unfair. It makes it a game of who has the best NPCs for warring/law abiding which is not what D had intended. Booby traps are fine and ambushes will continue to happen. That is not the issue. These NPCs should move or fade over time.

I am not QQing about dying to this. This has not gotten me, nor will it ever as I am not an moron when it comes to rift hopping.

However, this needs to be changed. Make it so.

-M

PS: Any one taking advantage of this should be looked at as though they are exploiting a bug, because that is exactly what they are doing.


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PostPosted: Tue Aug 07, 2007 11:22 pm 
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Joined: Sat Aug 24, 2002 6:56 am
Posts: 1858
The area was made by wert, as I understand it, and wert simply doesn't understand the word "overpowered". It is not in his vocabulary.

P.S. this should be in gameplay. I don't see an actual bug here.


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PostPosted: Tue Aug 07, 2007 11:32 pm 
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Mortal Philanthropist

Joined: Sat Apr 03, 2004 1:55 pm
Posts: 1330
Location: I am at one with my duality.
The law NPCs are not unmovable. If the door remains open, they will wander. Usually this many does not spawn, and this was only the result in some "accidents" while trying to charm a few NPCs. There does need to be a cap on the script, and I have bug logged this more than once (just tonight, in fact.)

The "trap" tactic you are talking about only happens when someone uses one of the NPCs from these groups to rift. Generally we don't purposely set these traps, or else you would constantly see rifts leading to this room.

I see the problem here, and I do hope it gets fixed, but your accusation tone and reminder that people who exploit bugs are to be punished is both unnecessary and offensive. I could theorize exactly why you would feel the need to add that to your post, but I'll take the high road and leave it at that.

If any IMMs need me to help play with the script and getting it working like it should, please let me know. I'll be happy to do it.


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 Post subject: Re: Doors Spawning Law NPCs and Unfair Play
PostPosted: Wed Aug 08, 2007 12:34 am 
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Joined: Sat Apr 14, 2007 8:05 pm
Posts: 222
Fepel Veiled wrote:
It makes it a game of who has the best NPCs for warring/law abiding which is not what D had intended.


Almost as bad as having someone who continues to make mages so they can hoard items, and yet we don't see you bitching about them....Opps why would you do that when you are guilty of it, my bad.


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 Post subject: Re: Doors Spawning Law NPCs and Unfair Play
PostPosted: Wed Aug 08, 2007 1:37 am 
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Joined: Mon May 08, 2006 9:36 pm
Posts: 726
Location: Coiled patiently beneath your tongue
phiezel wrote:
Almost as bad as having someone who continues to make mages so they can hoard items, and yet we don't see you bitching about them....Opps why would you do that when you are guilty of it, my bad.


Oh, look. And here I was reading this thread and thinking "wow, while I'd probably have tactfully bug-logged this instead barring direct experience [ab]using the mechanism in question, at least Fepel actually *tried* to include some semblance of constructive criticism whilst publically griping about what he perceives as an irritatingly cheap tactic, and even the response from the player his post is implicitly faulting for it is completely mature and responsible!" I was so proud of everyone!

We all love forum drama, gentlemen, but let's keep the flaming in GD, shall we?


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PostPosted: Wed Aug 08, 2007 2:02 am 
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Joined: Mon Mar 04, 2002 10:42 am
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Personally I think exploiting what obviously is a bug should bring penalty right away.


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PostPosted: Wed Aug 08, 2007 8:34 am 
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Joined: Mon Nov 29, 2004 10:53 am
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This has been bug logged on more than one occassion, I felt it needed more light shed upon it.

That's what the forums are for, yes?


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PostPosted: Wed Aug 08, 2007 10:13 am 
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Location: Coiled patiently beneath your tongue
Fepel Veiled wrote:
This has been bug logged on more than one occassion, I felt it needed more light shed upon it.


I can be pretty meticulous about reading through bug, typo, and idea logs. So I wonder how I missed this "on more than one occasion," until the most recent one Gremlin24 refers to... and another, somewhat vague one logged by a player in a completely different area that now suddenly makes sense in context. Were you simply referring to what he says in his own post below, perhaps?

alvarro wrote:
Personally I think exploiting what obviously is a bug should bring penalty right away.


Again, the first time I saw a specific bug log I was able to trace to the problem in question came from the player of a CoN member, on the very same day that Fepel started this thread. Which to me doesn't look make it look very much like the CoN are blatantly abusing the situation. Nevertheless, I do think it's something that should be looked into, and the bug report has been forwarded to the Northern Wastes' KD.


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PostPosted: Wed Aug 08, 2007 10:44 am 
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Joined: Mon Jun 17, 2002 4:18 pm
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Location: In the palm of the left hand black
Well, is this any more or less of a trap or bug than say summoning several law NPCs and popular gate targets to the judge's office knowing that people will gate to them?

Looks like the same tactic to me, just a different mechanic to spawn more guards.


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PostPosted: Wed Aug 08, 2007 12:14 pm 
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Joined: Fri Mar 01, 2002 4:00 pm
Posts: 2637
Location: Floating in Previous Player Ether
Cannibal hit the nail on the head. Pot calling the kettle black.


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