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 Post subject: Tribunals overpowered
PostPosted: Fri Aug 17, 2007 1:23 am 
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Tribunals are vastly overpowered as it stands today. Unlimited access to all kind of useful spells. L33t NPC that will follow you around even though you have a pet. Law immunity in your town.... This is insane.


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 Post subject: Re: Tribunals overpowered
PostPosted: Fri Aug 17, 2007 1:36 am 
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whocarez62 wrote:
Tribunals are vastly overpowered as it stands today. Unlimited access to all kind of useful spells. L33t NPC that will follow you around even though you have a pet. Law immunity in your town.... This is insane.


You wouldn't say that if CRS didn't exist.


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 Post subject: Re: Tribunals overpowered
PostPosted: Fri Aug 17, 2007 2:00 am 
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whocarez62 wrote:
Tribunals are vastly overpowered as it stands today. Unlimited access to all kind of useful spells. L33t NPC that will follow you around even though you have a pet. Law immunity in your town.... This is insane.

I can't say I agree, but for the sake of argument, what do you think should be done?


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PostPosted: Fri Aug 17, 2007 2:05 am 
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Sorry, Tribs are finally on par with cabals. Do I think a version of CRS needs to be added for them? Yeah. I was tired of cabals always being much stronger than a trib.


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PostPosted: Fri Aug 17, 2007 2:29 am 
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First of all, a cabal looses its power if the relic is gone. Tribunals doesnt.

Tribunals has access to l33t NPCs to wander around with them everywhere they wish. Cabals doesn't.

Tribunals can be spelled up by l33t NPCs, cabals can't.

Tribunals has LAW immunity and has a wast access to armor. Cabals doesnt.

Anyway, I'd join a tribunal over a cabal anyday as it is now.


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PostPosted: Fri Aug 17, 2007 2:51 am 
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Let's see . . . let's start with tribunal powers.

Leadership: good to pretty good. Still not as good as half of the cabal powers.

Law Immunity: It only works in their homeland. Nifty but eh.

That's it for their powers.

Spells from law NPCs. That I have to say kicks [REDACTED]. I would still say it isn't more powerful then the strongest cabal spells.

Extra NPC to carry around. That is pretty good. There is an issue though. You can only keep him in your country or a country that you are at war with. So, you can never take them to uxmal or in friendly or neutral territory. So, on average, I would say that you can only take you law NPC to one or two(max) other nations and 1-3 cabals. Nifty when raiding but that is it.

If they added a CRS type system to Tribs, I think it would be perfectly balanced (assuming the CRS is anything like the current one). Otherwise, they are still fairly on par with the cabals.


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PostPosted: Fri Aug 17, 2007 3:37 am 
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Muktar wrote:
Law Immunity: It only works in their homeland. Nifty but eh.

Actually, as one of our recent updates has stated and several players have PMed me over, law immunity does bleed over into other countries. You will not be charged with a crime for killing warring NPC's or attempting to murder a warring faction member in their home country. Only if they are killed will you be charged with murder. That will allow the killer to be banished, but otherwise, you do have law immunity in taking your wars to the enemy. Be advised, so do they.

A


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PostPosted: Fri Aug 17, 2007 5:27 am 
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Achernar wrote:
Muktar wrote:
Law Immunity: It only works in their homeland. Nifty but eh.

Actually, as one of our recent updates has stated and several players have PMed me over, law immunity does bleed over into other countries. You will not be charged with a crime for killing warring NPC's or attempting to murder a warring faction member in their home country. Only if they are killed will you be charged with murder. That will allow the killer to be banished, but otherwise, you do have law immunity in taking your wars to the enemy. Be advised, so do they.

A


This isn't trib-member specific, though. Anyone is protected in this way.

The only thing that needs to happen to tribs is an equalization, of numbers and power, of NPCs across the board. Some tribs get 24623572457 NPCs in every square of their home city (Menegroth), other tribs have so few NPCs that you can literally go entire streets without seeing one (Nerina, and yes I'm counting the hidden rogue class NPCs). EQ also needs to be balanced in tribs. Some tribs' NPCs spawn suited from head to toe and armed, no matter how many times they're killed (Menegroth, Exile), other tribs' NPCs basically never spawn with gear and when they do it's only one or two pieces (Nerina, NW). It doesn't matter that the full suits of armor suck, so do the few pieces spawned on the other NPCs, they just get less of it.

The last point of equalization is in unique "powerhouse" NPCs. Every nation should have the same number of NPCs that they can raid with that are high level and a great deal more powerful than the average trib NPC. Examples of these would be the imposing legionnaire and the faceless nymph.


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 Post subject:
PostPosted: Fri Aug 17, 2007 6:01 am 
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whocarez62 wrote:
First of all, a cabal looses its power if the relic is gone. Tribunals doesnt.

Tribunals has access to l33t NPCs to wander around with them everywhere they wish. Cabals doesn't.

Tribunals can be spelled up by l33t NPCs, cabals can't.

Tribunals has LAW immunity and has a wast access to armor. Cabals doesnt.

Anyway, I'd join a tribunal over a cabal anyday as it is now.


Alright I will start with your first point and make my way down.

1. Tribunal NPCs do NOT go everywhere, Only to places you are at war with and even then they sometimes just leave with all the armor you give them.

2. What elite spells? Fly, Haste, GS, etc? That is the trade off to cabal skills and spells.

3. I don't know what cabal you joined by Cabals by far has armor in there chests all the time, Tribunals...not so much. You can grab steel armor from the guards but I don't consider that much of a good thing.

Though I will say Tribunals especially the Peacekeepers were a lot better when they had rooms no one can enter. I remember Divalni/MC guard/gorilla killed everyone in the barracks and stole the key, He was aware it was a nosave so he dropped it in the MC hq whenever he logged out.


Overall it is perfectly balaced the IMMs have done a good job balancing it be even so people usually choose cabals over tribunals.


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PostPosted: Fri Aug 17, 2007 7:19 am 
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I'd like to see the leadership skill tweaked and some adjustments made to guard NPCs, but where does one start? I'm waiting on Dulrik to make the call so we can move ahead. I've been waiting for a bit to add or adjust anything further in my kingdoms tribunal NPCs. There is room for improvement.


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