Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Sat Mar 29, 2008 3:42 am 
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Joined: Sat May 07, 2005 8:16 am
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Location: Las Vegas, Nevada
SK Character: Achernar
I don't see how this is that huge of a problem. If your tank is a guard, why wouldn't you have a pet with to be in front when they disappear? If the NPC guard isn't your tank, then whats the huge loss if he runs away? Isn't he likely going to be tying up your enemy for a round or two?


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PostPosted: Sat Mar 29, 2008 5:45 am 
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Achernar wrote:
I don't see how this is that huge of a problem. If your tank is a guard, why wouldn't you have a pet with to be in front when they disappear? If the NPC guard isn't your tank, then whats the huge loss if he runs away? Isn't he likely going to be tying up your enemy for a round or two?


If I were a military commander I would severely punish the guy for breaking formation and leaving others at risk.

Cerrilius is too soft and needs to torture this disobedient and reckless guard.


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PostPosted: Sat Mar 29, 2008 8:06 am 
As a merc, I actually liked them leaving me, it was like a heat-seeking missile whenever someone ran away. But I could see it being a pain in the [REDACTED] as someone who needs to be in the back.


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PostPosted: Sat Mar 29, 2008 10:19 am 
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Achernar wrote:
I don't see how this is that huge of a problem. If your tank is a guard, why wouldn't you have a pet with to be in front when they disappear? If the NPC guard isn't your tank, then whats the huge loss if he runs away? Isn't he likely going to be tying up your enemy for a round or two?


This is the problem with most immortals: you all suck at PK usually and can't seem to rationalize any tactics beyond the basic.

Sometimes we keep the guards in front of us so we can use the 'bash' command or taunt, or a variety of other factions including dispel magic that does not involve the NPC walking away from us and removing his usefulness even if he isn't a tank.


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PostPosted: Sat Mar 29, 2008 11:37 am 
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Location: Las Vegas, Nevada
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I wish that there were a way to fix this, but the guards are doing their job. Their job does not end because they join your group. They do not have the (charmed) affect. Their job is to hunt outlaws. If you want smarter help, get a PC. I wish that the NPCs were set up differently myself. I don't think that my alleged lack of tactical knowledge even comes into play here. This kind of change isn't possible easily.

The same situation is somewhat involved in the now "fixed" AoE solution. I suggested that the NPCs leave and go home or flee if they're not able to reach the one damaging them. Instead they become "helpless" and no longer give experience. The solution that we have is the one that was possible, the solution that's ideal is still a ways off in our (?advanced?) NPC AI.

Sorry that you believe we're all incapable buffoons. I've done well enough in PK over the past four years to be marginally ahead in kills to deaths. Nothing extravagant mind you, most of those kills were on Dern. Only one successful PK as an IMM - I've died about three times in PK as an IMM and only really succeeded once. I avoid that kind of conflict because I really haven't been comfortable with some rumored secret advantage being the reason I succeeded in PK.


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PostPosted: Sat Mar 29, 2008 12:24 pm 
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It's easy, and dulrik can do it. A bodyguard flag which disables their law abilities. We had it with Legion Commander skill. No excuses.

As for your lack of pk skill - most immortals are not adequate at pk. There are reasons for it, and there are exceptions. You are social animals, hence why you were asked by other imms to join the staff. Most pkers are NOT social animals, but brutal, methodical, twink machines.

See why I say that? It's not a dig at you. It's just you all lack the 'thing' that makes a twink a twink.

And a twink is what you need to tweak the combat system.


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PostPosted: Sat Mar 29, 2008 2:17 pm 
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Location: Tennessee, U.S.A
Achernar wrote:
I don't see how this is that huge of a problem. If your tank is a guard, why wouldn't you have a pet with to be in front when they disappear? If the NPC guard isn't your tank, then whats the huge loss if he runs away? Isn't he likely going to be tying up your enemy for a round or two?


...Did you really think about that before you typed it? O_o

Let's be logical here, obviously I always also have a store purchased pet when I go PKing, so guard in front row, pet in second row, myself in third row. Now, the guard leaves, dropping me to second row, what sort of things can reach second row? Polearms? Spears? Whips? Any sort of weapons with reach? It's really that basic. As a sorceror or any sort of pure caster, if you're taking hits, you're either going to die, or have to retreat in short order.

If the guard isn't my tank, sure it's a bit less of a loss, but the point is, the guard was the tank, and losing it ruined the group formations. I don't know much about coding to be honest, but wouldn't it be possible to simply have a flag to stop their tracking whenever they joined a group?


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PostPosted: Sat Mar 29, 2008 3:12 pm 
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Location: Las Vegas, Nevada
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Obviously, it is very hard or Dulrik would have done such when it was asked months ago. They aren't considered charmed, so their independence is a fact of life. Pets are considered charmed.


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PostPosted: Sun Mar 30, 2008 7:58 am 
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Joined: Fri Apr 04, 2003 12:08 pm
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Location: Through The Void
SK Character: Vivitnir
Row 1 Guard
Row 2 pet
Row 3 U

It's fine, I love when they follow enemies I can find them and get them.


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PostPosted: Mon Mar 31, 2008 12:05 am 
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Kirsenvar wrote:
Row 1 Guard
Row 2 pet
Row 3 U

It's fine, I love when they follow enemies I can find them and get them.


Guard leaves.

Row 1 pet
Row 2 U

That's a problem.


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