Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Sat Sep 13, 2008 5:23 pm 
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Syndal wrote:
Sklz711 wrote:
Syndal wrote:
They do however track down anyone that runs away. It's a guaranteed kill unless they recall away. Nobody can kill one of those by themself, except possibly a paladin who is sitting behind a very buff horse.

Those things are strong enough while controlled, and even stronger when you free them. Anybody that is front row when those get released is almost guaranteed to die.


That's complete [REDACTED]. I've seen swashbucklers kill them solo, as well as mercenaries, and barbarians.


I've never seen this and any time I've run into them, on any class, I've died or had to run away. I've seen ONE of them released into the inn in Nerina kill multiple people on more than one occasion, let alone two of them.


Hang around better players? Hell, I watched a really bad swashbuckler raw tank something like 60 necrop undead outside of Sith, I'm sure inside a city full of paladins you can muster the force to deal with one Masterish merc.

Don't know what to tell you, but it's not "code abuse". You don't know his reason to release the undead, and saying it was to "dodge the law code" is idiotic since just walking into the city with undead in Taslamar is enough to get outlawed due to the peacekeepers auto attacking your undead :P

He released the undead to kill you, that's all. It's a valid tactic and has been used for years now. They specfically don't camp the room anymore to keep people from getting spam killed by the undead. I'd hope that the other players would help any lowbies that died in such an attack, but level 16 isn't exactly covered by auto-newbie, and I'm sure he didn't get junk looted so there isn't really much loss there either.


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PostPosted: Sat Sep 13, 2008 6:10 pm 
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I'm afraid I have to agree that something should be done to make it so necromancers can't get away with this.


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PostPosted: Sat Sep 13, 2008 7:19 pm 
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Syndal wrote:
Sklz711 wrote:
Syndal wrote:
They do however track down anyone that runs away. It's a guaranteed kill unless they recall away. Nobody can kill one of those by themself, except possibly a paladin who is sitting behind a very buff horse.

Those things are strong enough while controlled, and even stronger when you free them. Anybody that is front row when those get released is almost guaranteed to die.


That's complete [REDACTED]. I've seen swashbucklers kill them solo, as well as mercenaries, and barbarians.


I've never seen this and any time I've run into them, on any class, I've died or had to run away. I've seen ONE of them released into the inn in Nerina kill multiple people on more than one occasion, let alone two of them.


That's cause you suck. I've solo'd one of those things with a High lvl master Swashie with [REDACTED] gear/weapons. You just seem to [REDACTED] too much, try dealing with the issue IC and stop crying about it over the boards. Necromancers = pure evil. You'd be a fool to not think they'd do whatever it took to spill blood, which in this case you are a fool.

Ezeant wrote:
I'm afraid I have to agree that something should be done to make it so necromancers can't get away with this.


Solution, deal with it IC and rape his [REDACTED] daily. Kill him 24/7 and eventually he'll stop or just quit playing.


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PostPosted: Sat Sep 13, 2008 8:28 pm 
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SK- Where tactics are abused and classes become nerfed.


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PostPosted: Sat Sep 13, 2008 8:57 pm 
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Actually I thought of another solution code wise to prevent this with 2 different variations. It requires a bit of coding, but at least necros can keep their death shroud spell(which made the class playable by newbies or those that don't want to spam die only to explore Necropolis for example - and it's one of the best changes I've witnessed in SK).

1) Every time a control or a charm is released, the charmie/control NPC goes instantly aggro on the caster as if dispelled. This solution complicates the playability of the sorc/necro/hellion class.

2) Every time a control is released, it's immune to death shroud for the duration of the next tick. This way necros can't really abuse that trick anymore unless they want to be on the defensive and not dart around after people anymore releasing their controls. This complicates the life of necros only.

Sure, it can still be abused in cases of rele 1; quaff word or get etherealform;rele 1;teleport(through scrolls or casted) but now the caster can't be around to watch the undead owning things on their own and just animate/o all take all corpse afterwards. He has to leave and then return.

First solution is more universal and affects more classes, but it's easier to code I think. Second solution is a little more tricky to code(but doable - I mean magma was coded to ignore MP, I'm sure the NPC can get a flag to be immune to the death shroud flag of the necro).


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PostPosted: Sat Sep 13, 2008 9:02 pm 
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Send logs to Imm's for curses.

This is a perfect example of how people just need to behave instead of being reliant on the code. Just a few months ago someone got cursed for luring aggro NPCs into Teron so this sort of thing is still enforced if the Imm's are made aware of it.


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PostPosted: Sat Sep 13, 2008 9:03 pm 
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SK Character: Viltrax
Merely 'releasing' an undead does not warrant a curse, else they wouldn't have access to the command. The two issues are then:

1. Avoiding a coded restriction of the class, that being legal liability for their pet's actions (on which I don't have anything to say as yet), and

2. Impacting newbies adversely, which is addressed by the NPCs disappearing after they no longer have any targets. Thus the act of releasing / NPCs hunting / NPCs PKing their target is natural.

Consideration of newbies should then fall back to the moment of 'attack' much like any character's skillset and the related newbie & golden rule obligation.

Perhaps a Necromancer's RELEASE should check the AUTO NEWBIE setting, and thus reject the command if newbies are in the room? Doesn't really help the "midbie" characters though... *shrug*


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PostPosted: Sat Sep 13, 2008 9:07 pm 
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Alshain wrote:
Merely 'releasing' an undead does not warrant a curse, else they wouldn't have access to the command. The two issues are then:


If the necro makes a habit of doing it in enemy cities just to avoid getting outlawed you don't see that as a curse-able offense? I understand if they are in the wilderness and release it and some idiot walks in and dies, but that isn't what is being discussed here...I think. If someone walks into The Hart and Rose releases his control and walks out that isn't curseable?

Marfik wrote:
Was penalized a level for not following prior instructions, and decided to delete out of their own accord:

Iorfidous

Code:
> news read 10
[ 10 ] Calrion: Common Courtesy
To: all
On: Heat 2, 525
In: god writing

A little reminder of common courtesy.

Placement of Aggressive NPCs:
Many people, sorcerors to be specific, know that there are many
aggressive NPCs in the game that can be charmed or summoned or led
ethereally to recall areas and heavily trafficed newbie points. When
you take such actions, you rarely hurt your intended target, but more
often bring other people into your little fued with your enemy. The
circle that is created is that some newbie under lvl 5 will get
drawn into this and end up being auto-deleted due to loss of
constitution due to the auto-resurrection/death loop.

I ask that those of you who think that bringing aggressive NPCs
into cities is an "evil" thing to do to your enemy(ies) to
reconsider your actions. This type of behavior will be watched and
will be penalized, regardless of your supposed IC reason for it.
All your actions accomplish is the turning away of _new_ newbies to
this MUD.


While the auto-deletion is no longer an issue as it was before, this kind of behavior is still very aggravating to newbies. Please carefully consider your actions before going ahead with them.


That was just earlier this year, although the method is different the result is the same.

If the player is warned, and then continues to perform such acts that should be curseable IMHO.


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PostPosted: Sat Sep 13, 2008 9:26 pm 
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This situation was dealt with by the fact that the NPCs DONT STAY THERE, if there are no targets they despawn immediately. Same with summoning things. If they are released with noobs in the room, yes it is a problem and should be punished as noob killing, otherwise there is no issue here. As I understand it, no noobs ever died in this case, were hurt maybe, never died.


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PostPosted: Sat Sep 13, 2008 10:36 pm 
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You guys really need to start getting facts on a situation before commenting. Also, the repeated flames really aren't meant for gameplay. Releasing aggro undead into enemies to make them fight them instead of you is a very good, very solid tactic. No newbies were killed, one was harmed (he was sitting in a group of them and I (both player and character) mistook them for a higher level recruitee), and despite syn's rampant crying, she forgets one thing: releasing undead isn't the only way to avoid pking someone without getting outlawed. If you're trib member, I can stun you, poison/plague you, and walk away and let you die, free of any reporting, too. I can also charm you and drop you over a city, I can charm you and have you kill your own NPCs (since you are a trib, it doesn't count it against me), I can also straight up stun you and take all your stuff, without ever being banished due to avoiding killing you.

This is exactly what Alshain calls the Whambulance. No changes need to be made. This isn't summoning aggro NPCs or leading them in ethereal into large groups of random folks. This is not the first, nor the last time, a necromancer will use this tactic against a large group. I assure you, I'd rather maintain control of the undead (their chill touch scripts aren't as cool as you'd think), because I can then do o all bash and keep you from moving, instead of hoping they chase you down (which each time you've gotten away from them).

Again, this entire thread is garbage. If you really want to see me whip out some cheap, borderline bad tactics, then I can -- including summoning you a room away into a group of undead behind a locked door that aren't allowed to despawn due to being summoned back in their spot as non-unique mobiles (like the Hand did with a certain undead at their outer judge/zombies a few weeks ago). Notice, I (nor any other necro I am aware of, including 3 or 4 others that use the undead release tactic) only loose them onto certain people, at certain places, with due RP behind it and almost always when I'm totally out numbered. There is a place for this in SK, it's not to be used stupidly or lightly, but it is to be used. If you are shocked someone had the balls to do it to you, after a long time of no-conflict and you being top dog, well, you clearly don't comprehend what Sk is about (hint: it's not about WIN).


If you want to eliminate this tactic and balance the classes, give undead triple hp's like they used to have. Wraiths have horrible hps, all animates do. Remove holy word dispelling them.

Stop crying about this 'super evil' class and leave them be. You've already whittled them down so much that this is one of the best things they have at their disposal.

And if you really want to fix it, return edrain to its former glory, where you could lose a level in a fight with a necro. I swear I'd never bother releasing a single undead with that.

Really, I'm done with it. If you have enough of a beef with it, I suggest you kill every single necromancer so he doesn't even think of this tactic or stop being silly and letting him do it to you. There's (as I said) countless ways to defeat this tactic with the new despawn code. This has nothing to do with newbies, or ooc courtesy, this has to do with you being faced with a tactic you find difficult, so you want it to be hardcoded (and/or all necros deleted) so you don't have to face it.

Hark, this almost sounds like a certain person and magma recently!


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