Shattered Kingdoms

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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Mon Jan 24, 2011 11:58 pm 
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Joined: Fri Jul 09, 2004 8:43 am
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
jhorleb wrote:
Nightwing wrote:
jhorleb wrote:
There must be a way the game can tell the difference between a charm intentionally released and one forcibly canceled because NPCs used to react differently to those two situations. Hopefully D can piggyback on that difference activate the equipment dropping thing only when the NPC is intentionally released (or the sorc quits).
Or just not remove equipment at all, and still wander off.


Agreed. Sorcs don't need to save with charms.

On this, there is consensus.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Tue Jan 25, 2011 10:55 am 
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Joined: Fri Oct 10, 2003 7:41 am
Posts: 1979
Location: Canada
All I will say is I haven't seen a dangerous necro since they added lag to summon. I even think that myself, a law NPC, and Allelli Nircareth took on a necro with like 40 wraiths and won, or maybe it was Ardith Nircareth. I don't remember who I was at the time. I think Woarol, but to be honest no necromancer, not any of them have been challeging after you couldn't really do summon kills with them. I think we did. It's so hard to remember all the pks through the years.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Tue Jan 25, 2011 11:01 am 
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I totally don't recall that incident, but it's so many years in the past that I wouldn't think I'd be able to reliably recount at all.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Tue Jan 25, 2011 3:26 pm 
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Joined: Wed Feb 27, 2002 4:00 pm
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Location: Redwood City, California
Edoras wrote:
For the PvP scene, that will keep people from executing walk-in holy words, walk-in final strike, and follow charm/follow remove compulsion. It will also affect things other than PvP, but mostly just by being annoying as crap if you have a leader that won't hold still for you to cast.

I agree that would be annoying, especially for healers trying to refresh people as they walk. Perhaps this change, if made, should only apply to aggressive spells? That would deal with holy word, final strike, etc, without impacting heal and refresh.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Tue Jan 25, 2011 3:35 pm 
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The only one of those I'd like to see prevented is walk-in final strike, I kinda like the other ones.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Tue Jan 25, 2011 3:44 pm 
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Location: Redwood City, California
Deathadder wrote:
On to another question, if mounts can hold items, does this mean we can saddle and shoe our mounts, instead of going native american on our pets?

Pet store pets still can't hold anything. Other pets should be able to hold things, but will only be able to wear them if they have the proper slots. A tamed horse can wear horse shoes.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Tue Jan 25, 2011 3:57 pm 
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jhorleb wrote:
I am sad about what this change must have already done to remove compulsion (I haven't really been able to see it in action since the change went into effect). Namely: remove compulsion used to be a great way to equalize sorcerors and necromancers by turning their own charms against them. If charms now immediately remove everything once a charm is released, they a) won't really be a threat to the sorcerors if turned against them since they'll be weaponless and b) most times won't even engage the sorceror any more because they seemed to have to be in "range" of striking the sorceror to attack his group once canceled. This will enable sorcs to use more two-handed, reaching weapons on their charms without fear of being butchered by their own guy, further buffing them.

This is just a misunderstanding. Pets only drop their equipment before they save and quit with you. Nothing has changed with remove compulsion or any other way of dispelling charms.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Tue Jan 25, 2011 4:02 pm 
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So I've re-tested and neither charms nor controlled undead currently save with you. And as some people have questioned, maybe they just shouldn't. Other opinions?

What does save: pet store pets, tames, elementals, animated dead. I think anything that isn't normally a releasable spell when cast will save. However I have identified a bug where if you do have a charm or control, it will cause the pets that should have saved to not actually save. I will fix that ASAP.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Tue Jan 25, 2011 4:04 pm 
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I am curious, did anyone test the new stone skin change? If so, how is it working out for you?

Also, perhaps to resolve the issue of saving unique NPCs, perhaps those should come with a no-save flag, while those with multiple copies would remain savable. It could possibly encourage people to use different charms and still save the sorc from going to get a charm each time they log on.


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 Post subject: Re: Code Update Q&A - 01/23/2011
PostPosted: Tue Jan 25, 2011 4:09 pm 
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Personally I think animated undead shouldn't save with the necromancer either. And I'll still hold firm that sorcerers don't need charms logging out with them.


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