Shattered Kingdoms

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 Post subject: Re: Constable Orgalioth
PostPosted: Tue Oct 18, 2011 10:32 pm 
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Joined: Mon Dec 01, 2008 2:01 pm
Posts: 3527
Location: I'm in a glass case of emotion!
SK Character: Retired Troll
Well I thought it was stupid before I thought he was magic immune.


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 Post subject: Re: Constable Orgalioth
PostPosted: Tue Oct 18, 2011 10:37 pm 
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Joined: Thu Dec 22, 2005 7:27 am
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Location: Hiding
Commander Charisma speaks again! :drunk:


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 Post subject: Re: Constable Orgalioth
PostPosted: Tue Oct 18, 2011 11:31 pm 
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Joined: Sat Sep 26, 2009 1:13 pm
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Location: Dreamscape
This NPC was indeed supposed to have limitations. If that isn't the case, you should send a log in to either Ain or myself and we'll take care of it.


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 Post subject: Re: Constable Orgalioth
PostPosted: Wed Oct 19, 2011 1:25 am 
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Joined: Thu May 11, 2006 11:00 pm
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Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
I have asked Ain to remove the limitations, because with them no one used them. PvP generally takes longer then 12 mins. I don't feel they are overpowered in comparison. I know Dulrik wants to trend NPC wars down a bit and adjustments might be needed.


Last edited by Tragonis on Wed Oct 19, 2011 4:04 am, edited 1 time in total.

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 Post subject: Re: Constable Orgalioth
PostPosted: Wed Oct 19, 2011 1:40 am 
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Joined: Mon Nov 14, 2005 7:21 pm
Posts: 2506
Location: The yellow brick road
SK Character: Bran
Agreed. They are pointless if they can only be used for 12 minutes as it takes more than 12 minutes to do pretty much anything.


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 Post subject: Re: Constable Orgalioth
PostPosted: Wed Oct 19, 2011 4:05 am 
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Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
They're pretty obscenely OP otherwise, given that they're on a cabal that has awesome cabal spells.

I felt a lot better as Turon when they just got straight up disabled.


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 Post subject: Re: Constable Orgalioth
PostPosted: Wed Oct 19, 2011 4:11 am 
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Location: Pearl Harbor, HI
SK Character: That one guy who pk'd you.
I think the real change should be to the grouping NPC law NPCs code and mounting code. You can make crazy NPC parties and lead them around. You can also make NPC death traps by ordering them into their own groups.


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 Post subject: Re: Constable Orgalioth
PostPosted: Wed Oct 19, 2011 6:18 am 
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Joined: Thu Jan 22, 2009 4:41 am
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Location: Witness Protection
SK Character: Cyndane - Talys
Mira wrote:
This NPC was indeed supposed to have limitations. If that isn't the case, you should send a log in to either Ain or myself and we'll take care of it.


Assuming the KDs are still the same, you should be more worried about balancing the Guardian NPC set.


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 Post subject: Re: Constable Orgalioth
PostPosted: Wed Oct 19, 2011 6:29 am 
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Joined: Wed Sep 24, 2008 12:21 pm
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Peso, I've played characters in both the Black Hand, and the Guardians. I'd take Guardians any day.

Perhaps you are just remembering the days when it was possible for Dark-Avenger to summon tons of priest NPCs so you could abuse their religious spells, and when the trio had thousands of hps?


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 Post subject: Re: Constable Orgalioth
PostPosted: Wed Oct 19, 2011 7:08 am 
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Joined: Sat Sep 26, 2009 1:13 pm
Posts: 341
Location: Dreamscape
Quote:
Assuming the KDs are still the same, you should be more worried about balancing the Guardian NPC set.


Seeing how you never complained about this when you had your Guardian, I am struggling to consider this an unbiased comment. I hope you can see why.

Quote:
I have asked Ain to remove the limitations, because with them no one used them. PvP generally takes longer then 12 mins. I don't feel they are overpowered in comparison. I know Dulrik wants to trend NPC wars down a bit and adjustments might be needed.


Okay. Thought the script might have been broken. It does look as if it was disabled.


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