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 Post subject: Re: Nerina
PostPosted: Sat May 17, 2014 8:54 am 
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SK Character: Rolf
Was this one one those changes the players all voted for? I don't remember it being something like that. Maybe we could focus on those things. Just a suggestion.


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 Post subject: Re: Nerina
PostPosted: Sat May 17, 2014 11:29 am 
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SK Character: Theodoric
FinneyOwnzU wrote:
It seems the only place that you can gate into or out of in Nerina is at the plaza. Does this mean that hanging out anywhere else in the city no longer counts towards hours played for the purposes of the anti-hoarding update?


This is the big question to me.


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 Post subject: Re: Nerina
PostPosted: Sat May 17, 2014 11:32 am 
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Opey wrote:
Was this one one those changes the players all voted for? I don't remember it being something like that. Maybe we could focus on those things. Just a suggestion.


I can't tell what this change is for. I'd hate to speculate that a few fountain rp'ers were complaining about being ambushed, especially when they join factions/cabals that throw you into pk, then sit at an inn with no guard NPC or pet in front of you. That would be catering to a few whiney players and I don't think the imms would ever do that.

Until an admin tells us why this change was implemented, we wont know for sure.


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 Post subject: Re: Nerina
PostPosted: Sat May 17, 2014 2:06 pm 
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Joined: Tue Dec 25, 2012 3:54 am
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SK Character: Caric
jreid_1985 wrote:
I can't tell what this change is for. I'd hate to speculate that a few fountain rp'ers were complaining about being ambushed, especially when they join factions/cabals that throw you into pk, then sit at an inn with no guard NPC or pet in front of you. That would be catering to a few whiney players and I don't think the imms would ever do that.


I know I felt that 3 rooms of movement was quite reasonable. I have never ever made comment on gating targets in Nerina. My feelings on it where Akara did feel too close, along with Kyle in Exile. Beyond that I felt it was quite reasonable. Three rooms of movement with a door between you is enough. I did feel Ardiths recent effort of summoning a gate target into the Inn so he could attack with less movement was a lame tactic but equally I was AFK when he killed me. I always think that an AFK kill is my own fault. Considering bounty NPCs now spawn with out the use of banish command. I completely agree with people this is over kill.

ninja_ardith wrote:
A) Unless recently disabled, the entrances to Nerina have scripts that shut the gates when attackers approach making attacking the city impossible unless you are a harlequin. But I can easily see Achernar giving them true seeing.

Code:
An armored male dwarf is using:
<worn around neck>   a thick, steel key

All the armored dwarves at the gates have these. If they ever dont it is probably reasonable to pray about it.
I always thought people complained about the group of guards inside the gate. There is still an air entrance protected by 2 armored dwarves. Attacking Nerina via movement has never been exactly hard.


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 Post subject: Re: Nerina
PostPosted: Sat May 17, 2014 2:08 pm 
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There isn't an air entrance. Also, the armored guards aren't the issue. It's the patrols of 5+ well selected/equipped, grouped guards at crossroads that make Nerina so hard to invade, plus the absurd griffarb bounty NPCs that are way more powerful than any other city's.


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 Post subject: Re: Nerina
PostPosted: Sat May 17, 2014 3:12 pm 
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patrisaurus wrote:
There isn't an air entrance. Also, the armored guards aren't the issue. It's the patrols of 5+ well selected/equipped, grouped guards at crossroads that make Nerina so hard to invade, plus the absurd griffarb bounty NPCs that are way more powerful than any other city's.


If cordance says that there is an air entrance, I'm inclined to believe him/her. Like that time he told me that ironguards effectiveness decreases depending upon metal variant iron>cold iron>steel>tanso steel.

And if he says he didn't mention anything to anybody about gate targets, or that nerina has always been easy to invade by simply strolling around, then I believe it too, and you should as well.


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 Post subject: Re: Nerina
PostPosted: Sat May 17, 2014 3:48 pm 
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SK Character: Caric
Jreid I know you like to think poorly of me. Didnt you make a number of posts about how weak Talon guards are and how they should be buffed before you rage quit as leader? You are right I just checked on the air entrance and it has been removed recently. I know I have entered it on Caric so I made an assumption without wasting flight, there is still the in city side structure of it as an exit but not the entrance. Considering Meepe managed the impossible task of walking around Nerina perhaps you should ask him for some pro tips. Also I could be mistaken on this but it looks like there have been a few guard changes in Nerina.


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 Post subject: Re: Nerina
PostPosted: Sat May 17, 2014 4:10 pm 
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Joined: Thu Aug 31, 2006 1:50 pm
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SK Character: Karsh
Every city but Teron lost their air entrance like a year ago.


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 Post subject: Re: Nerina
PostPosted: Sat May 17, 2014 4:20 pm 
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Seeing as my character is wanted for multiple murders and kidnappings in Zhenshi, I could really care less about these changes. Nerina isn't really the happening spot anyway.


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 Post subject: Re: Nerina
PostPosted: Sat May 17, 2014 4:31 pm 
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Cordance wrote:
Jreid I know you like to think poorly of me. Didnt you make a number of posts about how weak Talon guards are and how they should be buffed before you rage quit as leader? You are right I just checked on the air entrance and it has been removed recently. I know I have entered it on Caric so I made an assumption without wasting flight, there is still the in city side structure of it as an exit but not the entrance. Considering Meepe managed the impossible task of walking around Nerina perhaps you should ask him for some pro tips. Also I could be mistaken on this but it looks like there have been a few guard changes in Nerina.


Kid, I made one post regarding the weakness of the talon guards and if you actually read it, you would know that like pat, I mentioned that the strength of the talons defense is in the cluster of guards by the fountains.


My post regarding talon balance had to do with other factions having access to stronger guard NPCs that required less charisma to order than the upper tier talon NPCs. aka air elemental/cowled figured vs Griffon barbarian NPC (that I still think the CHA requirement needs to go down on, because lol griffon toughness).

You responded by saying that talons are fine and to basically look at your ganks you landed on meppe via balacha taunt and circle stab as evidence that talons is balanced. Any smart player knows how to bypass taunt completely.

The majority of the playerbase ranks talons as the least strongest tribunal especially when you consider that you can no longer order the priest NPCs to buff you with spells, but since you are a wealthpool of mechanical knowledge, I suppose the rest of us are wrong.

I don't need to ask meppe for pro-tips and if you want to really know how he managed to appear 2 rooms away from you, then you should know that I gated him in with my sorc to various locations while spying out yours. lolz

Image


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