Though that is a very specific case, and the buff I propose wouldn't really help since it only works on home turf.
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Change to ancestors
When Warri KO-ed me after I ported to RoB, it took like a minute after the KO before the area actually loaded on my client
Though that is a very specific case, and the buff I propose wouldn't really help since it only works on home turf.
Though that is a very specific case, and the buff I propose wouldn't really help since it only works on home turf.
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Avu
- Posts: 3000
- Joined: Sat Oct 31, 2009 1:00 pm
Re: Change to ancestors
Like when they are camping your idol and you can't move for a few seconds great thrill that one!
edit: what potjeh said
edit: what potjeh said
"Since all men count themselves righteous, and since
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
no righteous man raises his hand against the innocent,
a man need only strike another to make him evil."
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burgingham
- Posts: 8486
- Joined: Fri Aug 14, 2009 10:58 pm
Re: Change to ancestors
Ok but those are software problems. My point stands, when everything works perfectly and without lags I would not want autocast to be in place.
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Change to ancestors
I've never had an area load after teleport in less than ten seconds, and ten seconds is plenty of time for a would-be murderer.
Well, I'm really getting off-topic here, but I think some kind of invulnerability after teleport would be in order. Make any movement cancel it and give it a time-out, and I think it wouldn't be horribly exploitable.
Well, I'm really getting off-topic here, but I think some kind of invulnerability after teleport would be in order. Make any movement cancel it and give it a time-out, and I think it wouldn't be horribly exploitable.
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Jackard
- Posts: 8849
- Joined: Sun Jul 12, 2009 6:07 am
- Location: fucking curios how do they work
Re: Change to ancestors
they have this in wow, it works out alrightPotjeh wrote:Well, I'm really getting off-topic here, but I think some kind of invulnerability after teleport would be in order. Make any movement cancel it and give it a time-out, and I think it wouldn't be horribly exploitable.
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”
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Brian
- Posts: 34
- Joined: Tue Feb 02, 2010 6:09 pm
Re: Change to ancestors
Maybe i get your idea wrong but..
Invulnerability? Seriously?
Invulnerability? Seriously?
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Change to ancestors
Seriously.
*edit so I don't double post*
You know, everyone was expecting ancestors to be a means of retraining things you've had faster rather than something that gives you buff. Why not go with it? Just have them give a discount on skill values as long as they're lower than the ancestors' values (ie, if your ancestor had 200 melee, you don't get any discount when you buy 201 in melee). Since you earn 9 times less when full trad as opposed to full change, it should reduce cost of raising skills to 1/18 at full tradition, and no discount at full change. Alternatively, just let us buy skill values with numen up to the ancestors' skill values.
*edit so I don't double post*
You know, everyone was expecting ancestors to be a means of retraining things you've had faster rather than something that gives you buff. Why not go with it? Just have them give a discount on skill values as long as they're lower than the ancestors' values (ie, if your ancestor had 200 melee, you don't get any discount when you buy 201 in melee). Since you earn 9 times less when full trad as opposed to full change, it should reduce cost of raising skills to 1/18 at full tradition, and no discount at full change. Alternatively, just let us buy skill values with numen up to the ancestors' skill values.
Last edited by Potjeh on Sat Feb 20, 2010 7:01 pm, edited 3 times in total.
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warrri
- Posts: 1033
- Joined: Fri Aug 28, 2009 5:55 pm
Re: Change to ancestors
Its different in WoW though, you're not invulnerable, but the enemy gains no honor for killing you. This obviously doesn't work here, but i don't know if complete invulnerabilty is the correct fix.Jackard wrote:they have this in wow, it works out alrightPotjeh wrote:Well, I'm really getting off-topic here, but I think some kind of invulnerability after teleport would be in order. Make any movement cancel it and give it a time-out, and I think it wouldn't be horribly exploitable.
The world I love The tears I drop To be part of The wave can't stop
Ever wonder if it's all for you
The world I love The trains I hop To be part of The wave can't stop
Come and tell me when it's time to
Ever wonder if it's all for you
The world I love The trains I hop To be part of The wave can't stop
Come and tell me when it's time to
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Potjeh
- Posts: 11825
- Joined: Fri May 29, 2009 4:03 pm
Re: Change to ancestors
Yeah, but getting killed before the area loads is the epitome of lameness. I don't see what's so wrong with it if doing anything cancels it.
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Jackard
- Posts: 8849
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- Location: fucking curios how do they work
Re: Change to ancestors
yes i know but its basically the same damn thing when translated to this games ruleswarrri wrote:Its different in WoW though, you're not invulnerable, but the enemy gains no honor for killing you. This obviously doesn't work here, but i don't know if complete invulnerabilty is the correct fix.Jackard wrote:they have this in wow, it works out alrightPotjeh wrote:Well, I'm really getting off-topic here, but I think some kind of invulnerability after teleport would be in order. Make any movement cancel it and give it a time-out, and I think it wouldn't be horribly exploitable.
“A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away.”