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Request

Brought this up a few times - just going to re-post the idea, see if anyone has any thoughts, Imms and players alike.

Requesting

As it stands, good-align mobs that hold EQ can either be killed or requested from. Neuts and evils? They have access to where, they have access to communication ("is character X nearby?") and more importantly, they have the ability to be able to flee if an enemy approaches. When you request, however, you are a sitting duck. You simply sit and accept that you cannot see what is going on around you and even if you could, you can't do anything about it. Then afterwards, you're calmed!

Now considering that you don't have to fight the goodie-mob as a good to get items, it's near enough a fair trade - HOWEVER, I think that whilst requesting, the requester should have access to 'where' (and sure, there are 1230912301892323 roleplay reasons why a character shouldn't be able to 'where' whilst requesting/praying, but I can come up with 3482390481823419 reasons why we shouldn't be able to do other things that exist within the game too).

I think a command that allows you to cancel your request, mid-request, should be introduced to compliment this. Now before you all jump at my throat, I'm not talking about making it easy for the good. If mid-request, Bobby Goodman's where-ing and see's Bobby Smasher within the area, and decides to cancel the request, the item would be destroyed, he would incur the full calm penalty and the full HP/MP loss penalty that comes with requesting (and maybe some more?) and a period of lag. That way he is experiencing all of the negatives that come with requesting, without getting the item – and he’s experiencing some lag too. It gives the good a choice – do they risk waiting out the request, do they want to be attacked early on in the request and see if they can run away without experiencing the side-affects of a request, or do they want to cancel the request and put themselves in a poor condition and hope that the lag wears off quick enough for them to be able to escape? It wouldn’t help in situations where the enemy was stood waiting next to you because they’d see you’ve cancelled the request and would attack you whilst lagged, but it would be useful for the vigilant player who wants to cancel their request as soon as the enemy enters the area. Heck, you could maybe even replace the lag with drain.

Just an idea I have had for some time. It’s not a major issue, just a very minor gripe of mine. I think something like this could be very useful without altering the re-equipping balance. Thoughts?

Quotation from my last post on it.

Dey

What about if whenever someone in your pk range entered the area you are requesting in, you received a message like "You sense another presence approaching you." It wouldn't necessarily tell you who the person is, nor if they were good/neut/evil. This way, you could take a gamble of losing the item, even if it's another goodie that is coming.

I think you should be able to abort the request

You can apply similar drained effects like you do when someone breaks camp early.

not usre on whereing though...

Requesting is nice for goods because they can get things from mobs that would take them significantly longer and with a cost to consumbables where they apply. I know several mobs that you can request rather good caster eq from that you probably couldnt kill even when dressed in moderate armor solo. As an evil, especially a melee, you use up consumbles and sometimes nearly die just to get your armor. Goods can avoid this with request, giving the where takes away the "price"