The huge amount of recall lag was implemented to punish people for recalling in order to escape a PK death, problem with the lag is that if your caught at the pit you can't fight back. This doesn't affect melee classes as much as it does mages but I guess it all depends on what class finds you lagged out at the pit.
May I suggest changing the recall lag to a recall room lock, this would keep people stuck at their temple for the appropriate amount of time but still allowing them to be coherent enough to talk or defend themselves if pit humped.
I think this change would make dieing at your temple more acceptable to the victims because it wouldn't be the lag that kills them if they get pit humped, it will also deter cherry pickers looking for an easy kill.
The coding is as simple as adding a 'recall affect' to the recall spell then adding a check in move_char, teleport, gate and portal.
What stops a mage from recalling from battle, at awful and eating 5-6 nymph hearts, then meeting his chasing opponent with a hellstream in the face?
You two seem to think that playing a melee is just typing murder and sitting and doing nothing while the rounds fly by. No wonder you have so little PK success with them ;)
As it stands Casters are the ones who can recall freely.
I know I would use something like this for exactly the purpose Foxx listed. Imagine an evil cleric able to run you away, then rubberband back to heal freely over and over...
Downside of the way it is now: getting caught at your pit as a mage is a death sentence. Being caught at your pit as a melee by a mage is still generally a death sentence, but at least you're hurting your opponent while they finish you off.
Upside of the way it is now: mages have to be careful about when they recall. Melees have to be careful about when they recall too, because unless you're a shaman fighting someone with tons of mal saves, a mage generally will have little trouble killing a melee who can't input commands... but melees have slightly more breathing room here and aren't completely ineffectual against their opponents without active commands, so a badly hurt enemy still has to be somewhat cautious in going for the kill in a way they don't against an invoker that just recalled.
So either way, it's a bit harder on the mages to recall... but it's also a bit easier as a mage to recall reliably under a variety of conditions (blindness, backpacks got stolen, etc.). This seems like a fair trade-off - use is easier, but somewhat riskier. If you want to recall away from an enemy, run halfway around the game away from your home before you do it.
on the flip side you know, it is easier for mages TO recall. A mage can recall while blinded for example, and they also have a much easier time of doing so while in combat.
No lag, but "locked" to the recall point for x period of time.
All the perks and basically none of the drawbacks. Well, one drawback. You're "stuck" in one location for what would have been the lag time. And even that's minimized with proper recall timing and further cut in half when you add pious to it.
The best thing I can say about this suggestion is that it's a suggestion. And it would take almost all the risk out of recalling.
on the flip side you know, it is easier for mages TO recall. A mage can recall while blinded for example, and they also have a much easier time of doing so while in combat.
If that was a response to me, I did mention this in my previous post.