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Pet Loss During Quit


Iyorvin

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So if a necro entombs all their pets before fighting a guard ... what are they meant to do to it? You can't exactly outmelee a cabal guard with a necro if you have all your pets entombed somewhere.

Better yet, what do they do when the enraged cabal person comes to defend? Run around like an idiot trying to untomb three zombies while getting pounded on?

Untombing takes time, and you can fail. It is not a viable option to entomb them before fighting a guardian unless you really want to die.

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How about make it go back to old 1.0 standards? You either had to kill the guard or get lucky and flee passed them to get to the standard but make it to where you couldn't flee back out so that it couldn't be abused. That would make you still have to kill the Cabal Guard to get back out, but you could get your pets back. Adding noin_out rooms will allow people to not be able to recall out of the Cabal which would make people who are hiding in a Cabal not be able to recall and then quit out they'd actually have to defend (not sure if this still happens or not). Make it to where the Guard will repop after being killed a tick after it's been killed that way people could get out without being permanently stuck behind the guard. Possibly two ticks just in case they killed them a second before the next tick. Keeps the game fun and you wouldn't lose pets. Wouldn't solve other problems already mentioned though.

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I just sort of think it's too bad if you can't have your pets with you--it's just a drawback of the class. It's sort of like saying vamps are buggy because they don't have protective shield, or can't fight effectively under certain circumstances, which hurts them in cabal warfare.

If you're waiting for world shifts to stack up multiple zombies of a mob that there is only supposed to be one of in the lands, that sounds like a bug to me. In fact it sounds like abuse.

In terms of summon, ok thanks for the information. Perhaps this should be fixed?

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So if a necro entombs all their pets before fighting a guard ... what are they meant to do to it? You can't exactly outmelee a cabal guard with a necro if you have all your pets entombed somewhere.

Better yet, what do they do when the enraged cabal person comes to defend? Run around like an idiot trying to untomb three zombies while getting pounded on?

Untombing takes time, and you can fail. It is not a viable option to entomb them before fighting a guardian unless you really want to die.

c 'poison

c 'plauge

Go sleep somewhere.

c 'poison

c 'plague

20 min later you kill it.

In 1.0 it was made so that players could flee both ways into and out of cabals. I don't see the harm in this. It does several things:

1) Solves the 'pets fled into cabal' since you can get in and get them.

2) Solves the problem of cabal players resting in their cabal while you have ot kill a 'fairly' strong mob to get to them.

Everyone who says 'Traven is overpowered, its not fair' - do you know what it takes to get 3 fully pumped up Traverns:

At a minimum:

1) 2 world shift

2) 3 trips with a hunting party into a 'high tier' area

4) 300 (240??) ticks.

If you fail just one cast add the following:

1) 1 world shift

2) One more hunting party into a 'high tier' area

3) 100 (80??) ticks.

For every Travern that disappears on you due to log out bug or gets stuck a cabal, add the following:

1) 1 world shift

2) One more hunting party into a 'high tier' area

3) 100 (80??) ticks.

If you ever get beat up badly and have to do a runner, you can kill ALL your Traverns good-bye and start the process again.

If you are half way to Travern and you're cabal gets attack, guess what? That's right, start again.

I suppose my point is it can take an inordinate amount of time to gather such a high powered army. Even just gathering 3 Drstams/Warlocks alone can take quite a bit of time. Betting that yo ucan find a huntin gparty every time isn't the way either since a lot of people don't wnat to help necro's gather zombies after being on the receiving end a time or two. Losing zombies becuase they get stuck in a cabal would be maddening.

L-A

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I appreciate that it's hard, but I just don't see why it should be any easier. There's no "right to a traven" in the MUD. If you can't get the mobs you want it seems to me that's basically tough noog. But then I've always thought this game was really about role-play anyway, and you should just deal with PK as your role-play dictates. I don't like power gaming in general and the effect it has had on the MUD.

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I agree. Necros are basically nothing until 35, if not 40, and raising zombies isn't the simplest thing, even with the spell mastered. So getting to Traven, and actually raising one of him, strengthening him, then losing him because of something you have no control over?

That's wack.

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So don't get travens? There are other mobs around' date=' easier to get to, and can be solo'ed or done with two people. Even before this change I never would of spent the time getting three of these zombies.[/quote']

Even losing Drstam or the Warlock zombies p!sses you off royally since you have to tramp all the way back, kill them again, raise and strengthen. Its not a simple process - less so in the shadow of a cabal defense.

L-A

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Many classes rely, or are served better, by the clueless n00bs you befriend and help during your slow and calculated rise to power. Assist them when there is nothing in it for you. Show them a few things they might want to know about. Network.

Then, when you need a few zombies, fetch your meat-shield toadies to assist you. This goes for getting items as well, I suppose, but Necromancers seem to stand out to me as a class that is better served as (gasp) an independant.

Yeah, I threw out one of those I-Bombs.

I think a lot of people are sort of missing out on the fact that you don't NEED to be cabaled to enjoy yourself. In fact, being the lone wolf with no ties can mean less pressure, more time to develop your RP and History, and you get to be your own boss and set your own hours. I like being independant, because I find that it takes a special spark to kindle my interest, my passion, in playing a character. Becoming a character.

Rolling out all those Align-Race-Class-Cabal-Religion-Qstuff-Selectable choices calculated down the last decimal point characters will really bring down your game. You lose attatchment. You forget the little things, the dialects and the actions you create for the character. Being independant gives you some time to see if it really grows on you. If you are playing a real power combo, one you made specificly because you thought it'd be GREAT to get back at all those guys who PK'd you in the past, and you aren't happy, ask yourself what the hell is the point? I do things all the time I don't want to do because I've calculated to the last decimal point how it will make me more powerful. It's called my real life.

I play this one (rarely, nowadays) to kick back and relax. Give it a shot sometime.

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That doesn't mean the class should be relegated to the 'we don't think it should be caballed' category. If the Imms didn't want necro's in cabal they could just as easily remove them from the 'allowed' classes.

L-A

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I speak of things as they are now.

I do believe things should be changed. Zombies are for the Necromancer as the nice Mana Charged Staff and the Dancing blades are to the Invoker and Battlemage respectively. I don't recall ever having either of those things pulled into the enemy cabal as I played either of those classes.

It's a crappy dynamic, brought about by the artificial construct of cabal warfare. Fix it. It's broken.

(EDIT) I was reading the Cabal Thoughts thread, and this one, and they sort of merged in my mind so I replied to both....my apologies on that.

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Well, for my 2 cents, I had a successful cabaled necromancer who never had a problem with my mobs fleeing into cabals. It is pretty easy to stop. You just have to think outside the box. Traven is awesome; the downside is you have to be smart enough to keep him. For those of you who just say 'this is broken, fix it'...sorry to inform you, but you just need to up your game.

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It's useful for keeping good zombies from dying when you're trying to kill tough mobs like Traven or Drstam and may have to flee a lot.

It is not useful or practical to use during cabal wars to keep your pets safe while you scratch away at the cabal guard with your fists. Nor is it practical to think that when the cabal person turns up to defend, you will have time to run and unentomb them without getting nailed.

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