Keep tower.

To post bugs and loopholes. If you find one, post it.
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Growler
Posts: 280
Joined: Mon Nov 01, 2004 6:07 pm

Keep tower.

Post by Growler »

Currently you can flee out of the tower without losing the 60 hps. Raiden, you should have been dead
Raiden
Posts: 315
Joined: Sun Nov 07, 2004 10:35 am

Post by Raiden »

i didnt flee out, your the one that fled out...
Growler
Posts: 280
Joined: Mon Nov 01, 2004 6:07 pm

Post by Growler »

You didn't jump out either. You were low crit, and after you got out it ticked and you were beat.
Raiden
Posts: 315
Joined: Sun Nov 07, 2004 10:35 am

Post by Raiden »

what ever you say... just it ticked inside so i was high crit... then it ticked again outside and i was beat..
Growler
Posts: 280
Joined: Mon Nov 01, 2004 6:07 pm

Post by Growler »

The jump takes 60 hps. Give me a break
Guest

Post by Guest »

Make it take 100 hps! Anyway this is something that also bothers me. Make it unpossible to flee south from tower exit!

Maybe, code the room so that it listens for the jump command.
if(puke enters jump)
{
IF(puke != engaged)
goto room 1s all w gk;
else cout<<"YOU CANT JUMP RETARDED CRIT PUKE!!1111!1O1NE";
}
Growler
Posts: 280
Joined: Mon Nov 01, 2004 6:07 pm

Post by Growler »

Simple but effective
Sonea
Posts: 191
Joined: Thu Oct 28, 2004 4:19 pm

Post by Sonea »

you should be able to flee out it should just do dmg to you if you do. keeps too powerful anyway you guys can use a little bit of downing.
Growler
Posts: 280
Joined: Mon Nov 01, 2004 6:07 pm

Post by Growler »

If that happens then the jump should do 100 damage. That would make keep easier than Caemlyn to get out of.
Sonea
Posts: 191
Joined: Thu Oct 28, 2004 4:19 pm

Post by Sonea »

if it always does dmg not really... is the tower no mob room? if it is and this no flee thing is imped it should be.
Lithium
Posts: 906
Joined: Wed Oct 15, 2003 3:43 pm

Post by Lithium »

There's almost always mobs there.

I personally love the exit the way it is, as it should not be possible to completely trap someone in a city. That is lame and bad for PK. But if you really want it changed, then I propose we keep the 60 hp damage for jumping out of it, but if you flee out it does 100. After all, if you accidently fall off a balcony while trying to escape from someone, its going to hurt alot more than if you intentionally jumped off and were prepared to minimize the damage.
Guest

Post by Guest »

Hmm... sounds good to me.

Kinda like how you'd lower yourself down a bit before jumping if you were doing it on purpose, but if you were being chased and you ran off the edge of a roof... it'd add more damage.
Guest

Post by Guest »

Sonea wrote:you should be able to flee out it should just do dmg to you if you do. keeps too powerful anyway you guys can use a little bit of downing.
NO one jumps from a 30 foot tower without dying! Or becoming immobile for a few hours.

Here's an idea. Make it so FD doesn't load elites, and we keep the tower as it is right now!
OR

Make it so you can't flee out, that there is no south exit. You cannot be engaged to jump. When you jump out and land, it takes like 80 hps. That would leave average player with about 10-30 hps. Then, have them be immobile, stunned, if you will, for about 20 seconds, to "recuperate from their jump". Then I would be so happy.

OR

What Lith proposed also sounds nice, 60 for planned, 100 for fled. But! Make them immobile for 10-20 seconds as well. To recuperate.
Guest

Post by Guest »

Lithium wrote:There's almost always mobs there.

I personally love the exit the way it is, as it should not be possible to completely trap someone in a city. That is lame and bad for PK. But if you really want it changed, then I propose we keep the 60 hp damage for jumping out of it, but if you flee out it does 100. After all, if you accidently fall off a balcony while trying to escape from someone, its going to hurt alot more than if you intentionally jumped off and were prepared to minimize the damage.
There should definitely be mobs there. If not, make the jump have a short timer, maybe a symbol longer than charge timer. Five symbols. To prepare for the jump. Then they jump, and lose like 70 hps. Then, they have to sit for like 10 seconds, being hurt from jumping, then they can get up and leave.
Growler
Posts: 280
Joined: Mon Nov 01, 2004 6:07 pm

Post by Growler »

Without the timer after jump, I agree
Kison
Posts: 100
Joined: Thu Oct 09, 2003 8:50 pm

Post by Kison »

We need a tower to play the game now? Whatever happened to the skilled art of double-lining? So many times in which I was stuck in Keep with my pretty glass dagger or Shayol Ghul chain, running my 5 foot 8(Kison isn't that tall in my mind!) self around keep while at beat, and managing to get out. Tower is kind of cool, I guess, but a necessity(SPELLING!)?
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Galnor
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Post by Galnor »

I'll let Zyrak do what he wants with this.
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