properties

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Evilina
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Re: properties

Post by Evilina »

Yeah sorry that's a fade bonus, kinda goes hand in hand with my other fade bonuses, if it wasn't for them I wouldn't ever get a kill.
Koradin
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Re: properties

Post by Koradin »

Stablemaster walking outside the property: fixed.
Logging out to avoid someone taking the property: No change needed. Even if you log out while someone is running a timer on your flag, if the timer runs to completion, the person will still successfully capture the property.
Bartender description: fixed.

Still working on the allow thing. Was toying with the idea of having it only work if the target was in the property with you to avoid it giving away info like that.
Koradin
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Re: properties

Post by Koradin »

Bug that reset the property over reboot/crash: fixed.

Allow command: fixed. This will now work regardless of whether the target is online or offline, and will save until you lose ownership or "allow" them again, taking them off the list. Type REPORT to see who is currently allowed.

Also, people on the allowed list who try to claim the property will automatically be taken off the allowed list.
Evilina
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Re: properties

Post by Evilina »

The old noride rooms are still noride.
Evilina
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Re: properties

Post by Evilina »

HP:Healthy SHP:Full MV:Excellent >
recall
You haven't purchased a portal for your outpost yet.

Stand outside it and type BUY PORTAL.

A Swirling Portal
[ Exits: s ]

HP:Healthy SHP:Full MV:Excellent >
s
East of the Courtyard
[ Exits: n e s w ]
A hulking trolloc bodyguard stands here, eight feet tall.
A trolloc warrior howls into the night with a wolf's muzzle.
A trolloc warrior howls into the night with a wolf's muzzle.

HP:Healthy SHP:Full MV:Excellent >
buy portal
You purchase the portal for 3 gold.

Looks like reboot removed my ownership flag of the portal.
Koradin
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Re: properties

Post by Koradin »

Allowed people should be able to receive food from the bar now. Allowed people can also rent at the inn as long as they are the same race as the owner.

The noride rooms at the gap outpost I was referring to were the two rooms underneath the towers. The purchased rooms will still be noride.

I'll look into that portal issue tomorrow. No reason why that would bug by itself without the other rooms doing it too.
Evilina
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Re: properties

Post by Evilina »

At the Gates of an Outpost
[ Exits: n e s w ]
A twisted shadow stallion is standing here, being ridden by you.
A hulking trolloc bodyguard stands here, eight feet tall.
A trolloc warrior howls into the night with a wolf's muzzle.
A trolloc warrior howls into the night with a wolf's muzzle.

HP:Healthy SHP:Full MV:Excellent >
east
You cannot ride in there!

HP:Healthy SHP:Full MV:Excellent >
west
You cannot ride in there!
Koradin
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Re: properties

Post by Koradin »

Evilina wrote:At the Gates of an Outpost
[ Exits: n e s w ]
A twisted shadow stallion is standing here, being ridden by you.
A hulking trolloc bodyguard stands here, eight feet tall.
A trolloc warrior howls into the night with a wolf's muzzle.
A trolloc warrior howls into the night with a wolf's muzzle.

HP:Healthy SHP:Full MV:Excellent >
east
You cannot ride in there!

HP:Healthy SHP:Full MV:Excellent >
weSt
You cannot ride in there!
fixed
Crunch
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Re: properties

Post by Crunch »

I bought a guard and recieved a stable hand.
Koradin
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Re: properties

Post by Koradin »

Crunch wrote:I bought a guard and recieved a stable hand.
wait until the zone resets he will load for you
Crunch
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Re: properties

Post by Crunch »

Guards should load naked, and automatically wear any equiptment handed to them, then save the equiptment permanently. It adds another dynamic to invading peoples forts... you get boatloads of eq =P
Evilina
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Re: properties

Post by Evilina »

Can issue a horse at regular stables and a horse at each of the properties and stack them.

With the new allow changes an owner can allow their alt and use that alt to defend the property and never have to worry about loosing the property.

Timer on outside of gate makes escape in pk pretty damn simple, need another idea to counter easily overtaking a property and one that doesn't interfere with pk.
Chase
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Re: properties

Post by Chase »

Best idea so it doesn't ruin pk is to move outpost in gap to mid niamh or something. It's a little too close to main pk areas. It's pretty much just a mini city for whichever side has it. Just makes it super easy to live in a strong area for both DS and LS if gap is blocked for DS or if S is blocked for LS. :P
Evilina
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Re: properties

Post by Evilina »

Chase wrote:Best idea so it doesn't ruin pk is to move outpost in gap to mid niamh or something. It's a little too close to main pk areas. It's pretty much just a mini city for whichever side has it. Just makes it super easy to live in a strong area for both DS and LS if gap is blocked for DS or if S is blocked for LS. :P
While I agree that the gap property has interfered with pk I disagree with the change made, LS has Elder and an entire stedding village as a fall back when south is blocked, ds has the option to run through niamh and north into blight when gap is blocked. I think we could of found a better solution than simply removing the property from a pk intensive area.

What's with the change to claim, making it so someone can lose a property while offline means someone can spend 1 silver for a pair of mercs, claim someones property while they are offline and void the property owners 50+ gold spent on the property and upgrades.

I'm not finding much incentive to bother with properties any longer.
Koradin
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Re: properties

Post by Koradin »

Evilina wrote: I'm not finding much incentive to bother with properties any longer.
You need to stay calm. Changes are being made every day while we find out what works and what doesn't with these. Chill out and try to have fun with the process. Chances are things will change again before we settle in a happy place.

The property can't be claimed while you're offline unless you have allowed others and they are online. It was made this way to fix the issue you brought up regarding alts. If you want to make sure you still own it, don't allow anyone in when you're not online.
Evilina wrote:I think we could of found a better solution than simply removing the property from a pk intensive area.
I'm all ears.
Evilina
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Re: properties

Post by Evilina »

Didn't realize I wasn't being calm. ;)

I have a few ideas in mind which might add to the concept of properties.

A purchasable siege cannon players push to a property gate and manually load with shot.

Purchasable shot for the cannons

Round shot or solid shot or a cannonball: Highly accurate, high dmg, breaks down a gate on % for a limited period of time.
Chain shot or Split shot: Area affect but confined within a single random room, mid dmg
Grapeshot: Larger area affect but not confined to a single room, low dmg

There's numerous ways to improve upon properties from a siege perspective, siege engines (catapults, ballistas, trebuchets), siege towers, battering rams, tunneling, hot oil, moats, draw bridges, etc.
Chase
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Re: properties

Post by Chase »

Evilina wrote:
Chase wrote:Best idea so it doesn't ruin pk is to move outpost in gap to mid niamh or something. It's a little too close to main pk areas. It's pretty much just a mini city for whichever side has it. Just makes it super easy to live in a strong area for both DS and LS if gap is blocked for DS or if S is blocked for LS. :P
While I agree that the gap property has interfered with pk I disagree with the change made, LS has Elder and an entire stedding village as a fall back when south is blocked, ds has the option to run through niamh and north into blight when gap is blocked. I think we could of found a better solution than simply removing the property from a pk intensive area.

What's with the change to claim, making it so someone can lose a property while offline means someone can spend 1 silver for a pair of mercs, claim someones property while they are offline and void the property owners 50+ gold spent on the property and upgrades.

I'm not finding much incentive to bother with properties any longer.
It had to be moved. It was wayyy too close to main pk zones. As is, it is a great fall back point if you have low hps and can't make it blight. The problem was DS would skip FD pat and go straight to FD post. I will never hit that outpost unless someone has maybe 5-10 hps. It's super strong and with 'no enter' rooms, you can't get flees at all. Now that it's moved to a chokier zone you can actually catch people before they get into outpost. If you don't find a reason for it I will gladly take it off your hands
Evilina
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Re: properties

Post by Evilina »

I don't disagree with you at all Chase, the question that must be asked is should properties be an addition to pk, a semi addition to pk (meaning much fewer mobs wth less dmg, cheaper cost for purchasing property mobs and accessories, and more easily conquerable.) or should they be a game within a game (which would be imo a siege the castle type of game) that did not interfere with pk what so ever?
Evilina
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Re: properties

Post by Evilina »

Btw Koradin, the storage rooms still don't work (I placed two rations in the warehouse last night and they didn't save over reboot), I'd suggest placing a chest in the room and be done with the fancy scripts.
Koradin
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Re: properties

Post by Koradin »

Evilina wrote:Btw Koradin, the storage rooms still don't work (I placed two rations in the warehouse last night and they didn't save over reboot), I'd suggest placing a chest in the room and be done with the fancy scripts.
Fixed.
Chase
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Re: properties

Post by Chase »

Evilina wrote:I don't disagree with you at all Chase, the question that must be asked is should properties be an addition to pk, a semi addition to pk (meaning much fewer mobs wth less dmg, cheaper cost for purchasing property mobs and accessories, and more easily conquerable.) or should they be a game within a game (which would be imo a siege the castle type of game) that did not interfere with pk what so ever?
I think it would be cool to have a game within a game. It really shouldn't interfere with pk, or if it does then it needs to be weaker. I hit in there once and promptly died because fleeing is so bad. If you attempt to flee into the no-enter rooms then you just lag a ton. Your idea with the cannons, etc sounds cool. Perhaps there should be an outside pk area, including a gate and jump exit, with a few mobs and a no mob room. Then if you actually want to take the outpost, you have to use a cannon/whatever to bash the inner heavy gate that protects the keep/manor. Inside the keep/manner have the archers and channeling mobs, the flag, and the portal, bar, and warehouse. To enter the heavy gate if it is owned by your side you have to have no no quit. The gate has to be down for the other side players to hit. Boom. Game, plus a bonus to help pk without being OP
Barf
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Re: properties

Post by Barf »

I really like the siege idea.
Evilina
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Re: properties

Post by Evilina »

I wish Kor would post his ideas as he's adding scripts, One issue i have with an idea is not allowing property owners to enter their property with noquit, so if they cant enter the property can the opponent enter it with noquit? If so that makes a property easy to claim if not then arrows and hurled weaves create noquit!? pk patties if in front of the gate or blocking it will create noquit.

I can picture me buying a siege cannon and pushing it all the way to Chases property and he simply runs out uses mobs to wtfpwn me and pushes my cannon into his property. :?

I'd say make cannons owned similar to properties, someone is unable to push, pull, or shoot them unless they own them or are on the allowed list.

An additional idea I have is since this is now going to be a game within a game and not affect pk then remove the option of a property owner easily 1 vs 1 pking someone laying siege, have the cannon hauled by three - 5 mobs that will assist the owner once the cannon has been placed 1s of a property gate and the mobs and cannon can't enter the property, all offensive dmg must be done by the cannon and siege tools, this will remove pk from the siege game and the multiple mobs will help split the dmg from defensive cannons.

Also remove the snitchy mobol from the property mobs besides the captain since that one is enough of a warning and triggers recall access.

Also the beginning of a siege should counter a property owner from simply renting to avoid their property being captured.
Last edited by Evilina on Thu Aug 09, 2012 10:24 pm, edited 1 time in total.
Koradin
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Re: properties

Post by Koradin »

Evilina wrote:I wish Kor would post his ideas as he's adding scripts, One issue i have with an idea is not allowing property owners to enter their property with noquit, so if they cant enter the property can the opponent enter it with noquit? If so that makes a property easy to claim if not then arrows and hurled weaves create noquit!? pk patties if in front of the gate or blocking it will create noquit.

I can picture me buying a siege cannon and pushing it all the way to Chases property and he simply runs out uses mobs to wtfpwn me and pushes my cannon into his property. :?

I'd say make cannons owned similar to properties, someone is unable to push, pull, or shoot them unless they own them or are on the allowed list.

An additional idea I have is since this is now going to be a game within a game and not affect pk then remove the option of a property owner easily 1 vs 1 pking someone laying siege, have the cannon hauled by three - 5 mobs that will assist the owner once the cannon has been placed 1s of a property gate and the mobs no cannon can enter the property, all offensive dmg must be done by the cannon and siege tools, this will remove pk from the siege game and the multiple mobs will help split the dmg from defensive cannons.

Also remove the snitchy mobol from the property mobs besides the captain since that one is enough of a warning and triggers recall access.

Also the beginning of a siege should counter a property owner from simply renting to avoid their property being captured.
Patience grasshopper. Most of this is going to be announced later tonight when it gets finished.
Evilina
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Re: properties

Post by Evilina »

just posting and editing ideas and perceived balance tweaks as I see them. :D
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