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Gate/Fade
Posted: Fri Aug 21, 2009 3:10 am
by Lighuxe
Can these be limited to use without no-quit?
or is that not possible to link it to?
Re: Gate/Fade
Posted: Fri Aug 21, 2009 3:40 am
by Blark
Lighuxe wrote:Can these be limited to use without no-quit?
or is that not possible to link it to?
Honestly...?
Posted: Fri Aug 21, 2009 10:51 am
by Fogel
I thought about that as a solution, but decided to try the mechanics currently in place first. Let's give this a couple weeks, and if it doesn't work out then I may restrict both to use only without NO QUIT
Posted: Fri Aug 21, 2009 11:45 am
by Blark
Exactly how can that be the solution?
Posted: Fri Aug 21, 2009 12:46 pm
by Fogel
It would make it unusable for escaping PK. This would also result in it having a shorter timer and lowered cost.
Posted: Fri Aug 21, 2009 1:01 pm
by Blark
So Gate has been reduced to a smobbing weave?
Posted: Fri Aug 21, 2009 1:08 pm
by Fogel
No, it is currently not restricted by NO QUIT. That will only be tried out if I'm not happy with the current timer mechanics, which I think give it some PK viability without being an easy escape all the time.
Posted: Fri Aug 21, 2009 1:12 pm
by Evilina
stacking horses is used to escape from pk, can we make ride only allowable with noquit?
Posted: Fri Aug 21, 2009 1:20 pm
by Blark
I don't think anyone in his/her right mind(chaser point of view) with track wouldn't be able to track down a DG who's standing still for 20 or more sec trying to pull off a Gate. Unless you absolutely messed up then in that case you don't deserve it at all, the gate-user shouldn't be forced to wait 10mins in a zone being both low moves and hp trying to 'walk up' and somehow dodge the chaser + horse, and if you're out of luck -> chaser + horse + regen on that horse whenever needed which takes 5/6 seconds if I'm not mistaken, but do correct me if I am.
I know this hasn't been imped yet but all the talk about screwing weaves and channelers and all that crap is kinda getting old. Channelers have more or less lost so much and this isn't helping.
And Gate will be reduced to smob weave once the no-quit thing gets in.
Posted: Fri Aug 21, 2009 2:31 pm
by Avaine
Blark wrote:
I know this hasn't been imped yet but all the talk about screwing weaves and channelers and all that crap is kinda getting old. Channelers have more or less lost so much and this isn't helping.
Can you please clarify what you mean by channelers having lost so much already? I understand DS being screwed because of self-regen being taken away, maybe we can put it back but with a longer timer with no quit? Or just make it so you guys have to ride horses too. Where else have channelers been getting screwed though?
Posted: Fri Aug 21, 2009 2:43 pm
by Blark
Well I was planning on saying DG's in the first place, but that'd make it sound like I'm getting the most of it. I don't really know how many DG's actually care about stuff like this.
LS channelers are fine, no problem there.
Posted: Fri Aug 21, 2009 2:49 pm
by Rhollor
I suggest dgs be required yo ride and apparently that would solve everything unless ls channies can do something beyond that I don't know about.
Posted: Fri Aug 21, 2009 3:13 pm
by Blark
But the thing I don't understand is why things 'HAVE' to change.
You can give DG's self-regen that's compare-able to the horse moves, that way DS (since DG is a DS class) can stay to with it's old ways of not riding stuff.
Or just make it how it used to be?
Posted: Fri Aug 21, 2009 3:20 pm
by Plague
I've had gate back for like half a day and already there is whining. It's not like i couldn't have jsut walked away from pk... i am jsut lazy and it's my right to be lazy.
I just got 300 qps so i could get it back because i like to smob. Now everyone gets it back so thats cool, but I think if it gets put on a noquit timer i will quit. 40 Second weave timer is fine. If you cant f'ing chase someone down while they are standing still weaving for 40 seconds you need to re-evaluate.
Posted: Fri Aug 21, 2009 3:21 pm
by Blark
On the second thought nvm all that, if you guys think it's best for Gate to be without no-quit, go ahead. Or if DG's should ride horses to match up to LS and all, I'm fine by it.
Excuse me for ever have mentioning stuff or wasting your time reading it. Keep up the good work.
Posted: Fri Aug 21, 2009 3:51 pm
by Fogel
There will not be any additions to further increase mobility. Dreadguards will not be getting ride or self-cast Regen. Humans using Regen on horses is also not at all a problem in my experience. The only mobility issue currently is that horse hopping is too good, but it will be addressed at some point in the future. Gate will hopefully remain as it currently is, but there won't be a final decision on it for several weeks.
Posted: Fri Aug 21, 2009 4:58 pm
by Alder
Here is an idea. Make mounting a horse have a timer when player has no quit.
Posted: Fri Aug 21, 2009 6:00 pm
by Evilina
wow the only sarcastic post in the thread gets the most attention.

Posted: Fri Aug 21, 2009 6:41 pm
by Koradin
This is another pretty classic example of why stuff can never get "balanced".
Gate has been back in the game for 1 day... Eleanor got it, Plague got it, and then the game rebooted and everyone else got it... and now we have issues with it because it's been used a handful of times.
Why don't we all just chill for a bit, and see how this new timer system Fogel put in is actually SUPPOSED to work?
Posted: Fri Aug 21, 2009 7:13 pm
by Guest
UNDO... THE IMMENSE... PULSE TIMER ><... (example why...)
*starts a pulse/2 before, but i didnt feel like copy pasting two dots*
- + - =
* = - + % = = +
* + - =
You stop following Uhl.
HP:Healthy SP:Good MV:Fresh >
% + + +
* = - + - + - =
* + - + + = - =
* + - + = + - +
* = + + - + = =
* + - = % = - +
*
You cannot concentrate while resting.
HP:Healthy SP:Good MV:Fresh >
TICK IN 5 SECONDS.
say - + - = * = - + % = = + * + - = % + + + * = - + - + - = * + - + + = - =...
You say '- + - = * = - + % = = + * + - = % + + + * = - + - + - = * + - + + = - =...'
HP:Healthy SP:Good MV:Fresh >
say * + - + = + - + * = + + - + = = * + - = % = - + *
You say '* + - + = + - + * = + + - + = = * + - = % = - + *'
HP:Healthy SP:Good MV:Fresh >
say thats my pulse timer.
You say 'thats my pulse timer.'
Posted: Fri Aug 21, 2009 7:31 pm
by Myra
Koradin wrote:Why don't we all just chill for a bit, and see how this new timer system Fogel put in is actually SUPPOSED to work?
Agreed. Seriously guys, I don't see how these threads are seen as constructive when you haven't even had a chance to properly evaluate how the weave works. Give it a while before you jump at people's throats about it being unbalanced.

Posted: Fri Aug 21, 2009 7:43 pm
by Evilina
I agree with Koradin hence the sarcasm.
Corbin as of yesterday you didn't even gave access to gate, if you want a faster timer try ranking. Consider my position, it took me 3 years to remort and within a month my main bonuses timer has increased dramatically. I am on par with a rank 6 channie and they worked all of a month or two to get their little perk to which the deserve completely imo.
go spend 3 years to earn gate and then feel free to complain.

Posted: Fri Aug 21, 2009 7:51 pm
by Evilina
= % + + +
* = - + - + - =
* + - + + = -
=
* + - + =
+ - +
* = + + - + =
=
* + - = % = - +
*
You reach out for the shadows as they surround you completely.
This was me fading after a buildup of two flees to fleelag 2 days ago.
I am OP, down me

Posted: Fri Aug 21, 2009 8:06 pm
by Lighuxe
I bought it up as a very old issue i have, not since it's back recently.
If you can't get away from a non autotrack class in the time of a gate timer then you're super predictable and fail completely.
I've used it a lot and it's insanely easy, it's not even very difficult to avoid contact until no-quit goes away, is why i bought it up. It's easy to run a random direction away from pk, by the time they're following you again you easily have enough head start to do whatever you want in plenty of time.
I had problems the other day when i got poisoned, that's just good use of the weave however.
Another point I'll bring up along the same lines if everyone is so violently against this, could we have some sort of residue left behind? Frustrating when have to leave pk to regen, come back out and spend 10 minutes trying to find them again and make sense of older crisscrossing tracks when they've left already.
Posted: Fri Aug 21, 2009 8:14 pm
by Evilina
I know your frustration lighuxe, I am all for a residue and I even passed an idea on to Fogel. The chaser who finds the residue gets a burst of energy as a side affect from the gate weave or the fading. This would allow a hag chaser to continue the hunt which could have a balancing affect.