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jump exit in fal moran
Posted: Tue Nov 14, 2006 8:27 pm
by Guest
can we get a jump exit in fal moran? it would only make it fair since gatekeep has one.
Posted: Tue Nov 14, 2006 10:52 pm
by Chase
I agree, just as long as there are mobs inside the room like GK has. And please dont make it be the two towers to the east and west of north gate..
Posted: Wed Nov 15, 2006 2:09 pm
by Guest
Better yet - halve the mobs in each city, and add another gate that doesn't lock.
Posted: Wed Nov 15, 2006 3:00 pm
by Kazuya
I didnt think west gate locked. Jump room would be a good idea anyway but I still think it should be by n gate. Shouldnt be a simple way out.
Posted: Wed Nov 15, 2006 3:51 pm
by Trin
that would make fal moran a breeze to add another non lockable gate. unless you were going to do it to all cities. halving the mobs would be even worse.
fal moran these days is what i consider old gatekeep to be how it's layed out. but since everything has been made more difficult gatekeep is even more difficult than fal moran because dismount rooms are a pain in the ass for humans.
switch gatekeep before you do anything worse to screw over humans over more.
Posted: Wed Nov 15, 2006 3:53 pm
by Lithium
Fal Moran westgate does not lock, but the very large number of guards sitting at both gates makes them a deathtrap if a human is sitting there spamming. I think the gate guards at each gate in Fal Moran should be brought more into balance with those of Caemlyn and Gatekeep: the gatekeeper and 4 above average strength mobs. Keep them all stabbable though. Also, decrease the number of mobs in Fal Moran and the trolloc cities.
Posted: Wed Nov 15, 2006 3:54 pm
by Guest
you guys are both acting stupid. there is a jump exit all w 1s of gatekeep s gate. its so easy to get out.
Posted: Wed Nov 15, 2006 4:03 pm
by Trin
A Crumbling Gatekeep
[ Exits: n e s w ]
A small key of black obsidian lies on the ground.
A snarling trolloc with a massive ring piercing its snout is stamping around here.
A huge trolloc is here, looking for something to smash.
A huge trolloc is here, looking for something to smash.
A huge trolloc is here, looking for something to smash.
A huge trolloc is here, looking for something to smash.
A trolloc gatekeeper is standing here.
HP:Healthy MV:Strong >
w
Dirty Road Beside the Gatekeep
[ Exits: e w ]
A trolloc stands here, snarling at all who pass by.
HP:Healthy MV:Strong >
w
A Dirty Road Along the Southern Wall
[ Exits: e w ]
A snarling trolloc with a massive ring piercing its snout is stamping around here.
A nasty looking trolloc stands here snarling.
HP:Healthy MV:Strong >
w
Road Alongside the Southern Wall
[ Exits: e w ]
A trolloc stands here, snarling at all who pass by.
A wolf-snouted trolloc stands here, sniffing the air.
HP:Healthy MV:Strong >
w
Bend in the Road
[ Exits: n e s w ]
A trolloc stands here, snarling at all who pass by.
A trolloc stands here, snarling at all who pass by.
A myrddraal is standing here.
A nasty looking trolloc stands here snarling.
HP:Healthy MV:Strong >
s
Inside the Tower
[ Exits: n u ]
A wolf-snouted trolloc stands here, sniffing the air.
A wolf-snouted trolloc stands here, sniffing the air.
HP:Healthy MV:Strong >
u
On Top of the Tower
[ Exits: d ]
A snarling trolloc with a massive ring piercing its snout is stamping around here.
A wolf-snouted trolloc stands here, sniffing the air.
A trolloc stands here, snarling at all who pass by.
A nasty looking trolloc stands here snarling.
You see that four exit room d n of the jump room? easily blockable. not to mention that is also the room they must ditch their horse to get into the tower. Humans need horses no matter what you say and going to eastgate without a horse is asking to die. If you're in trouble you'll hagg before you make it to south gk.
Also, this room:
A Courtyard Intersection
After walking through the eerie black halls for some time you come to a once
noble courtyard. Old bones and blood stains cover the floor where a grand
feast occurred years ago. Long sinister banners now hang in place of beautiful
tapestries. East and west of you the hall narrows into a cramped corridor
capable of holding at most two trollocs shoulder to shoulder. North of you
swords clash together in what sounds of battle.
[ Exits: n e s w ]
A wolf-snouted trolloc stands here, sniffing the air.
Four exit room again that you must dismount and lead your horse to be able to get to westgate.
Not to mention if you go into gk you probably will have to chase them around with the amount of no ride rooms there are in gk.
Posted: Wed Nov 15, 2006 4:22 pm
by Guest
Trin, you realize of course I was talking about all cities, right?
in each city, and add another gate that doesn't lock
Posted: Wed Nov 15, 2006 4:34 pm
by Bollesedun
Nothing wrong with keep. 2 exits out and if you have a key 3. FM should be the same imo. It just needs a jump room atm.
And if you get blocked in thats your own fault and the risk you take for chasing inside. Getting out should be no picknick. No hand holding!!

Posted: Wed Nov 15, 2006 4:44 pm
by Trin
than there should be something in westgate that completely dibilitates a troll's moves before it can get out. say like 75 moves. trolls are wanting a hand holding mud they've gotten it already with horses being downed, and still completely blickable, not even difficult to stab them just get one person to engage while the other stabs horses. two stabbers could take out any horses including the ones under you even if it's 3 or 4 on 2.
Posted: Wed Nov 15, 2006 4:53 pm
by Trin
also only if you are a stabber or gank the gate can you get the key. and i have no stabbers. only stabbers would hit inside gk.
Posted: Wed Nov 15, 2006 5:31 pm
by Bollesedun
If you get your horse taken out, oh well. Next time come prepared. And if trollocs start killing all your horses go home and dont give them pk cause obviously they dont want it if they are going to demobolize you. This argument could go on forever and that last idea you had....I'm sorry but it was just out there and it looks like you are searching. This is the last I will post on this subject cause it is just getting out of hand.