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 Post subject: Why do they exist?
PostPosted: Sun Feb 25, 2007 7:43 pm 
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I'm struggling a little to comprehend something here...
Last week there was a particularly entertaining event when I happened to perish in one of the most inhospitable rooms in the game. What followed was one of the most entertaining shows of my DL carreer. The turnout and assistance of people was brilliant, we topped the 20 player mark for the first time in god knows how long, and as far as I could tell, everyone had a blast despite the deaths and eq loss... I would say all in all that was a good day for DL...

So how can you rationalise the changes to the zone (again) to stop people going back!? I understand you want to keep some challenging mobs, but for god sake, we had over 10 of the biggest and best players in the game and we still struggled.

It was a challenge, you had to be stupid to even try and set it all up, if you failed, look at the result. If I was at the top level of this game, i would have looked down on those happenings and said, 'perfect'.

So now we close the door to the castle again and pretend they dont exist.. so why do they exist?

Dreylor, the confused.


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PostPosted: Sun Feb 25, 2007 8:26 pm 
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I was on that big day, with dreylor's group in the scary castle. I'd say it is the first time i really been there and have fun. We have 11 avatars in the group, having huge fun and excitment. Also we were so great in that group, almost achieved out goal which set before.

Read Dreylor's post, seems something have been changed again. Or i believe there should be some mad thing, if not, Dreylor is the one i have ever seen that bravest and brightest to solve any problem in the game who will not stop challange there i sware.

I understand the game is not for only one and two players. But please dont hold back. We will like to know more about dl and we will like to help dl getting bigger and better. (At least i hope i could do)

=================
Best Regards, Kyo


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 Post subject:
PostPosted: Mon Feb 26, 2007 6:04 pm 
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Quote:
So how can you rationalise the changes to the zone (again) to stop people going back!? I understand you want to keep some challenging mobs, but for god sake, we had over 10 of the biggest and best players in the game and we still struggled.

So now we close the door to the castle again and pretend they dont exist.. so why do they exist?


I'm confused as well, what changes are you talking about? Who closed the door?

Best regards,

--Nezmar


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 Post subject:
PostPosted: Mon Feb 26, 2007 6:08 pm 
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The fact that the mobs have had a barrier placed around them keeping them all in the same room. They will never be killable like that. It was very well balanced before, if you were brave enough to do the hard work they 'could' be killed with a lot of effort.


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 Post subject:
PostPosted: Mon Feb 26, 2007 6:13 pm 
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I have no idea what you are talking about. No rooms in any of the related zones for that area has been changed since 2004/2005. I'm not aware of any new "barriers".

Best regards,

--Nezmar


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 Post subject:
PostPosted: Mon Feb 26, 2007 6:32 pm 
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Then what of the mobiles themselves? It's one to say that the rooms have changed, but that's not the only thing that's there. Just something that came to mind when reading these.

Sincerely,
Guildus

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Hey dewd, don't be afraid.
You were made to play DL better.
The minute you're in your character's skin.
Then you begin to roleplay better.


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 Post subject:
PostPosted: Mon Feb 26, 2007 6:49 pm 
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The only people in the game who can change "linked" Rooms/Items/NPCs are me and Amaessara. Neither of us have made any changes to the area within the last month. Even then, most of the changes were to make it easier (or more accurate, possible). Honestly, I do still intend to continue to "tweak" that zone some more... and not necessarily to make it more difficult (although that may happen too).

That said, I'm still not aware of any new "barriers" that have been put in place.

Best regards,

--Nezmar


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 Post subject:
PostPosted: Mon Feb 26, 2007 7:03 pm 
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I was trying to avoid specifics... heres the deal, since the earlier changes to make it more accessible ive been up there quite a few times, died a few in the process, but learned you could fear them to separate them. I went up there this week and found that I failed fear on each and every mob in the room, by fail I dont mean the spell failed, I mean the spell landed but the mob cant flee.

I guess im just trying to point out that without forcing those mobs to be bound together you gave a valid option for people to pull or fear them appart, which carried enough risk to keep most people away, but keep some people interested. As it stands (and it may have been removed, ive seen no point in going back) you might aswell put the elites back up there.

I hope this clarifies,
Dreylor.


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 Post subject:
PostPosted: Mon Feb 26, 2007 7:10 pm 
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Again, I'm aware of no such change. The only way to make it so that when they flee they fail, is by adding/changing room/exit flags. These have not been changed in years.

Best regards,

--Nezmar


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 Post subject:
PostPosted: Mon Feb 26, 2007 8:12 pm 
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Just to humor you, i went and tried a couple more times..

Beauregarde's personal servant panics, and attempts to flee!
Beauregarde's personal servant tries to flee, but can't!

The ghost of king Beauregarde panics, and attempts to flee!
The ghost of king Beauregarde tries to flee, but can't!

Im sure you probably think ive just doctored some text because clearly im some sort of crazed lunatic with nothing better to do with my time. I'm sure its also possible that the first few hundred working, then the last 10 or so failing is some sort of wierd coincidence.

Either way, its up to you what you do with it, I was just trying to help.

Dreylor.


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 Post subject:
PostPosted: Mon Feb 26, 2007 8:27 pm 
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Ahhhhh... I'm with you now. This change was not a change made for that zone, it was a change that affected all zones, it was a bug fix (requested by a builder, actually).

Best regards,

--Nezmar


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 Post subject:
PostPosted: Mon Feb 26, 2007 9:01 pm 
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It was a bug that they could flee in the first place.

Best regards,

--Nezmar


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 Post subject:
PostPosted: Mon Feb 26, 2007 9:21 pm 
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So was it also a bug that you could take mounts into those rooms? Seems theres a few unexpected side effects... If I understand the problem, now no mob will walk past a charmie barrier, regardless of wether he's charmed, thus they cant flee past, and mountables cant follow past..

Sounds like you got a little carried away and fixed a paper cut with a bandage. But you know how its 'meant to be' better than I would.

Maybe check with the builder and make sure thats what they meant, because it doesnt sound right at all.


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 Post subject:
PostPosted: Mon Feb 26, 2007 9:31 pm 
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It was not a bug that you could take mounts into those rooms. Not sure about the paper cut with a bandage thing, I litterally deleted 1 word in the code, heh. Plus, what you've described does not accurately capture the situation, but I believe I've got it under control. ;)

Next reboot, mounts should be working right again.

Best regards,

--Nezmar


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