[DEV] Safe zones in towns to be reduced

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hans1976
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Re: [DEV] Safe zones in towns to be reduced

Post by hans1976 »

mmatto wrote:Yeah, fighting at narrow streets of Pyr would be awesome. I am thinking that many times when I run around there.

EDIT: Adding some comments about urban warfare

I think that best suited capitals for urban warfare are Pyr and Zora, especially Pyr. Pyr has interesting and varied map with streets, open areas, choke points, building that you can enter.

Fighting in Fairhaven or Yrkanis would not be that great as those maps are quite dull and repeating same parttern. Major problem with these cities is also that they have unnatural borders. You can't jump off piers and fence around Yrkanis is impassable, that may be quite frustrating when fighting.

If possible, do not let npc civilians wander around lethal mobs without any problems. Take them out or even better have some role for them in event (e.g. escorting to safety). Some fighting inside building would be cool too, Pyr palace seems just right place for such use.
Same here. I have been dreaming for a long time now that one day, the guards can be killed by heavy aggro, NPC can be slaughtered (all but the marcs) and a huge army of Kitin actually roaming the streets in Pyr.

And then the small zone around the Kami TP is too small to hold all the homins coming to help. Gathering an army of homins in Thesos (as Dyron and Oflovaks are overrun already), all rallied to retake the Fyros capital. Man, I will take a few days off for that.
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basicart
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Re: [DEV] Safe zones in towns to be reduced

Post by basicart »

Good luck anything killing Yrk guards heh. Managed to drag Vispa there from GoC (260 named) and guard killed it in 1 hit :D
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rasmus
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Re: [DEV] Safe zones in towns to be reduced

Post by rasmus »

But if you ever tried to test it fully Basic, you would know that the guards attack only 1 mob at a time, so if several aggro mobs came to town, some of them might slip by ;)
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mmatto
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Re: [DEV] Safe zones in towns to be reduced

Post by mmatto »

Some weeks ago a pack of torbacs were chasing me to Hoi-Cho, one of those managed to get 62m past town guard.
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toneh
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Re: [DEV] Safe zones in towns to be reduced

Post by toneh »

Yes, a town invasion would be fun, make up some story about adbsent guards, and have the town raided.

Just don't make the mobs that hard to kill, so everyone can have a go, its a bit rubbish if u new player and cant hit anything. Also make it fun for higher ppl, by giving them lots to kill. Be fun to to just hack loads of mobs, one after another.

Actaully, be good to have just a line of them against a line of us, and rush in, like many a fight squence in films. (the start of LOTR springs to mind, but mainly cuz it got dull after that).
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hans1976
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Re: [DEV] Safe zones in towns to be reduced

Post by hans1976 »

toneh wrote:Yes, a town invasion would be fun, make up some story about adbsent guards, and have the town raided.

Just don't make the mobs that hard to kill, so everyone can have a go, its a bit rubbish if u new player and cant hit anything. Also make it fun for higher ppl, by giving them lots to kill. Be fun to to just hack loads of mobs, one after another.

Actaully, be good to have just a line of them against a line of us, and rush in, like many a fight squence in films. (the start of LOTR springs to mind, but mainly cuz it got dull after that).
So basically you are saying you want an event that has storyline mobs spawning when some command is given by a guide?

[mode = fantasy]
And lo behold! Wormbreath spoke: "/a spwnmob -knch -e -4 -100 -26" (mob, lvl range, stars, quantity, spawnpoint)
When the dust settled, the Evil Wormbreath spoke again: "oops, that should have been -d" and away he trotted.
The cries of anguish about death penalty and where those 100 kinchers with a lvl of 240 suddenly came from at the gates of Pyr risin behind him made him blush just slightly.
[/mode]

Dreaming about this often.
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toneh
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Re: [DEV] Safe zones in towns to be reduced

Post by toneh »

Well,

Dunno about the guild thing, just meant get the guards out the way, for whatever reason, EG, rescue the kingything.

Then have 1000s of low level mobs attack, I say low, so low ppl can make a dif, and high people would would love to kill a lot of mobs, even if they just take one hit. (Well I would)

(purely on a Pyr story here) have all the kipee's have a bad day, and sick of being killed by homies when they dont even attack them, so they all go on a attack of the PYR, they all make their way there.

If they get the hall thing, we loose, dunno what though. Prehaps teh kipp remain aggro? for a number of weeks or summat.

Just thinking while B@W.

Maybe going off topic a bit :D
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trenker
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Re: [DEV] Safe zones in towns to be reduced

Post by trenker »

So you want town invasion? Sorry, but according to Nevrax invasions are bugged so we won't be getting any. Thats why the last was way bak in January.

"Will we be getting raids back? [Submitted by martinr (EN)]
Ahh, another question regarding events! It's always touchy to answer such a question without spoiling the story (and I'm not even talking of having to face Ravna's wrath :) ). So I'll only discuss a technical side-point here: one of the reasons why we haven't run invasions lately was a stability issue. We have created some hard-to-catch server crashes with the last invasions, and we were reluctant to launch new ones before we had fixed the problem. Some work is being done on it currently and as soon as we have nailed the crash bugs and tested the fixes, we’ll start holding invasions again."


So you wants monsters in towns? Sorry, we had that with diseased Gibbai roaming through Zorai but that event was cancelled due to bugs.

So, due to bugs, it is safer to not let your imagination and excitement exceed what Neverax can achieve. Otherwsie dissapointment may follow.

This isnt meant to sound evil, just some caution re getting annoyed later.
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sehracii
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Re: [DEV] Safe zones in towns to be reduced

Post by sehracii »

I know it's not going to be tomorrow, but..

If they didn't reduce town safe zones for RAID purposes, what possible reason could they have for putting any development time into it at all? Was there an issue with it I wasn't aware of?


Don't expect anyone to have an answer, just something to ponder.

Unless the devs would like to tell us why they did it.
But sometimes getting a "why" answer can be like pulling teeth :p
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petej
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Re: [DEV] Safe zones in towns to be reduced

Post by petej »

Weve had invasion mobs inside towns before , Hoi-Cho in Witherings had Goo infected Gibbai and Yelk (which spawned slaveni when killed) iirc , they were only low lvl and we had np with guards killing them all (maybe the guards were removed i cant remember)
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