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Re: Infinity, some crew aint leaving

Posted: Sun Feb 19, 2006 8:45 pm
by ajsuk
*slaps Seti* :D

Re: Infinity, some crew aint leaving

Posted: Mon Feb 20, 2006 8:57 am
by weeman07
ajsuk wrote:*slaps Seti* :D
OUCH that hurt :)

Re: Infinity, some crew aint leaving

Posted: Mon Feb 20, 2006 12:09 pm
by norvic
Seti Wrote

"I agree this is the way it should be done but i dont think the Kara will be to happy to let a lvl 250 OP slip from there grasp. Although you could wait for Spires then they wont be able to get any help"

Thats if the spire's arnt gone Kara too.... :p

Re: Infinity, some crew aint leaving

Posted: Mon Feb 20, 2006 12:52 pm
by rheda
norvic wrote:Seti Wrote

"I agree this is the way it should be done but i dont think the Kara will be to happy to let a lvl 250 OP slip from there grasp. Although you could wait for Spires then they wont be able to get any help"

Thats if the spire's arnt gone Kara too.... :p

That's mainly the risk zorai kami lovers are exposed to :) , and the reason why that outpost can't ever be kara :D

Re: Void Outposts

Posted: Mon Feb 20, 2006 4:32 pm
by cold1
weeman07 wrote:I agree this is the way it should be done but i dont think the Kara will be to happy to let a lvl 250 OP slip from there grasp. Although you could wait for Spires then they wont be able to get any help ;)
Im not sure but someone say spires work just if you are in pvp mode. Dont forget Respanw point in Void Seti we can still use portal near kami TP so i dont think so spires change something about kara cant defend this Op.

Re: Void Outposts

Posted: Mon Feb 20, 2006 4:53 pm
by oldmess
cold1 wrote:Im not sure but someone say spires work just if you are in pvp mode. Dont forget Respanw point in Void Seti we can still use portal near kami TP so i dont think so spires change something about kara cant defend this Op.
This is from the original article:
a) Respawn - It is impossible to respawn in a region owned by an opposing faction. It is possible to respawn in a neutral region, a region controlled by one’s faction, or in one’s own capital.

b) Teleportation tickets - It is impossible to use TP tickets when their destination is an area owned by an opposing faction. It is possible to use TP tickets in neutral areas, areas controlled by one’s faction, or in capitals.
Nothing in those lines indicates this applies to PvP enabled homins only. If you are a Kamist, you can NOT respawn in a region control by a Karavan spire and you can NOT TP into a region controllede by a Karavan spire unless you are porting into the capital. If someone has a set of notes that contradicts this, please correct me. Otherwise, it looks like Spires will have a dramatic affect on who can go where.

Notice, it mentions "one's faction". If you are neutral, you don't have a faction. So, what's not clear to me is whether a tp that is controlled by the opposing faction, but sells to neutrals is completely dead or just dead to non-neutrals?

For example, in Enchanted Isle, the only TP that will sell to neutrals is the Kami TP. If the Karavaneers build a spire in Enchanted Isle, will that TP be completely dead or will neutrals still be able to buy from it?

Re: Infinity, some crew aint leaving

Posted: Mon Feb 20, 2006 5:05 pm
by cold1
so we need run from LoC bleh lol

Re: Void Outposts

Posted: Mon Feb 20, 2006 5:36 pm
by iphdrunk
oldmess wrote:This is from the original article:

Nothing in those lines indicates this applies to PvP enabled homins only.


I tend to agree. I think it applies to all the homins, regardless of tag.

By forcing the spires to act upon all homins, one could argue that Nevrax tries to motivate (uhm I didn't say force, but almost) players to tag and thus realize how fun and amazing these battles can be, figthing to regain lands or the right to use them, and giving infinite content to high level players. In theory. The same way that Outposts are a great addition to the game or that Jena is coming from the skies.

The other way round, it could happen that players don't give a dung about spires and keep playing as of today, wondering why Nevrax spent coding effort in this, rather than in more PvE oriented content and the spires game feature would be mostly unused, causing more hassle than fun and leaving some zones unatteinable for a part of the shard.

Re: Void Outposts

Posted: Mon Feb 20, 2006 6:36 pm
by calel
oldmess wrote: Notice, it mentions "one's faction". If you are neutral, you don't have a faction. So, what's not clear to me is whether a tp that is controlled by the opposing faction, but sells to neutrals is completely dead or just dead to non-neutrals?


For example, in Enchanted Isle, the only TP that will sell to neutrals is the Kami TP. If the Karavaneers build a spire in Enchanted Isle, will that TP be completely dead or will neutrals still be able to buy from it?
As far as I understand it that would indeed be the case in the example. Altars of the faction opposed to the owning faction would simply cease functioning, not only.

The only thing I seem to remember about having a PvP tag enabled were the PvP (as in stat boosts probably) benefits Spires bring.

Re: Void Outposts

Posted: Mon Feb 20, 2006 6:36 pm
by sehracii
oldmess wrote: Notice, it mentions "one's faction". If you are neutral, you don't have a faction. So, what's not clear to me is whether a tp that is controlled by the opposing faction, but sells to neutrals is completely dead or just dead to non-neutrals?

For example, in Enchanted Isle, the only TP that will sell to neutrals is the Kami TP. If the Karavaneers build a spire in Enchanted Isle, will that TP be completely dead or will neutrals still be able to buy from it?
Spires will completely cut-off opposing faction TP's even for neutrals. There are a certain number of zones they will always have access to- the ones they have access to both Kami and Kara alters in.

I'm not sure about respawning.