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#2194 - 09/25/08 10:28 PM
Re: Transport rune fumble change
[Re: Kim]
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Byakko
stranger
Registered: 06/05/08
Posts: 13
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Hmmmn.
I kinda like the idea of this fumble - it's fun and in theme. But it has some problems. As Kim mentioned, it really could horribly strand an enchanter. For an arch-mage it might be ok, since they can usually get back ok (and if they're not carrying a spare mirror, shame on them!), but it could prove next to impossible for a high level enchanter who can't be scried by most. This could be fixed by instead resetting their beacon to TS/enchanter's guild. The second problem I see is for an enchanter to intentionally fumble the rune until they wind up on some remote island where they can set up a castle which is virtually unreachable. This is actually borderline abusive. Apart from very complicated code restricting where castles and mines can be built, this would be hard to fix. Alternatively, a long list of acceptable targets, or target ranges (to prevent the creation of fast walk return routes), could be made so that they never wind up on an isolated piece of land.... which could still be troublesome if they can't fly. (and still lose their beacon) I think this is the best route to go.
Also, feel free to include destinations with lava.
Edited by Byakko (09/25/08 10:29 PM)
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