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#2191 - 09/25/08 10:09 PM Transport rune fumble change
Cerberus Administrator Offline
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Earlier this evening I changed the transport rune fumble to the old fumble of summon faerie guardian - for those who don't know, the fumble is to teleport those who don't resist to a random place on the world map. The place is the same for each creature in the room, and the caster loses their teleport beacon. This fits the spell's theme and makes me happy.

I haven't made the change on the live mud yet because it's no longer deadly to the caster. Whereas before the fumble of teleport rune was an all expenses paid trip to the ever-dangerous warp, now a fumble can't even result in accidentally landing on a volcano or horrifically high in the air. It can however result in landing in an inaccessible area (one surrounded by mountains, or on an island surrounded by deep water). My question is this - is this an acceptable change to the fumble in terms of playability?
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#2192 - 09/25/08 10:16 PM Re: Transport rune fumble change [Re: Cerberus]
Kim Offline
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No. Being locked up with no way of getting back seems very unacceptable. Being transported to a place you can walk/swim away from is really enough, since the beacon is lost. It would be quite a lot of bother. Saying it is not "lethal" to be summoned to a no-exit place is pretty wrong, to say the least. This makes the fumble consiedrably worse than the warp fumble.
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#2193 - 09/25/08 10:20 PM Re: Transport rune fumble change [Re: Kim]
Cerberus Administrator Offline
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I'm sure it'd be easy enough to exclude the inaccessible areas. I left them in because of the lack of chance to die, but without a reliable way out I think I agree that it would be completely detrimental to game play.
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#2194 - 09/25/08 10:28 PM Re: Transport rune fumble change [Re: Kim]
Byakko Offline
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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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#2195 - 09/26/08 01:56 AM Re: Transport rune fumble change [Re: Byakko]
carmy Offline
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I was a cleric for god knows how long, and I was never stranded using faerie guardian, and I definitely never ended up on a secret island :P

A long list of places where one could land would be fine, but I don't think it's as fun as a random place. If the exceptions could be made to exclude places where you'd be trapped so that it could still remain random, I'd much prefer that...

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#2234 - 10/11/08 11:01 AM Re: Transport rune fumble change [Re: carmy]
Charon Offline
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Why not just make it a few (say.... 15-20) places that are randomly chosen and walkable back?

Not like a chanter will fumble it that often and not resist anyhow.

I wouldn't mind seeing a regular new rune though that transports to a truly random spot on the map ;\)
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#2285 - 11/07/08 11:38 AM Re: Transport rune fumble change [Re: Charon]
Cerberus Administrator Offline
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This change has been made and should be any random world map square that is still accessible by normal means (including lava, but excluding mountains/oceans/etc). If anyone finds this to not be the case, please post here or use the in game 'bug' command.
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#2286 - 11/07/08 08:16 PM Re: Transport rune fumble change [Re: Cerberus]
Geos Stormos Offline
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Registered: 11/06/08
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I LOVE THIS CHANGE.....It never made any sense to me that a fumbled transport rune took you to the warp.

Take it from a high level chanter. It's so much more of an inconvenience being teleported to a random spot then going to the warp. (And less deadly for lower level chanters too.)

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#2290 - 11/08/08 05:56 PM Re: Transport rune fumble change [Re: Geos Stormos]
carmy Offline
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I read through the post and I didn't notice if it said anything about getting rid of the transport beacon...

If it didn't, couldn't a chanter just make a new teleport rune and step on it? I thought you could step on teleport runes on the world map, maybe I'm wrong. I haven't played a chanter...

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#2294 - 11/10/08 07:12 AM Re: Transport rune fumble change [Re: carmy]
Cerberus Administrator Offline
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 Originally Posted By: Cerberus
The place is the same for each creature in the room, and the caster loses their teleport beacon.
That should read transport beacon, but yes it does make the caster lose their beacon.
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