|
Post by lorth on Oct 11, 2010 2:22:36 GMT
Okay so wtf is this?
Do you make it so it's easy to gwack people and loot them? Nobody should be able to loot in a town that there is GUARDS.
Please fix this asap.
Guard town = no loot town
Not to mention there is a bug that can make you grey ANYTIME if you have an animal with you.
Plus this was in a zone not supposed to be guarded. Also how come you CANT do anything when we actually know the guy who gwacked PLUS you can forensic the body ??!??!
Seriously this is getting me nuts.
Btw mr. Zerg, watch yourself.
And for all of you who read this, don't go to vesper GY if you're grey cuz you can get gwacked even there.
|
|
|
Post by Gannondorf on Oct 11, 2010 2:31:55 GMT
Being the one concerned, if it's gonna be a PvP shard it has to have minimal guarded areas.. I was not even in town and I got guard whacked with all my shits on, and a noob got geared in 3 seconds. Also, for the players towns, guarded zone will be a pain in the ass if we can't see where it begins because Avaron there is nothing showing where the guard zone could start, and it's an open area for pvp, I think player town "guarded areas" should have fences or something.
|
|
Dekar
Administrator
Posts: 562
|
Post by Dekar on Oct 11, 2010 2:42:26 GMT
zuluhotel was always lootable in guards not sure who the carebear was who changed it in the past few years though, we are on the old core so it's how it was originally and not all these bs changes over the years.
|
|
|
Post by lorth on Oct 11, 2010 3:32:09 GMT
Sure you are one staff who doesn't play a mortal so don't give a fuck.
|
|
Dekar
Administrator
Posts: 562
|
Post by Dekar on Oct 11, 2010 4:05:53 GMT
lorth: an upstanding gentleman of polite wit and graceful manners
|
|
lip
Newbie
Posts: 10
|
Post by lip on Oct 11, 2010 6:42:53 GMT
the guarded zones who had "no loot" system on some shards was the worst idea someone ever came up with. What's the point to have an area with guards and no loot? then it will just become a mini-safe zone where you can kill people just to piss them off or kill macroing people and wait for their items to drop on the ground.
However I strongly agree with Gannondorf, player made towns with guards NEEDs to have a fence or something that tells people where the guard line goes.
Edit: Vesper GY's guard zone has allways needed a tweak.
|
|
|
Post by Prometheus on Oct 11, 2010 6:47:53 GMT
lorth: an upstanding gentleman of polite wit and graceful manners ;D Tell me if I'm wrong, but are you guys getting militant because an area of guarded protection didn't start and end where you thought it did? C'mon fellas, think of your reputations here, all the oldies from ZH1 & 2 are rolling in their graves!
|
|
|
Post by Prometheus on Oct 11, 2010 8:04:00 GMT
However I strongly agree with Gannondorf, player made towns with guards NEEDs to have a fence or something that tells people where the guard line goes. Edit: Vesper GY's guard zone has allways needed a tweak. The problem with the zones of guarded protection is that, in POL093, region zones can only start and begin at a x,y location on the map that is divisible by 32! No doubt Vesper's zone is supposed to end at the water's edge, but the zone is extended until it reaches an x,y coordinate divisible by 32 (to make a whole number) by default! It's stupid, but it's also not that hard to remember when you're in guarded protection or in "Zulu territory".
|
|
lip
Newbie
Posts: 10
|
Post by lip on Oct 11, 2010 8:30:20 GMT
Nice work with the fencing around the player made town!
Yeah it have allways been a problem with vesper, however there is some fixes that can be made none however who is perfect. One is that you drag the guarded zone to the waters edge (will make some part of southwestern vesper unguarded) another "fix" could be to add a "no loot" for just the area that is guarded outside of vesper(don't really know if this is possible and isn't a really big fan of it, however might be better then how it is today.)
Might aswell work to drag the guarded zone to the waters edge and complement it with 2-3 other guarded areas to fill out the places who would be unguarded without them.
|
|
|
Post by Prometheus on Oct 11, 2010 8:43:06 GMT
In the long term I want to work on a fix that means I can specify exact regions of guarded protection, specified right down to each individual tile.
I managed to do it for regional ores, so it is possible for guards. It just requires a complete re-writing of the guards script and I'm a busy man ;D
|
|
|
Post by Gannondorf on Oct 11, 2010 14:48:47 GMT
Put a red line on the floor to tell where the guards starts.
Me for president.
|
|
|
Post by Prometheus on Oct 11, 2010 14:59:06 GMT
I could do a few glowing runes, sure.
|
|
|
Post by lorth on Oct 11, 2010 23:26:36 GMT
Or removing guards? useless thing except in Minoc maybe
|
|