Shattered Kingdoms

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PostPosted: Thu Sep 09, 2010 10:45 am 
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Joined: Thu Dec 22, 2005 7:27 am
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Oh, and I beleive these changes were implimented because the guardians were starting to talk about a certain deep-elf mage coming in daily and draining their funds, and by funds, I mean, Trag, Ardith, and Jhorleb were putting in shittons of money into their accounts only to log on the next day and see 100's of spears on the ground.


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PostPosted: Thu Sep 09, 2010 11:04 am 
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Joined: Fri Jul 09, 2004 8:43 am
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Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
If they were changed to prevent draining bounty NPCs, you can drain accounts in the cloister/elisair/grahme/fort tethos just as easily, the only reason I drained them in the city was to add insult to injury. Maybe if some of their primary tactics didn't involve logging out or just staying out of the city when I attacked they'd actually have a fight on their hands. Some of that account draining was even done WITH guardians online, but a lot does have to happen when they're offline given the ridiculous amount of grind it takes to drain a large amount of coin from trib coffers.


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PostPosted: Thu Sep 09, 2010 11:19 am 
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None of this conjecture in this thread is correct. I'm not sure where any of this information comes from.

The paladin NPCs could *already* detect invis before this change, it just required a Guardian to activate it. The only change Mira made there was for the spell to be active always.

None of it was made due to Antiira, even though it is true that he kills the most bounty NPCs in Ayamao (by far, I might add, he kills somewhere around 5x as many bounty NPCs, the second place contender going to Gliknok, so he kills 5x as many as Gliknok).

And actually, I dunno whether to love or hate Mira. She just happens to be active, that's all. Some of the changes she makes are pro-Guardian, others wimp us down. But don't think we aren't arguing with her over a lot of [REDACTED].

As for all the information in this thread, it's flat out wrong, and just amounts to a river of tears.


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PostPosted: Thu Sep 09, 2010 11:25 am 
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Location: Columbia, South Carolina
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ninja_ardith wrote:
The only change Mira made there was for the spell to be active always.
And for them to spawn all over the city.


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PostPosted: Thu Sep 09, 2010 1:47 pm 
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Joined: Fri Jul 21, 2006 9:04 am
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Location: Not in the south anymore. Woohoo.
I think the NPCs being seen already spawned there, they just don't roam as much now to obscure places.

Really, I don't mind Sith'a'niel's defensive status. As it stands, it's the only city you have to break into. It is unbalanced. But to balance it, I would rather that each of the other main cities have similar defenses. And for Sith'a'niel to have a flight accessible entrance. Every cities flight entrance should have a group of guard NPCs that stand at the entrance. And lastly, a few key placed, always detect active, no roaming law NPCs in each of the cities (one in the inn, each entrance and a few scattered on a main road).


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PostPosted: Thu Sep 09, 2010 11:01 pm 
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Joined: Sat Sep 26, 2009 1:13 pm
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Yeah, so I've explored more, and I haven't found any evidence contradicting my OP. Whatever your "counter" for putting DH/DI yelling guard NPCs spawning all over the place in Sith, including IN the inn was, you either didn't do what you think you did, or it's so obscure that it doesn't impact anything. The place was already the most secure inn in the game by FAR (Including being the only no-gate regen rooms in the game), and now it's three times as bad as it was.

I do thank you for fixing the repop timer though.


I know what changes I've made and I know that they're working. I don't know what to tell you other than that you probably haven't figured out what they are. Or if you did, you might have had some bad luck.


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