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Crystal Templar


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#31 deadman

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Posted 16 November 2007 - 12:28 AM

Agreed. that was the original idea in the first place. Before people started bashing with no influence as to why just trying to crack jokes about the persons post before them by not backing their own posts.
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#32 Ryuku

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Posted 16 November 2007 - 01:58 AM

"Thieves can be spotting going into towns, so mages/druids should be too."

Uhh, then mages/druids invisibility should last forever and take no stam/mana?

"You are trying to benefit MD, while we are trying to benefit the game"

Active MD thieves - 2
Active Pandimonium Thieves - 15ish

Trying to benefit the game..? I don't see how the game benefits at all besides Pandimonium..?

Before you go on about "Ohh MD can just roll thieves too" well..I'm pretty sure Pandimonium can roll mages/druids aswell.

Edited by Ryuku, 16 November 2007 - 02:07 AM.


#33 Angelus

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Posted 16 November 2007 - 02:14 AM

Stop picking out the single arguments you got 'comebacks' for and look at the bigger picture. You frikin nitpickers, just wait and see if staff have anything to say/add.

And stop using thieves as it being pandemonium. We as a clan gain nothing from guards not always seeing thieves. Bottom line it's annoying on a single player point of view, it wouldn't give any benefits really other then not having to kill the first monster outside everytime so we can covert again.

Edited by Angelus, 16 November 2007 - 02:16 AM.

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#34 Ryuku

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Posted 16 November 2007 - 02:26 AM

There are no other arguements for me to give comebacks to, my above posts have addressed everything, if Corey didn't already.

Yes, you can gain alot from guards not seeing thieves, if he sees you, "Oh, go south and covert again and try again, it doesn't take any mana or stam, so just keep trying until we can move safely!"

Is it that hard to get a mage/druid to lead for you?
Is it that hard to kill a single monster outside of town?
Do you think thieves should be allowed to go anywhere safely without any mana cost?

The only valid reason I've seen is "because mages/druids can do it"

Well, guess what, thieves can do alot of things mages/druids can't, they can do things no other class can do, they even have their own special training areas INSIDE of towns.

It's not the fact what you'll be able to accomplish if they weren't there, or the fact you're Pandimonium. It's the fact I already think thieves are too powerful and don't need anymore bonuses, no matter how big or small.

Edit: Tony is the one who brought clans into this discussion, I only presented arguements involving clans for his sake.

Edited by Ryuku, 16 November 2007 - 02:33 AM.


#35 deadman

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Posted 16 November 2007 - 03:11 AM

Ok to balance mages/druids using mana, thieves lose stam. Should thieves have to be forced to kill things to get into town or sit there and repeatedly try to covert past a guard that spots us out 100% of the time so others can then see us? No, the point of covert is to move around stealthily. This is not being done here and it hurts on single alt where you can't always find someone to lead you around, and if your main character is a thief then of course you will not want to be soon and want your abilities of being a thief to work. As of right now they don't and it's unbalanced. You wanted argument there it is. Not everyone can have someone there to lead for them so they can stay covert, and thieves lose stam while moving around in covert mages/druids do not and therefore use mana. All 3 should be able to move around without being seen and use their abilities for what they are supposed to be used for.
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#36 EvilDognapot

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Posted 16 November 2007 - 03:56 AM

i get spotted by stuff cuz i a low dex dawrf, and mages cn be invisible bcuz they got lvl 15. is not fair. i dnt undertsand the difernce between skills and spellz lol
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#37 Ryuku

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Posted 16 November 2007 - 04:10 AM

"Ok to balance mages/druids using mana, thieves lose stam."

What balances thieves being able to kill things while covert and remain hidden?
What balances the fact a thief can stay hidden for an hour with no consequence, and with a full invent of mana, a mage can maybe be invis for 10-15 minutes?

"Should thieves have to be forced to kill things to get into town or sit there and repeatedly try to covert past a guard that spots us out 100% of the time so others can then see us?"

I'm pretty sure everything is forced to kill something to get into towns (most towns, anyway). My comment of trying to covert past the guard was a reply if it was made not 100%. It currently is though.

"No, the point of covert is to move around stealthily. This is not being done here"

I agree with you here, stealth is not being done, but for three squares, wow, people can see you for 3 squares. I can see your general direction, rarely does that tell people exactly where you're going, it doesn't make non clerics able to vision you outside of town, and it can even let you mislead people as to where you're going. As you have shown everyone, you're not smart enough to use it to your advantage, so you just want it gone.

"As of right now they don't and it's unbalanced."

Unbalanced? You can remain hidden FOREVER excluding every square with an npc, I hardly call that unbalanced.

"You wanted argument there it is."

Thanks, it always makes it more fun to post here :ph34r:

"Not everyone can have someone there to lead for them so they can stay covert, and thieves lose stam while moving around in covert mages/druids do not and therefore use mana."

Don't really have a reply for the first part, nothing is debatable lol
And who's to say thieves losing stam while moving balances with mages using mana and not losing it? There are many other factors with invisibility/covert than those 2. How about covert taking no stam to use? What part of invisibility balances with that?

#38 Throwback

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Posted 16 November 2007 - 04:53 AM

staff just lock the post until tony gets his input plz

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#39 deadman

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Posted 16 November 2007 - 12:49 PM

Ok I do have to say I agree with alex and forgot the whole ktp to get in towns idea and he did make some good points. Only thing I will still point out really is that yes druid/mage use mana and can't be spotted, thieves lose stam moving around covert and can be spotted.. I still say that isn't balanced and that all 3 should be able to leave town past the guard without being seen or kill the monster then covert and come into town like a mage or druid kills it and moves into town.

And as for Corey stop posting worthless stuff on the thread staff will answer when they want to and stop trying to act like you rule all and can tell people what to do as well.
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#40 ChiliPepper

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Posted 16 November 2007 - 12:54 PM

I guessed the templar at the ngh was to guard nightmist from the magimoxes, and the sgh templar was there as the crystal giant is south of nightmist?

As there are no pesky red creatures in the meadow (on the solo server) - do we still need the guard?
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#41 deadman

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Posted 16 November 2007 - 01:09 PM

No we really do only need the one at the south gate for cg or have it moved to a specific spot like boars where the other npc is. I know crystal formations have a low drop rate of the shards too but a set location besides the gatehouses where they can spot everything would be nice.

My argument was posted with good points, this post will be locked and I am still asking for staff input as to what can/or will maybe be done about it.
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