Search found 174 matches
- 09 Apr 2021 15:55
- Forum: Game - General
- Topic: Underlying cause and proposed solution to broken trust
- Replies: 71
- Views: 34633
Re: Underlying cause and proposed solution to broken trust
Talking about death mitigation with an evil wizard who brings death and destruction :D Nothing wrong with an good old fasioned pact with the reaper. What could possibly go wrong? :twisted: Everything. Everything can go wrong. ..said no lich, mummie, vampire, deathknight, wight or wraith or zombie l...
- 09 Apr 2021 15:49
- Forum: Game - General
- Topic: Underlying cause and proposed solution to broken trust
- Replies: 71
- Views: 34633
- 09 Apr 2021 15:42
- Forum: Game - General
- Topic: Underlying cause and proposed solution to broken trust
- Replies: 71
- Views: 34633
- 09 Apr 2021 15:30
- Forum: Game - General
- Topic: Underlying cause and proposed solution to broken trust
- Replies: 71
- Views: 34633
Re: Underlying cause and proposed solution to broken trust
What would the rule of "good sportmanship" entail? Sounds like a list of a few hundred limitations would be a dreadful nightmare for the aop to even maintain, considering much would be entirely subjective.
- 09 Apr 2021 15:06
- Forum: Game - General
- Topic: Underlying cause and proposed solution to broken trust
- Replies: 71
- Views: 34633
Re: Underlying cause and proposed solution to broken trust
We will always disagree on the white hits being a bug or not. They were over the top hence people should've restrained themself from using a bugged white hit to kill people with. Once I was bugged, I had almost infinite haste, I went to Bolg as he was named then, 'kill Bolg' - game grinded to a hal...
- 09 Apr 2021 14:44
- Forum: Game - General
- Topic: Underlying cause and proposed solution to broken trust
- Replies: 71
- Views: 34633
Re: Underlying cause and proposed solution to broken trust
Seems like the focalpoint here is all about the VK attack. I have some input here: 1. Unless there are hardcoded blocks for x or y to enter x location, there is no "safe" places in Genesis. What people think is a safe place isn't an argument for anything - it's entirely on them and their r...
- 07 Apr 2021 00:16
- Forum: Game - Guilds
- Topic: Close the thief guild!
- Replies: 36
- Views: 19943
Re: Close the thief guild!
..unless somebody else is tanking, then you can. Still fighting, as opposed to silently checking player inventories.
- 07 Apr 2021 00:15
- Forum: Game - Guilds
- Topic: Close the thief guild!
- Replies: 36
- Views: 19943
Re: Close the thief guild!
And you can't see that being abused horribly? Supermyth wants to fight X person, but doesn't want to be the aggressor. Horrible pick pocket skill and attempt, X is the one initiating combat. Big guy claims to be innocent, and "I was only protecting myself". :roll: Add an option, like &quo...
- 06 Apr 2021 10:49
- Forum: Game - Guilds
- Topic: Close the thief guild!
- Replies: 36
- Views: 19943
Re: Close the thief guild!
Perhaps if you "catch someone", combat should be initiated automatically? It also implies that since you catch somebody, he/she is no longer hidden either. So, you catch somebody in the act, and you draw your sword or whatever, and pvp begins. Sounds like an easy plausible solution to me. ...
- 01 Apr 2021 22:18
- Forum: Game - General
- Topic: Balances, or whatever
- Replies: 107
- Views: 33206
Re: Balances, or whatever
Remember, evil only have AA and DA's as evil figther melee options, vs Calians, Neidars, Rangers, Knights (Kenders and Rangers are probably rogues), This brings back memories. http://www.oocities.org/timessquare/labyrinth/4685/ For us that remember the old Alliance of Elnoven, the new alliance by t...