in the new TC admissions, you can't cast spells and, with all the invisible exits, you can hardly 'run' into monsters. and, with dragons, you can't come back, even with another 5000 plats.
would someone disagree if i remove all the invisible teleporters so you can run to the walls ?
new advanced TC entrance
Moderator: Board moderators
Re: new advanced TC entrance
Yes, I disagree. I put the teleporters there specifically to make it more challenging. There is no reason to remove them OTHER than to make the TC entrance easier. If I had wanted it easier I would have made it easier.bencha wrote:in the new TC admissions, you can't cast spells and, with all the invisible exits, you can hardly 'run' into monsters. and, with dragons, you can't come back, even with another 5000 plats.
would someone disagree if i remove all the invisible teleporters so you can run to the walls ?
If you want to do this on your own server of course I have no objection. But I do object to this being changed in CVS. If you want it changed in CVS then the mailing list is the proper venue for discussion. If enough people (developers and mapmakers on the mailing list) want the change then I'll change it.
e-mail: poof \a\t eracc \d\o\t com
Re: new advanced TC entrance
i would have said playable.poof wrote:There is no reason to remove them OTHER than to make the TC entrance easier. If I had wanted it easier I would have made it easier.
ok, it was my question and i have the answer.poof wrote:But I do object to this being changed in CVS.
Re: new advanced TC entrance
In what way is it not playable? What level character is this? These "training centers" are intended to be for high level players thus the entrance fee and the challenge to get in. By high level I mean some of the "training center" maps should be for level 50 - 60 or higher. I tested all of them with Galahad (humanoid paladin) at level 70-ish and had no problems getting in. Also tested them on a local server with a level 55-ish test character and could get in. If one has a character lower than level 50 (or even higher) that is having problems entering then get a powerful friend to help. Part of the reason for moving and hardening the "training centers" was to cut down on them being used in lieu of doing anything else. If you want to show me what the problem is on metalforge while I watch in DM mode let me know and I'll even pay the entrance fee to the Dragon TC for you. But your caracter better be at least level 50 or I will laugh at you. =)bencha wrote:i would have said playable.poof wrote:There is no reason to remove them OTHER than to make the TC entrance easier. If I had wanted it easier I would have made it easier.
Regarding the 5000 platinum fee at the toll bridge for Dragon I'll review that as I don't recall making the toll fee that "high". But once one is level 50-ish getting 5000 platiunum should be no problem. Heck, I just started a new character and managed to get ~4500 platinum at around level 15 - 17 by going to places I knew to use for getting coinage and experience. I rarely use the "training centers" myself but I could have easily gotten the fee for Dragon with a little more time used on some other maps.
e-mail: poof \a\t eracc \d\o\t com
I think that the teleporters are annoying more then unplayable. You simply have to avoid using run and use SHIFT+attack instead. This is slower and requires you to use melee so a pure magic user will have a harder time getting started.
I do however think that the teleporters don't quite fit with the story of the TC's - i.e.the consortium wants you to use them to train and they have moved them to these remote location(this I can justify), but when you get there you are ungraciously thrown back to a city if you accidentally walk into one
They are however effective at doing what you set out to do, so I don't know that they need changed as much as we need to change to get used to them.
I do however think that the teleporters don't quite fit with the story of the TC's - i.e.the consortium wants you to use them to train and they have moved them to these remote location(this I can justify), but when you get there you are ungraciously thrown back to a city if you accidentally walk into one

Ok, my thoughts on the teleporting when I implemented it:
The people running the training centers are a front group for a military organization seeking "the best" for an elite army. If someone enters one of their training centers and runs away or runs around incautiously then one gets teleported away to the nearest civilian town as one is apparently not strong enough or brave enough to be in this secret army. Perhaps I should modify the message on the teleporters or on the entrance signs to state something about cowardly running and whatnot. Yes, it may be thought of as "evil" but then again some players have complained things are too easy so I'm helping. =)
Anyway, this is a developing plot line that I've not completely fleshed out. One will eventually need to use the training centers to complete a quest that I'm tossing around in my mind. I'm toying with ideas for final maps on each training center that have an object one must acquire to do more of the quest. Something along the lines of the quests in Pup Land.
The people running the training centers are a front group for a military organization seeking "the best" for an elite army. If someone enters one of their training centers and runs away or runs around incautiously then one gets teleported away to the nearest civilian town as one is apparently not strong enough or brave enough to be in this secret army. Perhaps I should modify the message on the teleporters or on the entrance signs to state something about cowardly running and whatnot. Yes, it may be thought of as "evil" but then again some players have complained things are too easy so I'm helping. =)
Anyway, this is a developing plot line that I've not completely fleshed out. One will eventually need to use the training centers to complete a quest that I'm tossing around in my mind. I'm toying with ideas for final maps on each training center that have an object one must acquire to do more of the quest. Something along the lines of the quests in Pup Land.
e-mail: poof \a\t eracc \d\o\t com
I think that adding some more story/substance to the TC's is a great idea. It might be worth adding to the signs that the cowardly need not apply or something - that way at least there is a warning of some sort. (All the better if that does end up fitting with your eventual plot).
There are always some bumps in the development of something - and I'm certainly willing to trade those bumps development.
There are always some bumps in the development of something - and I'm certainly willing to trade those bumps development.
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