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Old 07-16-2010, 04:05 PM   #151
_Enio_
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Thanks a ton, range seems fixed now
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Fix the Marksman subclass: Suggestion
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Old 07-16-2010, 04:20 PM   #152
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Quote:
Originally Posted by Shwish View Post
you have no idea how long it takes for an alsius group to get to Eferias, or even Shaan for that matter.
From Syrtis to Shaa and Imp is a long way, too. Shrug, I don't know why only for Alsius this teleport is on the plan.
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Old 07-16-2010, 04:23 PM   #153
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Quote:
Originally Posted by Ashnurazg View Post
From Syrtis to Shaa and Imp is a long way, too. Shrug, I don't know why only for Alsius this teleport is on the plan.
imp may be a long way away, but shaan in right a cross the street(or bridge).
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Old 07-16-2010, 04:36 PM   #154
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Originally Posted by relu-cri View Post
love this XD
btw what about the knight issue? will be solved only by armor improvements?
they must see our poor knights
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Old 07-16-2010, 04:42 PM   #155
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The range bug now seems to stick on warriors.

Feint (range 0) can be cast from ~4.3m distance now with a spear (range 2.5 + buffer zone ~ 0.8).

Same as before with archers it will cast the range 0 spell but you are too far away to do normal hits.
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Fix the Marksman subclass: Suggestion
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Old 07-16-2010, 04:50 PM   #156
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Quote:
Originally Posted by Ashnurazg View Post
From Syrtis to Shaa and Imp is a long way, too. Shrug, I don't know why only for Alsius this teleport is on the plan.
Probably because:
1. PB2 gets Syrtis to Shaan or Ignis to Efe
2. PN2 gets Ignis to Imp
3. Capturing Ignis' secondary fort and taking the tele gets Alsius to Shaan
4. Capturing Alsius' secondary fort and taking the tele gets Syrtis to Imp
How does Alsius get to Efe?
We don't have a convenient bridge. Syrtis doesn't have a tele near their secondary fort. If we take Alga, we then have to cross a large swath of Syrtis, passing between two saves and crossing in front of the gate to get to the tele.

A new tele sounds reasonable, but there have also been some ideas discussed about moving castles and forts around which might also work (essentially making Syrtis a mirror image of itself), I suspect adding a tele seemed like an easier change that just might balance things out better. A lot depends on where it is, and where you end up.
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Old 07-16-2010, 05:46 PM   #157
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Originally Posted by GythaOgg View Post
A lot depends on where it is, and where you end up.
After looking, then I'd say from Northern Cliff to one of the islands in the Lower Swamp. And it could be described more as an amphibious landing (is it als that came by boat?).

Thou I personally think solving the prob this way is wrong. hmm repeating meself
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Old 07-16-2010, 07:59 PM   #158
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For Syrtis I think they should come somewere at gate... for us to Shaan is let's just say 5 km make it from Alsius teleport to Syrtis land also 5 km walk to Efe and Shaan... It's not fair if they put it somewhere close to a safe or the gate and the tele comes almost near Efe/Shaan than they can just keep camping it!
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Old 07-16-2010, 11:53 PM   #159
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Quote:
Originally Posted by tjanex View Post
For Syrtis I think they should come somewere at gate... for us to Shaan is let's just say 5 km make it from Alsius teleport to Syrtis land also 5 km walk to Efe and Shaan... It's not fair if they put it somewhere close to a safe or the gate and the tele comes almost near Efe/Shaan than they can just keep camping it!
Or they can be raped by the Save Guard. The teleport is a good idea imo, depending on where its placed.
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Old 07-17-2010, 12:13 AM   #160
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Quote:
Originally Posted by _Enio_ View Post
I was quite specific on page 3 of this thread. The normal hit range seems somehow buggy, its cut by up to 20% from what i tested. Might be not particularly novicable at close range but as marks with passiverange & parabolic its like range 30 bows -> range 25.

Range 0 spells are not affected just normal hits.
this seems to be a bug. We don't have plans to change archer's range
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