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Old 09-06-2008, 05:16 PM   #41
UmarilsStillHere
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Quote:
Originally Posted by Puppypaws
or 0 rp for a kill if the person dies within say a set time limit of spawning
That I like.

Quote:
Originally Posted by Puppypaws
or 0 rp for attackers attacking in a certain radius of save altar
That not so much there should be no "safe haven" people can run to.
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Old 09-06-2008, 05:53 PM   #42
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Quote:
Originally Posted by 210paul


That not so much there should be no "safe haven" people can run to.
If it only works after you rez, and as long as you stay inside the safe zone, it would be fine.

Once you leave the safe zone you should not be allowed to return and be safe.

In this way, there will still be no safe haven you can run to...
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Old 09-06-2008, 06:09 PM   #43
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Cant rember who suggested this:
-Once near a save of ur realm, u become invisible [stalker]
-You are not accected by spells once invisible
-If you move u are revealed
-If u stop moving for 5s you become invs again.

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Old 09-06-2008, 11:12 PM   #44
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Default useless change

this change is very useless, when you face save campers , you have several solutions

1) respawn fast to kick them back

2) don't rez until they go

3) respawn and run without using any spell (so yo are untouchable for 2 mins)
after 1m30 you should be far enough from save just disconnect and reconnect a moment later they should be gone .

they are so much bugs to need to be resolved why wasting time on a useless features ...
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Old 09-07-2008, 11:55 AM   #45
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Quote:
Originally Posted by skel
they are so much bugs to need to be resolved why wasting time on a useless features ...
because ngd wastes time on other far more useless features as well: like night elf faces, hide helmet, those different versions of horses, pet names..., while there are still tons of bugged or useless spells. I still get 5% necro every few days because of getting attacked while casting ambitious sacrifice on low hp . So why not waste a few minutes on this issue? After all it is a severe problem, giving the current imbalance in player numbers from different realms.
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Old 09-07-2008, 12:19 PM   #46
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In my opinion this failed a bit. Trelleborg save is almost 50% of the time camped and the same with pinos save at off-hours. When your esurrect at the gate there's a party of elves waiting for you there and you can't do anything but waiting for other camped people to resurrect there.
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Old 09-07-2008, 01:34 PM   #47
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I would like to see the following:

When you rez at a save you have permanent immuntiy until you leave the safe area (say, 10m around the save.).

When you leave the safe area you lose the immunity and you do not get it back if you return to the save, unless you die and rez again.

This way players cannot abuse the safe area by running to it everytime they are in trouble.

Also, it allows players who are being camped at a save to wait as long as need be for reinforcements to arrive and kill the enemies who are camping.

It will also mean that these disgusting players who wait at saves for people to rez, will have to incur greater risks by waiting at a save, and obtain fewer benefits (RP's)...
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Old 09-08-2008, 12:49 PM   #48
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I'm still wondering why people are camping a save while they can have as many kills just hunting in the Alsius triangle.
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Old 09-08-2008, 06:29 PM   #49
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*cough* go hunt in ignis, rp hungry monster
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Old 09-09-2008, 08:54 AM   #50
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Quote:
Originally Posted by save_the_trees
*cough* go hunt in ignis, rp hungry monster
No Ignis is too easy, at least in Alsius you can hope to find a good fight ^_^
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