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Re: 0 Magic in Towns
Posted: Wed Apr 02, 2008 7:34 pm
by Dupre[THG]
thats inaccurate
Re: 0 Magic in Towns
Posted: Wed Apr 02, 2008 7:35 pm
by alatar
Derrick wrote:alatar wrote:So whats the point? We can't guild war in town, so you want to leave it that way because OSI had it?
Who is this directed to? Sythe asked for a link so I posted one.
You. His comment had nothing to do with my response, was just wondering why we have a system which renders guild fighting useless..
Re: 0 Magic in Towns
Posted: Wed Apr 02, 2008 7:45 pm
by ecetres
Doesnt sound like its useless, you just have to use dexxers to fight, but you can still use mages to heal.
I think the current system is ok. I guess for those who guild war it makes it a little more difficult. But thats the "way it was", and I am cool with that. Thats why we are all here.
Re: 0 Magic in Towns
Posted: Wed Apr 02, 2008 8:19 pm
by Dupre[THG]
but not being able to damage an enemy with magery is inaccuracte because i remember chaos/order wars with people having a million freaking dragons and they always hurt
Re: 0 Magic in Towns
Posted: Wed Apr 02, 2008 8:32 pm
by Derrick
Dupre, did you even read the link? It's 100% accurate. Please read the thread before just dry slap in a reply. There was never any town spell damage in T2A above 1hp during the era at all ever period. And yea, guilds did bring dragons to town to fight and there was also a Lot of guild wars in town, but mages pretty much just healed and blessed.
Re: 0 Magic in Towns
Posted: Wed Apr 02, 2008 8:34 pm
by do0m
If it stays as it is, i don't see a point in having G wars or O/C unless the server is going to be 100% dexers and some mage healers..
I don't know how you guys feel, but I didn't make a mage to heal dexers in town wars.
I know Derrick and Never try to keep the server true to era as best they can, but there should be exceptions to the rule
Re: 0 Magic in Towns
Posted: Wed Apr 02, 2008 8:54 pm
by Derrick
do0m wrote:I don't know how you guys feel, but I didn't make a mage to heal dexers in town wars.
I don't know how everyone feels either. We've been considering allowing full spell damage in town for O/C only, and although it's entirely inaccurate, and goes somewhat against my pretty straightforward approach of 100% accuracy, it's at least an opt in system. Best thing to do to move the decision making process forward on this is to put up a poll.
There is no chance of us allowing spell damage in town for everyone, the one possible exception would be for O/C.
Re: 0 Magic in Towns
Posted: Wed Apr 02, 2008 9:55 pm
by Verruckt
T2A town fights were the only times fighter classes could really shine,
I remember specific builds for townfighting and we called those characters "townies" It was a welcome break from the age of the mage that T2A was where the fighter class was pretty much useless save for townfighting and dungeon crawling, my opinion is that if you want to use magic in fights do it out of town, otherwise build a dexxer for town fighting, lets keep it accurate
Re: 0 Magic in Towns
Posted: Wed Apr 02, 2008 11:39 pm
by ecetres
Leaving it as is opens some doors for events and content perhaps. Maybe have a town specifically for guild wars or o/c, or the event idea; I.E chaos has taken over/attacking cove, no guards, magic restrictions or nothing, go duke it out etc. It would make it interesting and keep the wars moving throught the entire continent and maybe into the lost lands. Besides who says you have to fight in town? When are you going to storm your arch enemies home base?
Re: 0 Magic in Towns
Posted: Thu Apr 03, 2008 12:20 am
by JimDrizzle
Though it isn't accurate, my opinion is that magic should damage in town for guild wars and O/C AND grays... Like, if there is a gray in town and you attack him, and he turns blue to everyone else, both players should be allowed to cast on each other. Make sense? I dunno, it's what I think makes sense. Or if someone is aggrod out of town and they run in town to try to exploit the 0 magic rule, it should affect them and they should take full damage. Once again, this is opinion and no matter what Derrick does, I'd be happy with it.
Re: 0 Magic in Towns
Posted: Thu Apr 03, 2008 8:03 am
by alatar
I don't know how you guys feel, but I didn't make a mage to heal dexers in town wars.
Exactly, I play a pure mage template because it involves skill. If we are unable to fight in town then I see no need for me to be playing here.. I have the only chaos guild, and I can't even fight back lol everyone hugs guard zone. T2A Accuracy is ok but I think this time its pushing players away..
Re: 0 Magic in Towns
Posted: Thu Apr 03, 2008 9:10 am
by Derrick
JimDrizzle wrote:Though it isn't accurate, my opinion is that magic should damage in town for guild wars and O/C AND grays... Like, if there is a gray in town and you attack him, and he turns blue to everyone else, both players should be allowed to cast on each other. Make sense? I dunno, it's what I think makes sense. Or if someone is aggrod out of town and they run in town to try to exploit the 0 magic rule, it should affect them and they should take full damage. Once again, this is opinion and no matter what Derrick does, I'd be happy with it.
Currently anyone that's grey can be damaged by spells. The rule is based on notooritey hue, so the two versions of grey (crim & can be attacked) are suseptible to magic.
I'm going to close this thread because the poll is up here:
http://forum.uosecondage.com/viewtopic.php?f=11&t=610