Page 1 of 1

About Res-killing

Posted: Fri Oct 10, 2008 5:58 pm
by Q-wert
Sorry for the bad following english.

It could be that there already have been changes, but i believe not.

If a newbie or someone else gets clouded at the swamp in the near east of the lighthouse the direction-hint from the systhem leads the ghost straight up north to a house.
But reaching the cross there is a bit troublesome for someone with limited lifepoints, most certainly he or she gets some friendly cast- conversation with the trollshamans there.

So my small proposal:
Could it be possible to place the spawnarea of our green friends elsewhere or to delete the cross at the house, or even to put up another one more nearby the swamp?

Posted: Fri Oct 10, 2008 6:04 pm
by Jupiter
Why delting the cross?

I like the cross...
And there is an IG reason for the trolls to be there. Maybe the "go to xy" for this cross can be disabled

Posted: Fri Oct 10, 2008 6:19 pm
by Q-wert
I know the ig reason for the shamans being spawned there, but that does not change that that cross good for causing unhappyness for new players that unluckily get leaded there.
It just would be nice if that trap would not lead some more into the arms of friendly, firecasting, green persons.

Posted: Fri Oct 10, 2008 7:01 pm
by Juniper Onyx
Good point! Yes, that house is a private building owned by a secretive 'German' speaking Guild. They put wolves and shamans there to keep people away!

There shouldn't be a 'public' cross there!

I would like to see those directions, or even the cross disabled, and put new crosses at 'public' places that make sense.

I say put one at the Lighthouse (safe) and outside the Temple (safe) south of the North Mine. That should cover the whole "North woods" area. Nordmark has one, but it's locked behind closed gates, and there's one at Grey Rose, but I've never used it so don't know if it's open to public.

Having people 'resurrect' near the old 'witch's house' is just asking for them to die again!

I'm sorry to be so blunt, but this has never happened to me there, and I never thought about it, but you're absolutely right Q-wert! Thanks for bringing this up! :D

Posted: Fri Oct 10, 2008 8:17 pm
by Miklorius
Juniper Onyx wrote:and there's one at Grey Rose, but I've never used it so don't know if it's open to public.
It's the shrine in the cellar, which is open to everyone - if there is no war etc. ;).

Posted: Fri Oct 10, 2008 9:05 pm
by Silent
I thought one has to reach the cross to get new lifepoints in the first place?

But yes, as it is now, this cross is a bit unsafe, though not nearly as dangerous as it used to be before the monster-repelling spell has been put on it. I would add one or two new crosses a the border of the forest, but keep this one, if only out of the sentimental value. It is really nice to know that there is a place within the forest that is 'safe', and my dwarf came to see it as a shelter, should anything bad happen to him.

Posted: Fri Oct 10, 2008 11:21 pm
by Julius
I don't see how this is a pressing proposal or something that needs to be addressed. Removing the direction to the cross because of IG reasons would be your best bet.

Posted: Fri Oct 10, 2008 11:23 pm
by Jupiter
Q-wert wrote:I know the ig reason for the shamans being spawned there, but that does not change that that cross good for causing unhappyness for new players that unluckily get leaded there.
That's why I said maybe it is possible to disable the function "go to xy" for that cross.
Juniper Onyx wrote:Good point! Yes, that house is a private building owned by a secretive 'German' speaking Guild. They put wolves and shamans there to keep people away!
Wrong. If you do not know what you are talking about, then you shouldn't do it.

Posted: Sat Oct 11, 2008 12:38 am
by Mairae Auvria
Possibly a solution would be to place the cross at Nordmark in the area NOT locked up and direct the point there?

Posted: Sat Oct 11, 2008 12:58 am
by JonathanSmith
All crosses should be "res-kill" safe.

Change their location, make the character standing near the cross invulnerable or change whatever you like - but change it!

Posted: Sat Oct 11, 2008 10:21 am
by Ivar Kraftimarm
how about putting the cross to the nordmark. i think thats a good and save place.

Posted: Sat Oct 11, 2008 1:30 pm
by Miklorius
Maybe deactivating magic (all/damage dealing/NPC only) around a pillar, like NPC enemies are pushed back.

Posted: Sat Oct 11, 2008 11:22 pm
by Fianna Heneghan
Would it also be possible to disable the player fighting system in the area of the cross? It would limit a lot of unnecessary whining.

Posted: Sat Oct 11, 2008 11:44 pm
by Nitram
Miklorius wrote:Maybe deactivating magic (all/damage dealing/NPC only) around a pillar, like NPC enemies are pushed back.
Impossible
Fianna Heneghan wrote:Would it also be possible to disable the player fighting system in the area of the cross? It would limit a lot of unnecessary whining.
Impossible

It will be just removed from the goto thingy

Posted: Sun Oct 12, 2008 12:41 am
by Pellandria
Nitram wrote:
Fianna Heneghan wrote:Would it also be possible to disable the player fighting system in the area of the cross? It would limit a lot of unnecessary whining.
Impossible
The old jail int he sceleton forests deactivated the attack command if you were insiide or was that simply done via some kind of gm command?

Posted: Tue Oct 28, 2008 11:41 am
by Mairae Auvria
Nitram wrote:
Miklorius wrote:Maybe deactivating magic (all/damage dealing/NPC only) around a pillar, like NPC enemies are pushed back.
Impossible
It seems a little redundant to be able to get ghosted at the cross (again)due to magic, if impossible to disable and I can see how it would be helpful for mages being able to heal etc., but could the area around the cross be extended for monsters so they wouldn't be able to reach the cross with magic?

Posted: Tue Oct 28, 2008 1:59 pm
by Nitram
Increasing the range that is checked by the cross causes a rather large increase of the server load due the crosses. I would rather remove the problematic cross from the list of the crosses the script leads the dead characters to.

Nitram

Posted: Tue Oct 28, 2008 2:36 pm
by Jupiter
I would rather remove the problematic cross from the list of the crosses the script leads the dead characters to.
:(
Bad for me, because then there is no protection against goblins and stuff.
But if the cross does so much problems, it has to be done.

Posted: Tue Oct 28, 2008 2:51 pm
by Pellandria
I think Nitram means that no char is leaded there anymore not taking out the whole cross.

Posted: Tue Oct 28, 2008 5:01 pm
by Jupiter
Argh. I guess you are right.. I misunderstood him.

Posted: Tue Oct 28, 2008 5:28 pm
by Mairae Auvria
I wasn't speaking of the cross originally posted but of the one near the trolls. It is possible to get ghosted, go to the cross and just as you are resurrected, get ghosted again by a mage troll.

Posted: Tue Oct 28, 2008 6:27 pm
by Rhianna Morgan
I am against moving the Northmark cross, because it is not only a cross. It is an oak, actually THE holy oak of the Northmark. Moving it would mean we move the center of our Tanora shrine, as the oak has been given its power by Tanora herself. Therefore holy oak.

It is behind our protection lines for reasons, and there has been so much rp around it. Moving it means disrooting some of our background rp. Well, for me it means this.

We should rather add another cross, or remove the messages leading to the *Nebelbruch* cross.

Posted: Tue Oct 28, 2008 6:41 pm
by Pellandria
We talk about the cross next to the witch hut NOT the northmark one NOR do we talk about removing the cross itself, we just talk about misleading cross dircetions....reading helps...

Posted: Tue Oct 28, 2008 6:49 pm
by Lennier
I agree. The witch house does not need the cross. There are better places.

I will change it with the next mapupdate.

What place you prefer? Northmark or Lighthouse?


And to make clear in general. Most altars and holy places can renew ghosted chars. In area of the 'Northern Forest' we have the 'Holy Oak of Northmark' (not public :?), the 'Statue of Ushara' in 'Falkners Hain' and the 'Malachin Shrine' in the cellar of the 'Grey Refuge'.

Posted: Tue Oct 28, 2008 7:56 pm
by Ssar'ney
As the Nordmark is closed, I think because of understandable reasons, I would assume that the Lighthouse is best.