Welcome, Guest. Please login or register.
November 11, 2024, 12:39:25 am
Check the old forum > Home Help Login Register
News: --------------------------------
solace.senseisoft.com:4000

- Please no drama, no toxic stuff etc. Respect each other. Let everyone play and enjoy.
- Respect legacy of Solace: roleplay.
- Strictly follow ALL RULES.

Consider clans closed for now. Write a role indicating you'd love a certain clan; you might be inducted at some point (don't worry about your level).

Coming soon: a solution for solo mages level grind. Multicharring is NOT allowed (see above about following all rules).

Cheers!

(don't forget to invite friends on other platforms)
--------------------------------
1.5 player is in MUD and chromatic is already stored (c)
--------------------------------
Registration is disabled due to numerous spam bots.


+  Solace MUD Official Forum
|-+  Solace Development
| |-+  Ideas
| | |-+  Clanhalls locations
« previous next »
Pages: [1] 2 Print
Author Topic: Clanhalls locations  (Read 13782 times)
Lirion
Premium Member
***

Karma: +2/-10
Offline Offline

Posts: 105


« on: January 07, 2008, 11:15:17 pm »

I have an idea to change some clanhall locations:

1. Clanhall of Guardians - Anyone who flee from sentinel are free from attack. I offer to make entrance from Palanthas Courtyard. Somewhere north west north west from entrance of Courtyard. I think its fair?

2. Clanhall of Cobar - What for spent much time to come this far land? What for? Its realy the other side of Clanhall of Guardians - you not protected all path. You need much time to come. You have no place to heal/cure/remove curse. Why so unfair?

If same player take 100 attempt of attack Guardian - it will be easy and comfortable (got curse? - well, flee and heal nearly. was blind - well. flee and wait a bit, was hurt - sleep free, Guardians will protect you). Try it near cobar clanhall? got curse? - try to evade hunt/summon and get out from place by own walk. was blind? - run nearly, try to evade hunt. was hurt - welcome to recall.
So if that player want to make 100 attempt of attack Cobar - he will lost much, very much time without any chances (restoration and heal horseman).

Lets make PK more interesting. No more speedwaks and other crap.

North way from Emerald forest entrance seems nice for new Cobar clanhall Smiley


Logged
omledufromage
Hero Member
*****

Karma: +15/-11
Offline Offline

Posts: 1171


See you space cowboy...


« Reply #1 on: January 07, 2008, 11:42:39 pm »

I must agree with what you said of the Guardian clanhall... though it makes sense to stay near the city.

About the Cobar Corral... Emerald Forest?Huh? are you crazy?!!?  Shocked
Just noobish to want everything close to you. When Entropy was out of hand, no one complained. Besides, I and the other Cobar make it to our own Corral quite fast, and we have disadvanages for being far... if we die somewhere like Palanthas... the chances we are looted by someone who had nothing to do with fights are huge because of the distance! Besides... no place to heal, etc... because its in the wild!! There is no city there. that makes sense for them, they live in the plains!  Grin
There are ways to prepare against this...
Besides... don't use what happened today to complain about hunt, summon, etc...
Allways was like this, always has been.. now you die, and start complaining. The curse was a lucky hit. Hunt is a skill I barely ever get to use because it is restricted to an wild area.
The time you lost attacking the Corral... was not spent attacking. Your own words were that you were preparing. We got tired of waiting=> was 3 minutes battle for every hour of waiting.
« Last Edit: January 07, 2008, 11:44:18 pm by Argonar » Logged

c'mon, just relax and try to imagine that you're just a letters on the screens of other people Grin
Lirion
Premium Member
***

Karma: +2/-10
Offline Offline

Posts: 105


« Reply #2 on: January 08, 2008, 12:24:59 am »

I am died because:

1. Not saw than I got curse. (Highligh was red, like damage color)/ Changing it.
2. Was try to stay in area at any cost. So tried to sleep when was hurted.
Why I wanted to stay here at any cost? Because I didnt want to spent more 10 minutes to come again and make some fun in normal PK.

Yes, may be I was a fool. I was need to recall after lost 1/4 of health.... Like many people do when attacking sentinel. Then I can stay alive.


Always want ask about change place of Cobar clanhall. What happend today isnt change anything in my mind.
Logged
Matthew
Hero Member
*****

Karma: +10/-11
Offline Offline

Posts: 1338



« Reply #3 on: January 08, 2008, 02:03:50 am »

If i hear another guardian whine about how terrible guardians are im going to be sick.
Logged

I don't want it back. You can never get rid of the smell, you know. Besides, that dagger was Flint's!
Lirion
Premium Member
***

Karma: +2/-10
Offline Offline

Posts: 105


« Reply #4 on: January 08, 2008, 03:02:17 am »

        Matthew, do you understand what are you talking about? Are you read a bit? Seems no.

        Just saw 'reraid' of Bolhir. Tactik: hold spear for charge set. Come sentinel, bite sentinel. Got one attack from me - than flee. Rest in city. Yeah. He did Reraid! Grats. I am defend alone. He make somewhere 100 attempts of come and flee. Nice.
        How many attacks he can do while try to come any normal located clanhall? I think not much. He will be trapped on way! And reptreat will be more hard for him.

And I am talking about this. Its not fair clan locations. Its the nasty for Guardians and very nice for Cobar. Good for Warders and normal for Heretics and Talhisis and Solamnia.

Not about 'hard Guardians life' as you try to suppose.
Why I must be glad from official overpower of some orders?
Are you from Cobar?

By the way if I throw shuriken in fighter with spear - Charge set working?
May be someone from Star Wars realy can do that...
Logged
tbox
New Member
*

Karma: +1/-0
Offline Offline

Posts: 10



« Reply #5 on: January 08, 2008, 03:08:10 am »

I agree this is stupid. Most logical is to make someone attack Guardian clanhall criminal. After all if you fight policeman you go to jail right?
Logged
Kage
Hero Member
*****

Karma: +19/-7
Offline Offline

Posts: 951


"He could be my friend if he weren't my enemy."


« Reply #6 on: January 08, 2008, 03:11:25 am »

- Giving guardian clan outer area a couple more space birth is fine I think, like a couple space courtyard, though a flee is a flee( I mean you just need one spot to flee and quaff potion or word , etc).  Though this is their purpose to be close to crime...and besides they have benefit of criminalizing any who slay inner which is a pain.  And dont forget that "guardians" are also safe outside from outer (no one wants irritation of flag).  
     As for distance to cobar..it is a boon to cobar as well.  Plains are a labrynth like area at times confusing to even clan members Smiley  Cluttered with useless mobs and distractions making it difficult to track foes.  But it is what it is, the location is for rp reasons...they are free in wide open area with no cities close by to corrupt them.  
If i hear another guardian whine about how terrible guardians are im going to be sick.
heh guardian and cobar war for terribleness results...its official Guardians are worse let loose the vomit. jk  
p.s. and remember from matthew dont throw a shuriken at bracing majere cleric either lol
« Last Edit: January 08, 2008, 04:21:47 pm by Kage » Logged

-The best part about this conversation... is we never have to have it again.                             - Archangel Gabriel
Kage
Hero Member
*****

Karma: +19/-7
Offline Offline

Posts: 951


"He could be my friend if he weren't my enemy."


« Reply #7 on: January 08, 2008, 05:18:44 am »

- offtopic....Kiri's shrine is back? why not just make guardians his shriners
Logged

-The best part about this conversation... is we never have to have it again.                             - Archangel Gabriel
omledufromage
Hero Member
*****

Karma: +15/-11
Offline Offline

Posts: 1171


See you space cowboy...


« Reply #8 on: January 08, 2008, 05:53:07 am »

Well... I think it was Ezuz who said in another topic that maybe Guardians should be a part of Solamnics as it was. Make them the Knights of the Crown and all.
I think maybe this would fix the problem.
Logged

c'mon, just relax and try to imagine that you're just a letters on the screens of other people Grin
Kage
Hero Member
*****

Karma: +19/-7
Offline Offline

Posts: 951


"He could be my friend if he weren't my enemy."


« Reply #9 on: January 08, 2008, 06:07:11 am »

- maybe but that just makes a clan powerhouse more powerful...with criminal stopping power plus solamnic powers *wince*
Logged

-The best part about this conversation... is we never have to have it again.                             - Archangel Gabriel
omledufromage
Hero Member
*****

Karma: +15/-11
Offline Offline

Posts: 1171


See you space cowboy...


« Reply #10 on: January 08, 2008, 06:21:31 am »

At least see it this way... any solamnics attacking in city will surely be kicked out of clan.  Grin
I've seen Solamnics attack in cities already... it has happened.
Logged

c'mon, just relax and try to imagine that you're just a letters on the screens of other people Grin
Matthew
Hero Member
*****

Karma: +10/-11
Offline Offline

Posts: 1338



« Reply #11 on: January 08, 2008, 07:03:01 am »

No, what is wrong Lirion is that you act like this safety/danger is one sided. Guardians are safe within the walls of the city as well. If you attack a guardian in a city you will be made criminal which is almost certain death eventually. I would love to be reraiding against the cobar, when i flee i have 100's of rooms to hide in. If i am reraiding Takhisis i have about  10 closeby and a long road which makes it very simple to track someone down(and you worry about hunt, nobody needs hunt at anyone elses clanhall).
The guardians have the buffest most dangerous inner guard there is. My vote - If the guardians are improved AT ALL then the guardian of law should be placed in a room with a single exit.

Seems to me you chose your class and must live with its skills. If you were an invoker how many times do you think he would have fled for charge set? If you were warrior with whip skills how long would he keep his weapon?

PS. If you don't want to be hunted by rangers, take the Hide Tracks feat.
Logged

I don't want it back. You can never get rid of the smell, you know. Besides, that dagger was Flint's!
omledufromage
Hero Member
*****

Karma: +15/-11
Offline Offline

Posts: 1171


See you space cowboy...


« Reply #12 on: January 08, 2008, 08:58:21 am »

Sshhh, don't give him that idea!!   Tongue
 Grin
 Roll Eyes
Logged

c'mon, just relax and try to imagine that you're just a letters on the screens of other people Grin
Lirion
Premium Member
***

Karma: +2/-10
Offline Offline

Posts: 105


« Reply #13 on: January 08, 2008, 11:50:38 am »

I still not saw any point of view about: Why waste time to travel Cobar? RP?
Yes, me can gain Hide track, wear elite stuff, more other... But it didnt make PK against Cobar more interesting. It will be still bored (for me and for Cobar too(imho)).
I dont ask about any adds to Guardians, no any power, no make someone weaker. I just want to make clan locations more fair and more interesting for active PK.

I think not good unite Solamnia and Guardians. Its different things. Clanhall of Solamnia located normal. You can start watch for foes from road. Try to attack on the road and in HCT. Then fight in clanhall and when foe flee, hunt him freely.
I speak only about location: Everyone need place to meet foe before order and this place to try attack after foe's retreat.
Now it looks like Guardians have not that place, Cobar have 2 that place.
And why so?

Logged
Quino
Hero Member
*****

Karma: +11/-7
Offline Offline

Posts: 1375


Vicious IRC marauder


« Reply #14 on: January 08, 2008, 11:57:47 am »

Eh, when I was in guardians, I voted for some space before outer guardian as well.
Logged
Matthew
Hero Member
*****

Karma: +10/-11
Offline Offline

Posts: 1338



« Reply #15 on: January 08, 2008, 04:03:53 pm »

You missed my point... guardians have something better than that. They have an inner guard with 3 exits, two which do not lead out of your clanhall.
Logged

I don't want it back. You can never get rid of the smell, you know. Besides, that dagger was Flint's!
Quino
Hero Member
*****

Karma: +11/-7
Offline Offline

Posts: 1375


Vicious IRC marauder


« Reply #16 on: January 08, 2008, 06:10:35 pm »

Well yes, it's a great advantage to anti-raid maneuvers but simple fleeing from sentinel makes reraider feel safe - guardians won't attack in city
Logged
Matthew
Hero Member
*****

Karma: +10/-11
Offline Offline

Posts: 1338



« Reply #17 on: January 08, 2008, 06:40:39 pm »

Tonight i saw a warder reraiding, when the sentinel died he was fighting Lirion and Valgarik. He fled, north, they followed and attacked, he fled, north into the inner guard, they followed and attacked, He fled, not south, they followed and attacked, he fled etc. Luckily for the warder he managed to flee south at some point and flee the hall...
Logged

I don't want it back. You can never get rid of the smell, you know. Besides, that dagger was Flint's!
Tanis Half-Elven
Immortal
*****

Karma: +7/-0
Offline Offline

Posts: 144



« Reply #18 on: January 09, 2008, 09:58:06 am »

In regards to Guardian clan hall: (My personal opinion, not statement of immortal final decision) - I feel that this clan hall adds an interesting change to the situation of clan wars. It is unique way to reraid, raid, and defend. I feel that small differences such as this are good for Solace, and any other game too. Hence, you won't see my hands moving Guardian clan hall anytime soon.

As for the cobar.... I'll use this opportunity to inform players of a proposal currently running through the immortals: We are deciding whether we should rearrange solace's areas to be more similar to the actual dragonlance world. In fact, this would require only a few major changes, and then a number of smaller minor changes. Immortals are currently reviewing the new proposed map. If it passes this stage, the immortals will show a map to players, and hold an official poll on the forum.
What will this mean for the cobar? Cobar will still be "in the wild" (attached to Khalkhist plains), but they will be easier to walk to.
What will this mean for the world as a whole? It will be more spread out, but it will be easier to access everything.

This is not an official decision-making thread; however, please present your thoughts on our idea. Or even present ideas of moves that are not related to a real dragonlance map.
(but keep in mind, immortals are at an early stage in discussion, and we may never decide to follow through with this rearrangement)

Please Discuss!
Logged
Caleb
Premium Member
***

Karma: +20/-2
Offline Offline

Posts: 213


« Reply #19 on: January 09, 2008, 10:38:32 am »

I like the idea of creating a new layout for solace, i think it is long overdue
and why it will contain alot of the same maps, it might renew interest in
players who are getting bored, not to mention since we are based on dragonlance,
imitating current maps of ansalon from books will be a lot better guideline to
new players that find solace and take interest in books.
Logged
Pages: [1] 2 Print 
« previous next »
Jump to:  


Login with username, password and session length

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines Valid XHTML 1.0! Valid CSS!