|
Post by The Messiah on Aug 1, 2006 22:54:53 GMT -5
Oh yeah.
|
|
|
Post by renegade on Aug 2, 2006 7:38:03 GMT -5
I like it that you all like it ...thanks guys I was originally thinking that the captured should be kept in the dungeon until reset OR until released by either allies or by the capturing clan...maybe this would be a bit extreme for a lot of players but it would also mean that a system of reward for clan assault would be less exploitable/farmable.
|
|
|
Post by Imhotep on Aug 2, 2006 13:00:55 GMT -5
Why not apply this rule in almost any circumstances (except in the arena and when you are killed in your own moat or hall). Why not sent to the clan dungeon any character that is killed by other clan members regardless of the area?
I see two main advantages to this: 1- like Mara said, “it's way easier than shouting at everyone to leave once they have been killed” (sometimes, you just don’t want be in the same area of a smelly Kindred). 2- This will motivate people to work in team (adventuring alone will be a much more risky business).
Note that if someone is killed in a “just for fun fight”, it will be up to his opponent (or other members near the dungeon) to liberate him immediately after he is jailed.
We can also think of something like a “2 minute warning” to give time to the dead to be saved by an ally before he is sent to the dungeon.
By the way, we can think of adding a new NPC clan member: A dungeon keeper. Members will need to talk to him to liberate a prisoner. If he is killed by an opponent, the prisoner will be automatically liberated.
Parentheses: It could be cool if we could jailed non summoned boss. Just for the prestige of having them in our dungeon.
|
|
shiva
Midbie
Om Namah Shivaya
Posts: 440
|
Post by shiva on Aug 2, 2006 13:04:16 GMT -5
problems with that is, the clan with more members or better elit members will pwn you everytime and you will be in jail for a very long time after each fight.
|
|
|
Post by Imhotep on Aug 2, 2006 13:09:17 GMT -5
problems with that is, the clan with more members or better elit members will pwn you everytime and you will be in jail for a very long time after each fight. Good point Shiva, we certainly need a limit to the detention time. From my point view, 15 min would be fair.
|
|
|
Post by Pants on Aug 2, 2006 13:27:30 GMT -5
Why not apply this rule in almost any circumstances (except in the arena and when you are killed in your own moat or hall). Why not sent to the clan dungeon any character that is killed by other clan members regardless of the area? I see two main advantages to this: 1- like Mara said, “it's way easier than shouting at everyone to leave once they have been killed” (sometimes, you just don’t want be in the same area of a smelly Kindred). 2- This will motivate people to work in team (adventuring alone will be a much more risky business). Note that if someone is killed in a “just for fun fight”, it will be up to his opponent (or other members near the dungeon) to liberate him immediately after he is jailed. We can also think of something like a “2 minute warning” to give time to the dead to be saved by an ally before he is sent to the dungeon. By the way, we can think of adding a new NPC clan member: A dungeon keeper. Members will need to talk to him to liberate a prisoner. If he is killed by an opponent, the prisoner will be automatically liberated. Parentheses: It could be cool if we could jailed non summoned boss. Just for the prestige of having them in our dungeon. About the dungeon keeper thing, ive got an idea maybe you would have to kill the dungeon keeper to get like a key to the dungeon (key is one time use) to let the prisoner out if your an enemys of the clan...
|
|
|
Post by havarti on Aug 2, 2006 18:02:15 GMT -5
Okay, I dislike the idea of making that the if you get PKed anywhere, just on clan raids. Anyways, as far as I understand it, the attacking clan CAN release the prisoners, but does so even more simply, like by pulling a lever.
|
|
|
Post by Silence on Aug 2, 2006 21:56:33 GMT -5
does this mean if you have a high enouh intimidate or persuade skill you could bribe your way out of the dungeon?
|
|
|
Post by Imhotep on Aug 2, 2006 23:19:48 GMT -5
Okay, I dislike the idea of making that the if you get PKed anywhere, just on clan raids. Anyways, as far as I understand it, the attacking clan CAN release the prisoners, but does so even more simply, like by pulling a lever. I like the idea of simply pulling a lever and as for the resurrection scroll, it is at the discretion of the players to use it or not. By the way, where the prisoner should be sent after is liberation? At the recall place? In is clan hall?
|
|
|
Post by havarti on Aug 3, 2006 12:21:02 GMT -5
I prefer sending them to Shandalar. Having them sent back to the Clan hall can lead to griefing. (Kill after 15 mins in the dungeon. Repeat) They should be sent somewhere safe. Although they might have kill flags, so maybe it should invis them automatically.
|
|
|
Post by Imhotep on Mar 12, 2007 13:35:52 GMT -5
Waiting for it.
|
|
|
Post by Pants on Sept 12, 2007 18:11:37 GMT -5
Clan dungeons?? Yes?? No???
|
|
|
Post by Hecate on Oct 20, 2007 16:09:45 GMT -5
Clan dungeons will be made soon. I know the DM team needs to come to an agreement of how the "time limit" will be set as well as other details. Anyone else wishing to comment on this, feel free! Awesome job again Ren on suggesting this!!
|
|
|
Post by renegade on Oct 21, 2007 6:12:18 GMT -5
Thanks - I really should try building the areas myself instead of just coming up with ideas but me and the toolset don't speak to eachother
|
|
|
Post by Pants on Oct 21, 2007 18:05:33 GMT -5
my toolset actually tells me no...
|
|