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- Regarding Necropets in War:
- --------------------------
- One of the main issues with pets being used in Wars are simply based on a few things. When taking into
- account a player who enters war that may know absolutely nothing of how pet objects work in such a scenario (in this
- case, this may be the reader who has either played in many wars or none at all), we can say there are some definite
- situations that are up to debate with the overall scope of present War winners and losers to see if this is a case
- that is viable and justifiable.)
- *Side-note: I have personally fought in many wars, learned many strategies on how to survive and beat out opponents
- and usually only found myself in a losing situation if and when time elapsed to finish was diminishing where an
- opposing player was using special case scenarios to avoid combat (in this case, hiding behind an undead and creating
- shelter traps. Albeit creative, does have an equal and opposite effect of causing grievances since things do not
- necessarily look within "scope"). Granted, I have fought many wars during the years I played as a mortal and have
- lost, but learned to turn those losses into victories.
- Issues: Undead as 'ablative shielding' in Mage War
- --------------------------------------------
- #1.) First and foremost, necromancers have an advantage over "mages" to begin with because of the Arena's current
- setup being TP2. This means this eliminates the ability for a mage to summon a complementary elemental to assist them
- to begin with (which of course, provides an initial disadvantage for mages in a typical 'War' or 'Grand Melee'
- setting if they're with/without melee abilities.) So it can be said there are already some segregative issues here.
- #2.) Because of what has been previously stated, the way that summoned pets work as objects sets them as an object that
- will follow a player once summoned. Meaning that if player A summons pet A before a combat engagement with player B,
- then player B engages combat with pet A; however, if player A is in combat engagement with player B, then summons pet
- A, then player B will continue in melee with player A until combat engagement breaks. So one can begin to see how
- these can create buggy scenarios where in War, player A will summon pet B and will have to force player B into a
- situation to "use melee targeting at player A" in order to properly damage player A since player B will remain in
- initial combat engagement with pet A due to the current rules of combat. This is also applied with the standard
- auto-targetting with mage spells, assuming that the standard blast, E.G. "cast ball lightning" vs. "cast ball
- lightning at player A" will cause "cast ball lightning" to target pet A regardless. Of course, in a mage war setting,
- the easy work around is to just "cast ball lightning at player A", but then this brings up another topical issue.
- #3.) The way that necro blaster pets work has a completely separate function that works entirely different from a
- player's ability to "concentrate on a spell". Necropets (both heal/blast) are based on a round-by-round charge
- function (which you can see similarly in an item Ruckus coded called "undulating halberd"). Meaning if player A has pet A (blasterpet) out and engages with player B while pet A begins its blaster function targetting player B, pet A can *save* round undead pet charges to complete the blast if and when the player returns. So potentially, player B could flee for 15 rounds, BUT, if pet A has only one round charge left before its blast completion, it can HOLD that charge within memory, and then increment it properly once combat engages and allows pet A to finish its blast on round 16. Example of player vs. pet charge on spellcasting:
- Conditions: Bard with playing/singing/speedsong at 100%
- Player_B starts concentrating on an offensive spell.
- *** NEW ROUND ***
- Sonic Blast: ##
- *** NEW ROUND ***
- <success>
- or if speedsong fails to check:
- *** NEW ROUND ***
- Sonic Blast: ###
- *** NEW ROUND ***
- Sonic Blast: #
- *** NEW ROUND ***
- Player_B cast: <success>
- A paraphrased POV of pet charge based on tier 3(from player A as a necro, and is NOT explicity declared in terms of
- its blasting). Now let's just create some conditions to see what it looks like, afaik, 2-3 is about the standard for
- in which it takes for a blaster pet to have blast completion while the necro casts.
- Conditions: Tier 3 Blaster Pet
- Full prime necro casting phantom destruction with 100% Quick Chant
- static int Pet_A_Charge = 0;
- if (Pet_A_Charge == 3) { Pet_A_blast(); )
- *** NEW ROUND ***
- Undead Pet_A concentrates on an offensive spell. (Pet_A_Charge++;)
- Player A starts concentrating on an offensive spell.
- Phantom Destruction: ###
- // (incrementation of charge) (Pet_A_Charge = 1; Pet_A_Charge++;)
- *** NEW ROUND ***
- Phantom Destruction: #
- (Pet_A_Charge++)
- *** NEW ROUND ***
- Player_A cast: <success>
- /* since now Pet_A_Charge meets the condition "Pet_A_Charge == 3", function is called that calls a successful undead blast */
- Undead Pet A casts an offensive spell. <success>
- *Now, let's consider a scenario where player B (mage) leaves mid-combat while pet A is charging and necro is casting
- phantom destruction under the same conditions:
- *** NEW ROUND ***
- Undead Pet_A concentrates on an offensive spell. (Pet_A_Charge++;)
- Player A starts concentrating on an offensive spell.
- Phantom Destruction: ###
- // (incrementation of charge) (Pet_A_Charge is now = 1; Pet_A_Charge++;)
- *** NEW ROUND ***
- Phantom Destruction: #
- Pet_A_Charge++ // Pet_A_Charge is now == 2)
- Player B leaves south.
- Player_A cast: <miss> // Miss due to player B object not being in the same room
- /* since now Pet_A_Charge is now == 2, imagine player B leaves for 10 rounds, approximately 20 seconds because player B needs to heal. Player B returns to player A's room and gets hit by pet A's blast immediately as the round starts, and players engage in combat again.
- Player B arrives from the south.
- *** NEW ROUND ***
- Phantom Destruction: ###
- (Pet_A_Charge++ // and is now == 3 due to static value)
- Undead Pet A casts an offensive spell. <success> (Pet_A_Charge is completed and now reverts back to 0)
- *** NEW ROUND ***
- Phantom Destruction: #
- Pet_A_Charge++; (Pet_A_Charge is now == 1 again)
- // charges increment again for the undead, etc.
- *Now, the final scenario to consider is in 'War' and 'Grand Melee' where there has already been case-scenarios ruled
- by wizards in the past that they should not be used in war due to its buggy nature to cause melee combat to directly target the pet.
- Conditions: Player A as a fighter/necro combo vs.
- Player B paladin
- Pet A Undead tier 3 healpet attached and summonable to Player A
- Player A has summoned undead before combat engagement
- Player A arrives from the north.
- *** NEW ROUND ***
- Player B is in melee with Undead Pet A.
- Player B starts concentrating on melee_targetting.
- //(Player B is now using melee targeting at player A to shift from attacking the undead to the player)
- Player A is in melee with Player B.
- *** NEW ROUND ***
- Player B is in melee with Undead Pet A.
- Player A is in melee with Player B.
- *** NEW ROUND ***
- // Player B successfully switches targets from Pet -> Player A
- Player B is in melee with Player A.
- Player A is in melee with Player B.
- *** NEW ROUND ***
- Player A leaves to the south.
- //one round of no combat
- Player A arrives from the south.
- *** NEW ROUND ***
- Player B is in melee with Undead Pet A.
- Player B starts concentrating on melee_targetting.
- //(Player B has to retarget immediately in order to fight player A again)
- Player A is in melee with Player B.
- *** NEW ROUND ***
- Player B is in melee with Undead Pet A.
- Player A is in melee with Player B.
- *** NEW ROUND ***
- // Player B successfully switches targets from Pet -> Player A
- Player B is in melee with Player A.
- Player A is in melee with Player B.
- *** NEW ROUND ***
- Player A kills Player B for 7700 points!
- So on and so forth-- so you see my point here is this is easily exploitable for players to hide behind their pets for
- damage while they can heal and blast for their masters while their masters can implore other options. Creative, yes-- balanced, well, I leave this up to debate between admin/staff and players to judge accordingly of the matter.
- ~Ragnarok the Sanguine
- *Player answers in regards to several questions regarding necropets and/or other pets:
- *Question posed for Spoon (Fumbles alt) and winner of various war titles:
- *"Do you know of at all if elementals can be summoned during war because of TP2?"
- Spoon telepathically contacts you with 'I have not access to all of them i know that the fire one cannot, the
- entity from ring of elemental control cannot and the chaos beast cannot'
- *Question posed for previous war winner Zeratuel/Enits:
- *"What are your thoughts: if you were fighting a necro in war where you could not fight the necro himself because
- you're forced to fight the pet first?"
- Zeratuel telepathically contacts you with 'If your unable to fight the necro
- before pet dies, it would be wrong imho'
- Zeratuel telepathically contacts you with 'Sure he can use it, but it should
- be on par with mage, druid, culty pets. Where you can pew the master
- directly iirc'
- Myself: right, but the thing is a mage/druid and the sort can't summon pets into war
- Zeratuel telepathically contacts you with 'That would be the fix i would go
- for'
- Zeratuel telepathically contacts you with 'War should be 1 vs 1, not 1 vs
- 1+pets'
- Zeratuel telepathically contacts you with 'This is retro, we're not pvp
- balanced'
- Dinadan telepathically contacts you with 'I'm not sure. It would definitely make the game less fun.'
- Dinadan telepathically contacts you with 'My other thought, though, is that
- war is a shitty way to weigh balance issues for a party mud. My focus would
- be on "what makes war fun for the participants involved?" If necro undead's
- blocking ability makes it so much harder for them to be defeated, they
- either need to not block in war or not be allowed in war. For me, though,
- war is a fairly insignificant portion of the game. It's not like WoW where
- PvP is a Big Deal and classes have to be balanced in that light. I'm cool
- with many builds being less viable in war than they are in parties.'
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