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Guards
#1

We need a change in the guard system...

The way it should work is as soon as you cast an offensive spell targeting a blue player or a summon spell that you can't control (like ev or bs) the guards should come.

It's happened to me where I went afk for not even 2 minutes at brit bank and when I came back I was dead. Other times I've gone afk longer, at brit bank and when I come back I'm dead and my body has decayed.

I've seen someone talking at brit bank and a few guys made gates, cast fs, then ran into the gates right away. The blue guy talking died and couldn't do anything about it. He wasn't even AFK!

Today I was mining at minoc mine, I left for a bit and when I came back I saw a dead body there. Not even 10 minutes after I came back someone casts EV next to me to try and kill me. Now when I mine I'm naked and will probably die in 1-2 hits from an EV. SO even if I try running it catches up and could have killed me too. It's a guarded area, I shouldn't be able to be attacked like this.

If this is how guards are meant to be, what reason does someone even have for staying blue?

And the way it looks right now, I wouldn't be at all surprised to see a red player take the pits bad to outside brit bridge, walk in, dump someone and walk out without getting killed.

As much as we play this game we are human and need to go afk sometimes, like to pee or get a drink. Don't tell me I can't do this when in a guarded area where "you are now under the protection of the town guards" as the message goes. Even worse is that vendors don't call guards for you...
#2

First off, it takes seconds to hide, recall or go to the pits. If you must go afk you have options.

Now to talk about the guard zones. We are not a modern day shard with insurance and safe zones every 12 tiles. There was always risk involved on (default)sphere guarded towns. Right now I honestly think guards are too useful and muttering 6 letters to call them is quite simple. If guards are called on a gray they have like a 99.5% chance of death. Guards should not and will never be a complete safety zone. There are realistic risks involved for all parties.

As for summons in guarded areas, this is disabled. The reason they are possible in minoc mine is that there is one tile that isnt guarded, which I did on purpose so pkers can help us check for afk macroersWink If people aren't afk then they will have no chance of dying there so it doesn't change anything.

Its your responsibility to look out for your character though and if you go afk then be sure to take appropriate actions or risk it. Of course you could simply make a macro that calls guards if hits <100 and run it when you go afk in town as well. There are so many things you can do to protect yourself and there is no need for absolute safety, none at all.
#3

Some tiles of the new part of minoc mine isn't guarded... maybe its a bug, a fail of a gm that forgot to guard that tile, or made for a purpose.

I'm on top of it!
#4

Shade Wrote:The reason they are possible in minoc mine is that there is one tile that isnt guarded, which I did on purpose so pkers can help us check for afk macroersWink

PedroDiLara Wrote:Some tiles of the new part of minoc mine isn't guarded... maybe its a bug, a fail of a gm that forgot to guard that tile, or made for a purpose.

This was done with reason :p If you want a mine with guard protection then you get the chance of someone other then staff checking on you.
#5

Shade Wrote:First off, it takes seconds to hide, recall or go to the pits. If you must go afk you have options.

It also takes only a second to do detect hidden to find the afker and kill them. I'd love to recall to a guarded bank and go afk for 2 minutes but that's not safe either!

Shade Wrote:Now to talk about the guard zones. We are not a modern day shard with insurance and safe zones every 12 tiles. There was always risk involved on (default)sphere guarded towns. Right now I honestly think guards are too useful and muttering 6 letters to call them is quite simple.

I'm not talking about insurance or safe zones every 12 tiles. I'm saying that the guards should be better because right now they suck and there are plently of loop holes screwing over people. Even people not afk get screwed. Look at my example of someone talking at brit bank. What did they do wrong? Go in a blue town where they were told they are safe.

Shade Wrote:There are realistic risks involved for all parties.

An innocent blue bystander shouldn't be in risk cause some moron wants to spoil the blue players' macro.

Shade Wrote:As for summons in guarded areas, this is disabled. The reason they are possible in minoc mine is that there is one tile that isnt guarded, which I did on purpose so pkers can help us check for afk macroersWink If people aren't afk then they will have no chance of dying there so it doesn't change anything.

Way to give another loop hole for attacking people in guarded areas. I mean how many checks are needed? Staff, afk macro gump, other players? How much am I expected to do at once? I want to mine, not mine, answer the gump, tell the staff I'm there and heal myself because people summon an EV on me! Come on now be reasonable...

Shade Wrote:Its your responsibility to look out for your character though and if you go afk then be sure to take appropriate actions or risk it. Of course you could simply make a macro that calls guards if hits <100 and run it when you go afk in town as well. There are so many things you can do to protect yourself and there is no need for absolute safety, none at all.

Yea I could put that in very easily, but if I'm afk macroing in BRIT and 3 people surround me and fs at the same time, chances are Razor won't get to that line where it says if hits <100 call guards. And it's hard for Razor to advance to that line when it's in the middle of a pause for me to make something or if I have a long macro to do something and that check is at the end... What, now you are going to tell me to put it in 5 times and break up my 3 second pause into 6 x .5 second pauses?

We gotta be reasonable here. It shouldn't be a headache for someone just to mine or afk macro their crafting skills...
#6

Dunno I personally think that our guards are overpowered. About killing ppl in guard zone with 3 FS - It will happen on any server, if u can cast harmful spells in guard zone and cast gate. Just 3 perfect timed fs and gate in papua for example, u cast and run in the gate, but our guards will kill u even in papua! Hows that fair? I thought guards were supposed to protect their city... If our guard targeted you, he will kill you anywhere except for safe zones. I'd also like to tell what happened to me once. I was on my character without kills, but it was karma gray. Guards didn't attack me cos i wasn't crim, but i couldn't call em too. Then i saw people from some guild chilling in brit and killing eachother, ofcourse noone except for guild members could loot em. I step on pit rune, then when it counted "1" i quickly cutted the body and guard instantly teleported on me, but he didn't kill me , cos i was teleported in pits. Then i went afk for like 1 hour, when i came back i ofcourse wasn't crim already, but just grey. Then i jumped to brit and that guard what targetted me 1 hour ago just teleports on me and kills me. My body was looted cos i was karma grey, but he would kill me even if i'd be blue... It never used to be like that on sphere. NEVER.
And yeah, guard zone and safe zone are two different things, in gz you can kill the attacker instantly if u will type "guards", it was the only advantage in guard zone on any server where i played. I never seen that guards kills you anywhere , even in red towns... Even if u will be ressed for example in delucia after dead, guard will kill you again if someone didn't dispel him first...
#7

I agree with shade, the guards are fine. Like in RL, your not truely safe anywhere. Say your standing in a police station IRL, a guy walks in, turns to you, shoots you with a handgun. Boom, dead. Tough luck mate, pay attention or do any of the things shade said.
#8

I'd personally love guards that don't insta-kill in one hit/one sec. I agree they are overpowered but people still complain about them not wiping their ass and stuff. I think this current guard system was enabled way before I started here though so I don't know how easy it would be to edit. Of course thinking from both sides it does seem kinda balanced... minus that one time you had a guard stalk you. I can understand them walking through a gate, chasing you down for the kill but if they tele'd there to get you then thats a bug.

Anyways, guards are crazy strong and fast. Systems that are in place are balanced pretty well considering the diversity this shard has. Though if I had my way (and Taran's permission) I would make guards weaker.
#9

make them so weak and without weps, let them punch u to death!!! but u should also have a chance against them and to run away, irl u can kill a cop. but i bet if there were dragons and such irl they would be way harder to kill than a cop. so how come we kan kill dragons but not guards? xD

- regards, Fable
#10

Back in the beginning of UO, you could kill guards. My guild made a freaking fortune from doing it Big Grin
Anyway, I think they are too overpowered as well, theres probably a happy medium somewhere that could be reached where they protect everyone well, but arent insta-death machines, maybe like the equivilent of a drake in strength. Cause you can go toe to toe with a drake, but it'll definitely mess you up a bit, and if another one shows up your done for. And the things gang was speaking about is totally a bug which should be looked at. Thats just crazy.
#11

once me and gang were fooling around outside minoc caves, then i called guards on him when we were both inside the mines and the guard took him out, outside. then i ressed him and the guard jumped on him again, so i ressed him again and mad dispelled him, but a new guards came and wacked him down lol.

- regards, Fable
#12

I say when they "kill" you, all your armor and inventory drops to the ground and you turn into a grey chicken with one HP. Smile


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