I'm not sure if this is a bug, or if its just the way it is. So I have been bringing up two new characters recently and have had to flee several times. I love how flee currently send you back the way you came from in the majority of cases. However, what I have noticed is if you came from a location with a named exit, such as cave, wasteland, etc etc. If you attempt to flee it will always fail. This has occurred to me twice now.
Is there anyway to change flee so if you can't flee in the direction you came from to still try and flee in a random direction?
Flee
Re: Flee
Someone else recently pointed this out to me, so I'd like to toss in what I've observed:
If a player enters a named exit, for instance the Goblin Fens, where only an extra-descriptive exit connects the areas - and must retreat - they will not be able to like Thurgan has said.
Instead they will run in circles til they have inevitably run out of stamina/have been killed, since from what I can tell...
Flee only works for the normal directional exits without the skill trained, which probably would allow someone to "flee somewhere" instead of running the aforementioned goblin lap.
Would it be possible to add "somewhere" to the directions that flee can possibly run to?
If a player enters a named exit, for instance the Goblin Fens, where only an extra-descriptive exit connects the areas - and must retreat - they will not be able to like Thurgan has said.
Instead they will run in circles til they have inevitably run out of stamina/have been killed, since from what I can tell...
Flee only works for the normal directional exits without the skill trained, which probably would allow someone to "flee somewhere" instead of running the aforementioned goblin lap.
Would it be possible to add "somewhere" to the directions that flee can possibly run to?
Cattle die
kinsmen die
all men are mortal.
Words of praise
will never perish
nor a noble name.
- Hávamál
kinsmen die
all men are mortal.
Words of praise
will never perish
nor a noble name.
- Hávamál
Re: Flee
This is something that's been pointed out/asked about/suggested a lot on the forums and elsewhere in recent memory. I obviously don't know for sure, but I would guess it's being looked into.
Nascentes morimur, finisque ab origine pendet.
Re: Flee
I recall I was able to flee back and forth through a "somewhere" exit. In particular the entrance of Blingdenstone. I wonder if in that case it counts that the exit is named in the same way on both sides, i.e. "tunnel".
Re: Flee
There very well could have been a recent discussion on the topic that I missed. However the last topic I recall was when flee was changed to have you retreat in the direction you last came from. Which is great! The way flee worked beforehand was it just sent you in a random direction that was available. So, most of the time it will work "correctly" as in the way it was changed to. The only time an issue is experienced is if you entered an area/zone via a named exit. For example entering or leaving the wastelands in the high moors. To go in you have to type wastelands, to leave you just go up, but then once you are up the direction you came from is now "wastelands" and if you try to flee you will just get the echo "Argh you try to flee but can't find the exit" or whatever the exact phrase is. This same scenario applies to many other areas as well.
I understand that if you have it trained you can choose the direction. My only suggestion would be that if flee can be modified in a way that if you can't flee in the direction from which you came (for whatever reason that may be) that you still be able to flee randomly.
I understand that if you have it trained you can choose the direction. My only suggestion would be that if flee can be modified in a way that if you can't flee in the direction from which you came (for whatever reason that may be) that you still be able to flee randomly.
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- Sword Grand Master
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Re: Flee
Someone remind me what the problem was with allowing all players to choose what direction they fled in?
I didn't know this was even a skill tbh. I'm not sure why simply choosing where to move was implemented in this way. I recognize that exact battlefield movement is greatly simplified here but it seems weird to change the withdraw action and the run action and apply some kind of challenge to them.
I didn't know this was even a skill tbh. I'm not sure why simply choosing where to move was implemented in this way. I recognize that exact battlefield movement is greatly simplified here but it seems weird to change the withdraw action and the run action and apply some kind of challenge to them.
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!