Teleport

For the discussion of general topics about the game.
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Argentia
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Post by Argentia » Tue Jan 31, 2006 7:28 pm

Maybe this is a little extreme, but you might code it so that when you teleport you're hit by something akin to a dispell effect, like when you enter MS and your invis is nulled. This could be justified by the folding effect of the planes that occurs when you teleport interfering with enchantments of the Weave you may have on you. Or something. :D
Do not meddle in the affairs of dragons, for you are crunchy and go well with ketchup.
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Elenthis
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Post by Elenthis » Wed Feb 01, 2006 12:11 pm

I dont know guys...sounds to me like this discussion turned into "How do we make the choice for wizards change from 'do I teleport to person X or not' to 'if I teleport, will I die?'. Seems to me people play muds and D&D ect. because they want to relax and have some fun from thier every day lives. Who doesnt want to be the warrior that single-handedly slew 3 dragons? Or the Priest that saved the day...or the wizard who didnt have to walk because he was so powerful (lvl 40-50 wizard mean anything?). Ok, Tabletop vs mud. IMO throw those ideas away. This is not second or third edition TSR or WotC Dungeons and Dragons. This is Forgotten Kingdoms. BAM! This is a game in and of its self. We have the best mudding player base in the game, and one of my biggest fears, being a long time player, is that we are so eager to 'improve' the game that we've all started nerfing our own fun. "Lets make it more realistic...no more...more...more..." until someday I swear, I'm going to log on a lvl 50 dwarf with a doomslaying axe of giant power, and have to go sweep my dwelling manually otherwise I'll suffer great death for not RPing the cleanliness of my cottage. Teleport is great the way it is. So what if -some- people use it frivelously. They must be really powerful? Or maybe they are TPing to mobs to find new areas. If thats the case, call itcode abuse and strike them. Or just post a simplified set of rules for TP.
*Do not TP to mobs just to find new areas.
*Do not TP to mobs, kill them, loot, and leave.
*Do not "Hit and run" Player characters. (help pkill)
and so fourth.

FK is IMO the best mud out there. Maybe we should take some time to think about non-static improvements rather than code-changes for a while. New areas, more RP's maybe some world-changing events? Who knows. As I see it, this mud has reached the 95% done phase, and I worry that in our effort to reach 99%, we will damage the integrity of the first half. Anyhow, I know that was quite a rant, but I feel its on topic, and non-flaming...and hopefully either moot or productive. So...if anyone has something to add, or bash, PM me, or maybe move this post to start a thread or something? I dunno. Have some fun though. Mud=fun.
~Elenthis.
Far away and across the field, the tolling of the iron bell calls the faithful to their knees to hear the softly spoken magic spell.
Theillik

agreed

Post by Theillik » Mon Feb 06, 2006 5:34 am

Nicely said, Elenthis.
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