Dedication to Action and fun.
 
HomeCalendarFAQSearchMemberlistUsergroupsRegisterLog in

Share | 
 

 guild halls & comp

Go down 
AuthorMessage
Brayden97



Posts : 62
Join date : 2017-11-08

PostSubject: guild halls & comp   Fri Mar 02, 2018 1:56 pm

Was hoping to maybe get the amount of attackers allowed into enemys guild hall to be raised at 2 at any one time, just would give something for me and a guildie to do if we're online and bored, seeing how low the player base is atm the system isn't really being used, only for 100% conceal players to come kill guild bosses when no ones on lel

Also on that note i think that part of the guild comp system is a bit broken, a guild that rarely pvp at all can come online while no one else is and take all the territories, guild halls and get 50-100 points a day for it, i think just a re work on how the territory points are distributed would be right?
Back to top Go down
View user profile
Brayden97



Posts : 62
Join date : 2017-11-08

PostSubject: Re: guild halls & comp   Fri Mar 02, 2018 2:36 pm

Another thing, thos planar binding stones or whatever? i don't think they should be able to be used to get past the guilds front gate. Also not sure if the teleport dagger would put you past it either or not
Back to top Go down
View user profile
Cory|01



Posts : 44
Join date : 2013-05-06

PostSubject: Re: guild halls & comp   Sun Mar 04, 2018 11:16 pm

Agreed

Brayden97 wrote:
Another thing, thos planar binding stones or whatever? i don't think they should be able to be used to get past the guilds front gate.
Interestingly, Beamdog is looking into implementing improved vector/line of sight mechanics into the enhanced edition toolset, which would likely solve this bug.
Back to top Go down
View user profile
Highv Priest
Admin
avatar

Posts : 617
Join date : 2012-09-13

PostSubject: Re: guild halls & comp   Mon Mar 05, 2018 12:06 pm

The teleportation is entirely homebrew. I can add a check to stop bypassing gates, it simply doesn't as part of the feature of teleportation.
Back to top Go down
View user profile http://badlandsaction.forumotion.com
Spaceman87

avatar

Posts : 195
Join date : 2014-05-31
Age : 31
Location : Ireland

PostSubject: Re: guild halls & comp   Wed Mar 07, 2018 3:15 pm

i like lair idea being 2 min, temporarily, to give ppl something to do. but still defender plus 1 normal attack formula, just allowing 2 min.

as for teleporting, i like it as it is except for faction gates, anywhere else is good and more 'feature' than bug
Back to top Go down
View user profile
Brayden97



Posts : 62
Join date : 2017-11-08

PostSubject: Re: guild halls & comp   Thu Mar 08, 2018 10:33 am

Yo, seems like it’s a good idea! Sorry I can’t come up with an idea to fix the guild points though, kind of not good with that stuff
Back to top Go down
View user profile
Sponsored content




PostSubject: Re: guild halls & comp   

Back to top Go down
 
guild halls & comp
Back to top 
Page 1 of 1
 Similar topics
-
» Guild Chest! (Also the Price Check Thread!)
» U22 Guild Ship and Amenity Changes
» Guild forming in MM
» Ozfigurama Mattel WWE Competition
» Gundam Model for Brisbane Qualifier comp

Permissions in this forum:You cannot reply to topics in this forum
Badlands Action :: Talking about nwn :: Wish List-
Jump to: