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 guild halls & comp

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Brayden97




Posts : 94
Join date : 2017-11-08

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PostSubject: guild halls & comp   guild halls & comp EmptyFri 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?
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Brayden97




Posts : 94
Join date : 2017-11-08

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PostSubject: Re: guild halls & comp   guild halls & comp EmptyFri 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
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Cory|01




Posts : 44
Join date : 2013-05-06

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PostSubject: Re: guild halls & comp   guild halls & comp EmptySun 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.
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Highv Priest
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Highv Priest


Posts : 642
Join date : 2012-09-13

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PostSubject: Re: guild halls & comp   guild halls & comp EmptyMon 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.
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Spaceman87

Spaceman87


Posts : 195
Join date : 2014-05-31
Age : 36
Location : Ireland

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PostSubject: Re: guild halls & comp   guild halls & comp EmptyWed 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
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Brayden97




Posts : 94
Join date : 2017-11-08

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PostSubject: Re: guild halls & comp   guild halls & comp EmptyThu 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
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