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Falin
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PostPosted: Sat Apr 03, 2010 1:02 pm |
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Joined: Tue Dec 18, 2007 6:07 pm Posts: 1211
Location: michigan
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I was in a dungeon and treid to use my gate wep w/ 5 charges, and i could not use it...it used to do that from what i remember ..is that right or do i have bad memory?
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aleksander
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PostPosted: Sat Apr 03, 2010 1:05 pm |
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Joined: Fri Dec 15, 2006 11:23 am Posts: 864
Bot Check: GAMER
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what did it say to you? Something like, 'An anti-magic field disrupts your spell'?
Yes they used to be the go-to item for leaving a dungeon in haste. They do not work as far as I know yet.
Would be nice if they did though. They come in handy when you get in a little over your head in a hunt or for avoiding a PKer lol.
They have no real value if they do not work in dungeons.
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Falin
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PostPosted: Sun Apr 04, 2010 7:19 am |
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Joined: Tue Dec 18, 2007 6:07 pm Posts: 1211
Location: michigan
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it said (i think) something like yu cant use that here.
And yeah they could be used by warrioir out in wild but there isnt that much outta town to hunt really unless noob or you go shrines.
_________________ Falin(ROT)-Bully
Galen Soulhunter(Deamons)-Money maker
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GMBob
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PostPosted: Sun Apr 04, 2010 11:26 am |
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Site Admin |
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Joined: Thu Nov 02, 2006 4:07 pm Posts: 1760
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I made this change(bugfix) because gate travel(spell) can't be used in dungeons, so i saw no reason why gate travel(weapon) should have been usable. The antimagic detection on it was slightly broken.
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maher
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PostPosted: Mon Apr 05, 2010 3:24 pm |
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Joined: Sat Jun 20, 2009 3:28 am Posts: 1733
Bot Check: GAMER
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yup, but gate weapons should be better than a mage gate spell.
id like to be able to use gate weps in dungeon again.
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Falin
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PostPosted: Mon Apr 05, 2010 3:45 pm |
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Joined: Tue Dec 18, 2007 6:07 pm Posts: 1211
Location: michigan
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i agree. They are of good value if you can use them in dungeon...if not the value goes down bigtime. it isnt very easy to get the weps in first place, factor in most classes are restricted to a certain wep, and that you only get a couple charges and when used you have to wear down the wep to recharge(not to mention having to be good enough to get an orb in the first place, or the correct one). I say make them work in dungeons but only make there max charges 3.
_________________ Falin(ROT)-Bully
Galen Soulhunter(Deamons)-Money maker
Cutler-Worker Bee
Hook(Daemons)-Mild mannered reporter/Tamer
Mr.Obvious-SUPER Crafter
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gaffer
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PostPosted: Tue Apr 06, 2010 3:38 pm |
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Joined: Tue Jul 28, 2009 3:34 pm Posts: 267
Bot Check: GAMER
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Iam Ranger and i Can't Use the ability of the Melee Weapons ( Swords, mace , fencing ) if it have Gate magic . i think i should be able to use just the ability not the Weapon
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GMBob
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PostPosted: Tue Apr 06, 2010 9:21 pm |
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Site Admin |
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Joined: Thu Nov 02, 2006 4:07 pm Posts: 1760
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So in other words the justification is "They're worth less if they're fixed so we want them to stay the way they were since it allows for it to be literally impossible(if used correctly) for anyone to be pk'd in a dungeon".
Ehh... no.
Denied.
If anyone really wants an example of this, pop gate weapon, walk through, take 4 steps away, pop a stonewall. The gate will decay before the wall does.
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Thassius
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PostPosted: Wed Apr 07, 2010 10:12 am |
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Joined: Tue Jan 11, 2005 2:26 pm Posts: 3202
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The merit and value of gate weapons is that they allow non-magery builds to use the gate travel spell at all.
This has nothing to do with allowing people to use it in a dungeon; as Bob very correctly pointed out, it would allow anyone to simply evade being PKed, and thus completely ruin PvP in a truly gamebreaking way.
It's a good example of people suggesting something but not really thinking through the implications in-game. It would really suck if people could be walled in a dungeon but then simply gate out.
_________________ Thassius
"Blessed are the noobs, for they shall inherit Obsidian" - Thassius
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