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Gameplay | Topic subject | Guards | Topic
URL | https://forums.carrionfields.com/dcboard.php?az=show_topic&forum=6&topic_id=25284 |
25284, Guards
Posted by DaeDroug on Wed 31-Dec-69 07:00 PM
Is it just me or are the NPC guard mechanics pretty wonky, they block your path in every direction even though the room could very well be gigantic and even if you knock them out they can supposedly still block you. As well, they're trying to keep people out not in right? so why would they be stopping people trying to leave, I've actually gotten stuck in a place when my more combat oriented companions left and i stayed to explore some before heading out only to have the guard return.
In my opinion it would make alot more sense if guards could only guard in one direction and then if more then one direction needs guarding just have more then one guard and there and have them assist eachother.
As well I would think that characters that can hide should be have a pretty easy time bypassing guards.
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25286, The next time your invoker...
Posted by Scrimbul on Wed 31-Dec-69 07:00 PM
Goes to spam skills in a guild and I come in and whack you, you'll be singing a different tune.
Game mechanics don't allow you to KO a guard and just walk past without a reason. In fact, to be realistic the imms should make them immune to knockout skills period.
Then we wouldn't even be reading this post.
In short, for you to think what you think in your last sentence means you don't fully understand why the game mechanics are the way they are. Thieves would be a ridiculously overpowered class if they (guards) worked this way as would any idiot with choke. The system of having a guild in the first place would basically break completely if guards could be KO'd and ignored, and frankly since their back is to the guildhall in the doorway of the guild 24/7 anyway there should be no way to get behind them and knock them out.
Centurions would also go from overpowered to useless. They should probably also be immune to KO.
>Is it just me or are the NPC guard mechanics pretty wonky, >they block your path in every direction even though the room >could very well be gigantic and even if you knock them out >they can supposedly still block you. As well, they're trying >to keep people out not in right? so why would they be stopping >people trying to leave, I've actually gotten stuck in a place >when my more combat oriented companions left and i stayed to >explore some before heading out only to have the guard >return. > >In my opinion it would make alot more sense if guards could >only guard in one direction and then if more then one >direction needs guarding just have more then one guard and >there and have them assist eachother. > >As well I would think that characters that can hide should be >have a pretty easy time bypassing guards.
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25289, RE: The next time your invoker...
Posted by DaeDroug on Wed 31-Dec-69 07:00 PM
Oh no I think you misunderstand what kind if guild I'm talking about, I'm talking about kind of the centurions that make you pay tolls except there are others that won't take a toll and just don't let you past.
I'm perfectly agreeable with the guild guard mechanics it's the imperial centurion-like mechanics that i don't like.
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25501, RE: The next time your invoker...
Posted by _Magus_ on Wed 31-Dec-69 07:00 PM
You mean like the guards in Mines of Zakiim? How they won't let you out if you kill them, go past them and then the area repopulates? Those guards seem buggy to me at least.
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