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incognito | Mon 19-Nov-07 02:49 PM |
Member since 04th Mar 2003
4495 posts
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#19740, "Problem with cabal item change?"
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Can't we make it so that using magical transportation just involves dropping the cabal item?
At the moment, I am thinking that blindness (of any kind) when you have the item means that you have the choice between dropping everything or being sequestered (in effect) until it wears off.
Dirt kick, blindness, eyejab etc all now will block magical transportation!
Also, if you are being lagged out as you get the item, you now need to get off twice as many commands to get out. One to drop the item, and one to recall.
Or am I missing something?
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Zulghinlour | Mon 19-Nov-07 08:37 PM |
Member since 04th Mar 2003
9792 posts
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#19742, "Blindness vs. Cabal Items"
In response to Reply #0
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Actually I've changed it so that Cabal Items can always be seen (even if you are blind, in the dark, etc). So you will always be able to drop it. So long, and thanks for all the fish!
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Dallevian | Mon 19-Nov-07 06:09 PM |
Member since 04th Mar 2003
1646 posts
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#19741, "That was my original idea."
In response to Reply #0
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And I'd still like it to be so that you -can- recall or teleport or whatever as needed but it simply drops the cabal item to the ground. Otherwise, good catch, being blinded with the cabal item now means Uh Oh.
The point is to make attacking them and running off the raiders a viable option (other than just killing them).
And I do want to nominate an alterante exit from Imperial lands like I did last year. I'd like to see a one way escape route that takes a character through either the underdark sea or the underdark. Make it dangerous, but give a route other than Imperial lands, Balator, and or KotR.
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Lyristeon | Tue 20-Nov-07 08:12 AM |
Member since 02nd Jan 2004
1282 posts
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#19744, "RE: That was my original idea."
In response to Reply #1
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Just drop it and you can recall. I don't like the idea of it automatically being dropped.
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