Meldread
2007-07-03 04:42:35 UTC
#96029
First there seems to be a bug. My character was able to simply walk through the gate going from Lower to Upper Sanctuary. I am not sure what caused it, but other people tell me it "throws" you back if you don't pay the toll.
I have an alternative suggestion that will take care of the bug. Modify the toll gates to function similar to the gates at the Kuo-Toa City. Allow a character to bluff, persuade or intimidate the guard into letting them pass in addition to paying the toll. A Charisma check might also be viable.
I've actually cross-classed to put points into Bluff and have had very little chance to use it. I could have placed it in something more useful but I decided it was more character appropriate to have skill ranks in bluff. I would like the chance to use it!
Blue41
2007-07-03 04:48:58 UTC
#96035
Just another tiny bug. I believe there's a chance you can through if you attempt to pass with someone else at the same time. After being rejected, I tried it again with someone else at my side and got through, while they had to pay the toll. :P
Meldread
2007-07-03 04:54:31 UTC
#96038
Ha! :twisted:
Not for me. I was all alone when I was heading up. It went something like this.
Deputy Marshal Harris Jameson: "Much as I'd prefer you to just stroll on up, I'm supposed to..."
Mierin Eronaile: [Keeps on strolling, not bothering to listen to what the Deputy has to say.]
Myfanwe
2007-07-03 06:42:14 UTC
#96054
In other news, Invisibility doesn't fool the man!
lovethesuit
Please to be fixing please.
Sternhund
2007-07-03 11:10:54 UTC
#96086
There's also a bug in that sometimes you can pay the toll, yet it will continue to restrict you.
Halfbrood
2007-07-03 13:27:11 UTC
#96099
I'm not sure whether this was a bug, but I wanted to double check just in case it was classed as abuse of mechanics. When you attempt to sneak past the toll, you're required to take a hide check, followed by a move silently check, but then after the initial hide/move silently check, you're forced to make another hide check right afterwards. Is this intentional?
Meldread
2007-07-03 16:13:37 UTC
#96113
I think all of these bugs can be corrected by implementing the suggestion I made in the original post!
Really, I think it is a much more sensible implementation on behalf of the Watch. If the gate is locked and you must speak to the Watchman to pass it eliminates the whole hide/sneaking and invisibility issue. The Watch certainly should know that these things are common within the city, and by keeping the gate closed they can be certain if someone is trying to sneak by without them knowing.
Having the ability to bluff/persuade/intimidate your way through the gate could then also be added. It might actually encourage people to invest points into the skills.
Thomas_Not_very_wise
2007-07-03 16:26:20 UTC
#96117
I totally support meldread here, I think this script is causing Serious lag.
Myfanwe
2007-07-03 16:32:13 UTC
#96119
I disagree! There are counters to Invisibility implemented, just not at the Upper/Lower gate. Obviously the Watch doesn't think that's an issue.
Halfbrood
2007-07-03 16:33:02 UTC
#96120
I thought there were. Removed now!? INVIS PLZ.
TheManicMan
2007-07-03 18:15:00 UTC
#96127
Keep the gates open! Us sneaks are fine with the double rolls. And it only makes sense because there are two gaurds gaurding the gate. We love that if we have a hide of 10 we get through :D
Szgk
2007-07-04 11:10:56 UTC
#96262
Is move silently checks' DC set at 0 intentional as well?
AScottBay
2007-07-04 17:04:10 UTC
#96300
That's a mistake on my part. >_>
Myfanwe
2007-07-08 15:41:35 UTC
#96817
Since this thread was already active:
This new dialogue system was put in recently which is pretty neat -- except the Toll Private keeps getting Limbo'ed and the gate unlocked, which begs the question, if there's nobody to charge it, why have a toll in the first place? Don't get me wrong, I'm not saying gate duty can't be entertaining, but after 9 hours you begin to understand why such positions are filled by NPCs rather than PCs.
On the off chance that we're simply talking about a misunderstanding, the Toll Private is not supposed to take you into Lower. The Deputy is. Despite what I've been told, I have not experienced -- nor is it easy for me to imagine -- bugs with this very simple solution.
On a slightly related note, it would be nice if the waypoint on the Lower side of the gate was rotated some 180 degrees so we face the stairwell down instead of the gates. A small detail, but annoying nonetheless.
Garem
2007-07-08 20:21:11 UTC
#96849
On a slightly related note, it would be nice if the waypoint on the Lower side of the gate was rotated some 180 degrees so we face the stairwell down instead of the gates. A small detail, but annoying nonetheless.
God yes. You can't click on it and let it walk, you'll get hung up everytime. This is especially annoying when you want to alt-tab out to troll in IRC or the forums! Aside from being somewhat unrealistic that a stairway could spin like that, it's annoying enough for me to beg it to be fixed anyways.
AScottBay
2007-07-09 03:42:34 UTC
#96896
The waypoint does face the stairs, but the dialog causes the character to spin around. No matter what, there will be that "end dialog" option.
As for the Toll Private being in Limbo, the Sheriff will be very unhappy when she gets back :lol: Really, I have no idea what was going on with that.
Myfanwe
2007-07-09 07:42:38 UTC
#96922
AScottBay
The waypoint does face the stairs, but the dialog causes the character to spin around. No matter what, there will be that "end dialog" option.
Even if you remove the last PC dialogue branch (or is that the Proceed/Turn back option)?
AScottBay
2007-07-09 16:03:40 UTC
#96961
Yes; it gets tacked on there in-game; you just don't notice it if a store is being opened or some similar event, because stores/some events close dialog.
Edit: The conversation has to be deeper than one node, too, but obviously the toll conversations are.
TheManicMan
2007-07-09 16:43:13 UTC
#96963
Id say put it back to the way it was, now the person who lets you back is on the wrong side of the gate and you cant get back. If thats not going to happen maybe make it so people can try to climb the fence, they have to make a tumble, hide and MS save?
Myfanwe
2007-07-09 16:54:08 UTC
#96964
When I tried this out in the toolset I had no problems with the dialogue making me face the NPC. Regardless, although cumbersome, would something like:
DelayCommand(0.1f, AssignCommand(oPC, SetFacing(DIRECTION_xxx)));
work?
And the Toll Private works just fine. Initiating conversation through the gates is no problem.
Joe Desu
2007-07-09 20:01:01 UTC
#96997
Id say put it back to the way it was, now the person who lets you back is on the wrong side of the gate and you cant get back.
I am not quite sure what you have said here, but:
You talk to the toll Private and pay to go up and the other guard to go down for free. If you talk to the toll Private on the way down you can pay to stay where you are, which is recommended for those who are bored and have lots of coin.
Also, for the uninitiated, it might be hard to know who to speak to in order to pass through. Couldn't we click on the gate and have the toll guard talk to us instead? If you are starting from Lower, it might take some time to understand you need to talk to someone on the otherside of the gate.
It is a shame that sneaks cannot roll to get by now though since the gate is always closed.
AScottBay
2007-07-09 20:04:41 UTC
#96998
The NPCs have descriptions explaining their roles.
Meldread
2007-07-09 22:43:08 UTC
#97011
Right. Why isn't the Toll Guard on the other side of the gate? It makes it confusion on who you need to talk to in order to pass the gate. Also, what are the chances of a persuade, bluff and intimidation roll being added to avoid the toll? (Sure, it's only 6 GP now, but hey - it makes RP sense for some characters to make the attempt to avoid paying. Just on principle.)
AScottBay
2007-07-10 00:03:01 UTC
#97024
The Watch want nothing to do with the Lower side of the fence. Thus, one Private isn't going to stand over there. Not a chance.
As for social checks, there's four Watchmen and three Animatrons, and the Sheriff drops by every so often (IG!) to make sure they're on the ball. Grab a DM if you want to see what happens if you want to be clever getting through? It'll probably be way more fun than a cookie-cutter scripted method.
Meldread
2007-07-10 00:13:05 UTC
#97029
Yeah, I'm sure it would be more fun. Although, I pass through the gate so often I don't think it would make it feasible. :P Besides, it works that way over at the Kuo-Toa city. (You can bluff, persuade and intimidate the guards to get by.) It's why I put ranks in social skills - even crossed classed them in the case of Mierin. There aren't enough chances in the game to actually use them.
(And for some reason I feel crappy rolling things like intimidate rolls when dealing with other players, because I feel that it puts them in a position where they are locked into a certain reaction. Sure, it's voluntary but IMO any good player who sees a high roll -SHOULD- play along with it. Of course, this is another rant entirely!)
TheManicMan
2007-07-10 21:49:09 UTC
#97182
Joe Desu
Id say put it back to the way it was, now the person who lets you back is on the wrong side of the gate and you cant get back.
I am not quite sure what you have said here, but:
You talk to the toll Private and pay to go up and the other guard to go down for free. If you talk to the toll Private on the way down you can pay to stay where you are, which is recommended for those who are bored and have lots of coin.
I was trying to say that their was no gate gaurd on the lower side. But from what I have gathered you can talk to her through the gate. I talked to her from the upper side a few times and she kept sending me back up for six gold :oops: .