Retcon Upper Checkpoints

Started by Anonymous Lemur, June 30, 2016, 07:56:20 AM

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Calixto

Make city defences easier to bypass if you want, but please, PLEASE remove that transition near the exit side of the gate to Sanctuary and leave it locked. It's already sad to see wanted pcs who should be chased by Watchers upon their arrival to the Barbicane go on merrily with banking, shopping, or whatever business they have in town because no law-enforcing pc has spotted them, but it's plain ridiculous when they are chased yet can flee the city with only a click on the placable completely ignoring the gate and the npc who guards it.
Most enjoyable characters:

EFU: COR
Tristan Caerfal (NG Human Sharpshooter)

EFU:R
Thomas Valentine (Human NG Fighter/Rogue)
Durga (Half-Orc NE Cleric of Ilneval/Fighter)

EFU:M
Marion Sileyna (Human LN Cleric of Loviatar/Fighter)
Atreia Kelten (Human Paladin of Tyr)
Riku (NG Stargazer Ranger)

zDark Shadowz

I think (since all PvP in Sanctuary/NPC areas should be monitored by DMs) that the DMs lock that transition when something obvious to the guards occur, so the alleged villain needs to break open the gate if they still want to head out that way...

 I suppose a DM can't be online all the time but it is up to the players on both sides of a conflict to at least try let those upstairs know of any PvP or possible PvP that may occur prior to actions attempted.

Chasing after a criminal and heading toward the gates you could then shout 'Don't let them escape!' Or simply Stop! And then the DM has the time to hit the pause button and get the NPCs ready for their appropriate response to what is clearly a chase, and not have the gates 'open automatically' via locking the quick transition (which is only there to ease time getting out anyway).

Either that or the Watchers at the gate can be rather apathetic at times to anothers' plight :) but in the case of Wanted PCs, if they are invisible then they can't be identified, the Watchers are hardly expected to keep up to date on every crooks identity, and their job is to keep the enthralled out over there so I assume they aren't too worried unless warned otherwise.

VivaLaRevolution

I'd love to see more methods to enter and exit Sanctuary or the Vaults.. With the rise of opportunities to become thralls to various influences, the various checkpoints completely deny any thrall from entering sanctuary or the vaults, or leaving without the direct intervention of a DM, and even then, one would be hard pressed to get past the checkpoints. Offering some alternatives would be nice for those who become thralls.

Calixto

Watcher pcs can chase a criminal without a dm, at their own risk. That said. naving the gate at least be locked and having pcs who want to get out talk to the npc guard (something that fleeing criminals couldn't do because pcs can't talk to npcs while in "fighting mode") would be a step towards making the whole thing a bit more credible at last.

I would add that, unless I'm wrong, the gate is always locked on both sides unless either one of the npcs on each side opens it, so one could not argue that the npcs sometimes"get lazy", specially when the guy running towards them is fully armed and enchanted. It's a question of abusing the transition.
Most enjoyable characters:

EFU: COR
Tristan Caerfal (NG Human Sharpshooter)

EFU:R
Thomas Valentine (Human NG Fighter/Rogue)
Durga (Half-Orc NE Cleric of Ilneval/Fighter)

EFU:M
Marion Sileyna (Human LN Cleric of Loviatar/Fighter)
Atreia Kelten (Human Paladin of Tyr)
Riku (NG Stargazer Ranger)

Random_White_Guy

I am not sure if this is a new feautre or just because of the very long uptime but I'm just gonna kick this out here:

Watcher Zeva Amarya, played by Dinasaur has done something frankly amazing. In the wake of the DM events/etc the gate was open but broken and with the warder gone she started holding up the checkpoint there. Then suddenly older watchers started kicking her favor points so she could get the enthrallment testers using their favor.

I would seriously say how much I appreciate cool PC initiative like this and I think it does a lot for the server in so many ways. I would suggest we keep the checkpoint to the lower ruins NPC driven but alter the front gate to reflect the damage of this event. This reset I've walked in and out countless times and seen everywhere from 1 to 4 watchers standing checkpoint, having cool RP, and stopping everyone that came and went. Even though it could get kind of boring the PC has set up something I feel is very productive and very cool for the sake of RP which I feel fits the spirit of EFU awesomely.

I'd much rather see Watchers standing around the main gate doing checkpoint RP when not chatting among themselves than loitering on the steps to the grotto.
[11:23 PM] Howlando: Feel free LealWG
[11:23 PM] Howlando: I'll give you a high five + fist bump tip

[1:34 AM] BigOrcMan: RwG, a moment on the lips, forever on the hips

Dina

Thanks! I have patience in spades lol, I don't get bored very easily.

Knight Of Pentacles

These checkpoints have diminished the role Watcher & Warder PCs play in catching thralls and criminals. It would appear that NPCs are doing things PCs could/should be responsible for. Your being in a faction should have some amount of purpose and responsibility, how could it possibly be fun to have NPCs do all the work for you?

Tala

I'm locking this thread because things are starting to get repetitive, and a few arguments don't feel in good taste anymore. You all said your piece, and we appreciate the feedback. Whether the gates stay or something else will come along is yet to be decided, but overall you guys need to understand that someone is bound to be "displeased" with whatever we decide.