View Full Version : disregard.

02-15-2007, 05:45 PM
<p>forums bugged out  - disregard this one.</p>

02-15-2007, 05:53 PM
<span style="color: #cc9966">soruevol wrote: </span><blockquote><p><span style="font-size: x-small; font-family: verdana,geneva"><span style="color: #cc9966"> Many of us believe the upcoming "zoning disabled while engaged" changes will not help much and possibly make things worse. Other things like "zerging" will also be affected by this change, but for this topic let's focus on zoning/flying during pvp.<span style="font-size: xx-small"><span style="font-family: verdana,geneva"> <span style="font-size: x-small"><span style="font-family: verdana,geneva">IMO, as of now the dynamics for zoning through doors is the best atm. It seems to me that this new change really is just going to make the dynamics of doors work more like griffs. I think making all other means of zoning/flying function just like doors would be a better idea all around. </span></span></span></span>[/size"><span style="font-size: xx-small; font-family: verdana,geneva"> <b>Scenario 1</b> <i>with changes in LU32</i> 1) Player A engages player B - B zones/flies away without engaging [size="xx-small"><span style="font-family: verdana,geneva">2) Player A cannot chase.... 3) Group C zones/flies in  [size="xx-small; font-family: verdana,geneva">    Group C rolls Player A</span> - A can't evac or zone even thought they did not engage Group C.</p><p><span style="font-family: verdana,geneva"><span style="color: #cc9966"><span style="font-size: xx-small"><b>Scenario 1</b> <i>currently with doors/bells </i></span></span>1) Player A engages player B, B zones through a door/bell. 2)</span> Player A can chase - If B engaged before zoning A can attack him. Unless it's on a dock with immunity.     Player A can chase - If B did not engage before zoning A can attempt again after B's immune is up. 3) Group C zones/flies in     Group C does not see Player A - because A is pursuing his original target of B</p><p><span style="font-family: verdana,geneva"><span style="color: #cc9966"><span style="font-size: xx-small"]<b>Scenario 1</b> <i>currently with griffs  </i></span></span></span></span><span style="font-size: xx-small; font-family: verdana,geneva"><span style="color: #cc9966">1) Player A engages player B, B flies away on griff not engaging. </span></span><span style="font-size: xx-small; font-family: verdana,geneva"><span style="color: #cc9966">2)</span></span> Player A cannot chase....  [/size">3) Group C flies in      Group C rolls Player A - A can't fly even thought they did not engage Group C.<span style="font-size: xx-small; font-family: verdana,geneva">     or[/size"> 1) Player A engages player B, B cannot fly away because they engaged. [size="xx-small; font-family: verdana,geneva">2)</span> Player B doesn't have to chase A 3) Group C flies in to tower     Group C can roll Player A - but at least A is fighting B as originally intended.</p><p><span style="font-family: verdana,geneva"><span style="color: #cc9966">[size="xx-small"]<b>Scenario 1</b></span></span></span><span style="color: #cc9966">[/face"]<span style="font-family: verdana,geneva">[/size"><span style="font-size: xx-small"]<span style="color: #cc9966"><i> with my proposed idea</span></span> </i>1) Player A engages player B - B zones through a door or flies away. 2) Player A can chase by door/carpet/cloud/bell or griff - If B engaged before zoning or flying, A can attack him.      Player A can chase by door/carpet/cloud/bell or griff  - If B did not engage before zoning or flying, A can attempt again after B's immune is up 3) Group C zones/flies in     Group C does not see Player A - because A is pursuing his original target of B ---------------------------------------------------------------------------------------------------------- <span style="color: #cc9966; font-family: verdana,geneva"> [face="verdana,geneva"]Essentially just make the dynamics of "zoning/flying/clouds/carpets/bells" all behave exactly the same during pvp. (like doors do) So that if you engaged, you are able to chase them by any method.... but still keep the existing dynamics of hate so that you are not able to zone/fly <b>again</b> if you engaged. </span></span><span style="color: #cc9966"]<span style="font-size: "xx-small; font-family: verdana,geneva"><span style="font-size: "x-small"">This will still allow some safety for the ones who do not engage, while not impairing the ones who choose to pvp. <b><span style="font-family: verdana,geneva">Additional tweaks </span></b><span [I cannot control my vocabulary]"color: #006600; font-family: verdana,geneva">10 second immunity after landing on any platform/tower from flying, if not engaged before flight. If engaged in pvp, no zoning allowed into and instance. If engaged in pvp and zoned into a dock immunity area through bells, you do not have instant immunity. Make carpet transits function just like clouds, not lockable or temporarily disabled.</span> </p><p><span style="font-family: verdana,geneva"><b>We know the game best so lets give devs the best ideas to handle pvp and zoning. </b><span [I cannot control my vocabulary]"font-size: xx-small"]I'm not an expert on T7 and PVP zoning dynamics,  let me know if I missed anything.[/color]</span></span></p></blockquote>small text and black on black btext make baby jesus cry. the solution to the problem is that much like zoning, once a player uses a form of transportation (cloud, grif, carpet) a player attacking would be put out of combat. that simple... fyi with current rules if you attack and they zone you go out of combat. so there is not issue there.