Arborea - land of standing targets

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Delmon
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Re: Arborea - land of standing targets

#81 Post by Delmon » Wed Dec 17, 2008 11:53 am

The Rangers thought they were all that and a bag of chips
Cemoch got lucky

I've improved Arborea's defenses a bit
Thank you

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Re: Arborea - land of standing targets

#82 Post by Herst » Wed Dec 17, 2008 1:57 pm

Delmon wrote:
The Rangers thought they were all that and a bag of chips
Cemoch got lucky
Hmm, we have a communication failure here. Where you say "Cemoch got lucky" I say that "The Rangers were stupid"

You could be correct though. Cemoch was lucky that the Rangers were not smart in those situations.

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Re: Arborea - land of standing targets

#83 Post by luminier » Wed Dec 17, 2008 4:57 pm

Nothing beats getting shot at from 5 directions at once. Especially when one hits you in the foot. Cemoch shouldve been arrow fodder. I don't care how strong the Order is. Everyone knows how badass they are and everyone wants to take one down, or assist in it, so they can tell their kids (or in my case fellow Crusaders) that they took down one of the Strongest warriors in the land.
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Re: Arborea - land of standing targets

#84 Post by ganandorf » Wed Dec 17, 2008 5:17 pm

I change my mind, this new update (which makes lots of sense) is very annoying :evil:
very... restricting
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Re: Arborea - land of standing targets

#85 Post by Herst » Wed Dec 17, 2008 5:29 pm

I can think of a few things that can be done with the new addition.

To bad the fact that this mud has other players, and they are usually online kind of nullifies that ;) But just like every addition, they have advantages and flaws. Time to exploit the flaws!

Oh well, thats (MUD)life.

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Re: Arborea - land of standing targets

#86 Post by ganandorf » Wed Dec 17, 2008 5:31 pm

Well its definitely good for every other player, no more having to send 10 crusaders to arborea each time the insects attack.
No more having to get enemies to team together to rid of undeads.

Only problem is too a certain group :D
But guess we'll find some way around it like everything else :P
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Re: Arborea - land of standing targets

#87 Post by Delmon » Wed Dec 17, 2008 9:26 pm

You could always go back to the Jezz Kaspars Aragog ways and attack elvandar.... make zombies out of thilden guards, capture newbies in the nibbler hut, randomly appear places, kill the elvandar patrol.

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Re: Arborea - land of standing targets

#88 Post by ganandorf » Wed Dec 17, 2008 9:28 pm

Of course thats the plan :D
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Re: Arborea - land of standing targets

#89 Post by tessa » Wed Dec 17, 2008 10:45 pm

I don't think filling newbie areas like the thilden valley full of zombies and things like the former Sathos did is a really good idea. Some people new to the game might attack them thinking they're newbie creatures and find out the hard way that they're not.

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Re: Arborea - land of standing targets

#90 Post by luminier » Wed Dec 17, 2008 10:55 pm

yes I always thought those were the less than favourable things they did. i usually think it's best to leave noobie areas alone completely. attacking elvandar and killing the patrol? be my guest. i just hope im there.
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Re: Arborea - land of standing targets

#91 Post by Herst » Wed Dec 17, 2008 11:04 pm

luminier wrote:attacking elvandar and killing the patrol? be my guest. i just hope im there.
Yeah, I will also do it alone. At Bimok. Under a watchtower. Without a shield. Naked. In mood frenzy. With the ground sacred. I will stand there for 5 minutes, just to make sure you are coming too.

You are welcome in advance.

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Re: Arborea - land of standing targets

#92 Post by luminier » Thu Dec 18, 2008 1:54 am

5 minutes? jeez i was expecting 20. you ask too much of me.
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Re: Arborea - land of standing targets

#93 Post by Abharsair » Thu Dec 18, 2008 7:37 am

I don't think you quite understood why the patrol was added. The idea was not to make Arborea insect proof. If it is, then the insects will be buffed, and you will still need 10 Crusaders to defend the gates.

The idea, however, is that characters who are a couple days old don't run into a bunch of undeads as soon as they leave the city, even though they stay on the roads. The undeads might not attack newbies, but having a bunch of 3 days old characters who get their brains eaten by zombies isn't ideal either. And I don't think anyone can argue with that.

So what's the problem again?
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Re: Arborea - land of standing targets

#94 Post by Herst » Thu Dec 18, 2008 10:29 am

Abharsair wrote:
So what's the problem again?
Starving zombies in Arborea :twisted:

Having the patrol makes more sense than not having a patrol.


Also, props to Alar for his IC introduction of them (at least to me )

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Re: Arborea - land of standing targets

#95 Post by ganandorf » Fri Dec 19, 2008 12:05 am

There was no problem, I was merely commenting that they are doing their job quite well, quiet well indeed. :twisted:
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Re: Arborea - land of standing targets

#96 Post by Delia » Thu Sep 03, 2009 4:54 am

I've been thinking...should there ever be another war between Elvandar and Arborea(a matter of time?)it'd be kewl to see the elf and human patrols slug it out when they happen to meet. Add to that a marksdwarf patrol(I'd like to see a dwarf patrol as well) switching to HtH weapons after firing crossbows for total mayhem.

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Re: Arborea - land of standing targets

#97 Post by luminier » Thu Sep 03, 2009 7:34 pm

well the elves have a taniel cleric... with cure and resist fire so the asral halfling isn't as good. but the elves also wear leather and there are 5 patrols for arborea. depending on what the dwarf patrol is like im going with humans. 100 gold.
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Re: Arborea - land of standing targets

#98 Post by Kaseo » Fri Sep 04, 2009 11:05 pm

My bet's on the Sathonites taking advantage of the situation and taking over Forostar. Darkelves for the win. ;P
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Re: Arborea - land of standing targets

#99 Post by luminier » Sat Sep 05, 2009 5:35 pm

Im pretty sure I could kill any cities patrol completely with my unicorn. So if the Sathos get to intervene, so do I.
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Re: Arborea - land of standing targets

#100 Post by lanyara » Sat Apr 03, 2010 6:53 am

I've been thinking...should there ever be another war between Elvandar and Arborea(a matter of time?)it'd be kewl to see the elf and human patrols slug it out when they happen to meet.
There is only one place where they can meet and this is the crossing. That place is apparently claimed by both Arborea and Elvandar, as outlaws of an area will be attacked there. This is probably one of the worst places for a Sathonys cleric to stand still ... :D

While it would be pretty fun to see the patrol slaughter each other in war-like situations over and over again ;) another solution would be to simply not have either patrol enter that spot at all.

This would allow outlawed or "evil" people to use the most important location in the MUD to still "socialize" with others (or "meet" others) without getting permanently whacked by NPCs.

Playercharacters could still do this whacking part if they so desire.
I however also believe that this is unlikely to happen due to a few reasons (Satho ambush at that spot via darkness could be one), but I have an ancient log chatting with Jezz at that spot (he was "evil" back then but not yet Satho cleric). And today this simply seems not possible when everyone including NPCs come and try to get you, and the most logical way to act both IC and OOC is to kill as quickly as possible for everyone involved.
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