ferranifer wrote:I would like to add an aspect to this discussion. The part where some of this 'creative' uses of game mechanics are sometimes what actually defines what your character can do.
Allalltar wrote:The answer here is, as usually, common sense.
It is, of course, okay to utilize darkness to your advantage. However, there's a certain distinction you should make yourself aware. You overstep the line when you start skipping hours of grind and very powerful mobs to get ahold of artifacts or powerful resources where other people would have needed teams or _very powerful_ characters.
We are aware that there are things that are not ideal about the mage guild, structure, and progressing, but that is no excuse for switching off your brains. Yes, darkness gives you some power and it is part of your 'toolkit' and you should use it. Just try to think things through and consider for yourself. Warning signs, in my eyes, are 'am I skipping several hours of grind?'.
Or just remove darkness.
Delia wrote:This being said, there is truth to it that that darkness sometimes is a huge tool of convenience. You can just basically use it and run around as you wish. Even if your character is basically blind as long as you yourself as a player are familiar with the mud.
Delia wrote:I could appreciate being able to light a lamp in combat with a chance of some fumbles, delay and combat penalties and other negative stuff if there was a hope for (non-magical)light though.
luminier wrote:Also about the lamp thing, Luminier carried around 4 large lamps and just lit them all when he was in a contested area. Thats 300ml x 4 of oil and that usually lasted about 20-30 mins... much longer than you typically need it for. or gives you enough time to refill. not even that much weight!
Since this is an ongoing discussion...
NPC's just need to react better/at all when somebody enters the room with darkness
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