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Post by lusitania on Aug 15, 2006 10:38:53 GMT
On at least two of the areas on the way to dustbone (after the desert), the entire area is counted as too close to a door to use firewall. However, some of the areas on the way still allow it, in pretty much identical situations. I assume either you're supposed to be able to use it in all the areas, or none of them. If you're not supposed to be able to use it, perhaps the message could be changed to something that makes more sense than saying it's too close to a door, when there's no door in sight.
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Post by Ironfang on Aug 15, 2006 14:33:18 GMT
Happened to us in Pyramid yesterday while Funky was there. I believe he is looking into it.
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Post by FunkySwerve on Aug 15, 2006 14:38:49 GMT
Yup, it's countin a lot of things as doors that it shouldn't so the check will be changed. Funky
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Post by Delfestra Ruinvorn on Aug 17, 2006 19:15:35 GMT
I know this change was implimented because non-casters were whining about casters in the maze doing something they couldn't...
But still, being able to wall off a doorway, or the hall near a doorway, is just damned *useful* in a lot of places. Ssithrak, beholders to name a few. Any time you want to seal monsters in a room for a bit - well thats kindof what the spell is designed to *do* - and this change ruins that combat effectiveness.
Any way to persuade you to remove it?
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Post by Ironfang on Aug 17, 2006 20:26:05 GMT
I hear Rogues can open certain chests and doors in game that I cannot. Can you make a ring available that opens all the chests and doors? I don't think its that far fetched that a wizard spell like this might be able to shunt you through a door, sort of like the Passwall spell which is actually considerably more powerful in that I would be able to push through any wall. We have seen where this might really be handy in the Pyramid but is not working there either. Perhaps it could be reverted back until it can be scripted to only affect certain doors that you tag as being "Magically Sheilded" such as those in the maze. I don't see being able to bypass a mundane door magically that much more advantageous or exploitive than having put points into a skill. However I do understand you would want to fix places where even a Rogue should not be able pass to make certain areas more challenging.
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Post by Delfestra Ruinvorn on Aug 17, 2006 23:09:45 GMT
Thats different - opening doors and chests is a class SKILL, part of the intended dynamic of the rogue. The wall pushing people through doors is a BIOWARE BUG. A problem with the engine. An unintentional side effect of the technology.
My point is, why screw up the useful and intended in game advantages of casting a wall to limit monster mobility, in order to short circuit a bug?
Besides, using a wall *doesn't do anything that two people can't do* in the maze.
Net result? From my perspective, the combat effectiveness of one of my spells is reduced, for no real benefit.
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Post by FunkySwerve on Aug 17, 2006 23:47:28 GMT
I know this change was implimented because non-casters were whining about casters in the maze doing something they couldn't... No, it was an antiexploit, plain and simple, and long overdue. Have you tried it since todays update? It should now only block casting if within 2 meters of a closed door. Funky
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Post by Delfestra Ruinvorn on Aug 18, 2006 0:02:02 GMT
hadn't gotten a chance to try it *after* the update, was more talking to Ironfang in my last post - but I'll try that asap.
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