Suggestion talk:20071207 No Free Running Outside the Gatehouse V2
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No Free Running Outside the Gatehouse V2
Timestamp: | Midianian|T|T:S|C:RCS| 18:34, 1 December 2007 (UTC) |
Type: | building tweak |
Scope: | forts and those who use them |
Description: | Currently when you try to free run into the gatehouse from outside the fort, you stay where you are and the game gives you the message: "The gatehouse only has a single, low entrance - you cannot free run into it". This is annoying and wastes an AP, as you have to exit the building, move into the gatehouse square and enter. But when you are inside the gatehouse, you can free run from it to a building outside the fort. It doesn't really make sense.
So, I suggest that trying to free run from the gatehouse to a building outside the fort, the character would end up outside of the building you were trying to free run into. Also, when trying to free run into the gatehouse from a building outside the fort, the character would end up outside the gatehouse. |
Discussion (No Free Running Outside the Gatehouse V2)
I'ed still kill off the same reason as last time. Buildings surrounding the area are EHB, or get put up past VSB while you are suppling at the fort, then you go to leave and bam, now your stuck outside and could be for quite awhile depending on the status of the suburb, don't screw those actually leaving the fort, it's bad enough as is.--Zach016 20:11, 1 December 2007 (UTC)
- People's stupidity at following smart barricade plans does not seem a good reason to avoid implementing this change. However, I don't think you should end up outside the gatehouse if you try to freerun into it, and vice versa. I think the message that you can't do it is better because it does not unexpectedly dump you outside. --Pdeq 20:34, 1 December 2007 (UTC)
- Free running into a ruin dumps you outside. Free running into the armoury dumps you outside. --Midianian|T|T:S|C:RCS| 20:40, 1 December 2007 (UTC)
- you can see when you free run into a ruin, and the armory is encased in walls so it doesn't leave you as exposed.--Zach016 23:41, 1 December 2007 (UTC) I should add, and there is an obvious difference to new player's who can pick upon it very quick without terrible results(i.e. it can still be entered anyway's)--Zach016 01:14, 2 December 2007 (UTC)
- Learning that you can't free run into the gatehouse is a one-time experience. You can even learn it on the wiki. But you still have to exit the building if you want to get into the fort, so if the buildings near the gatehouse are EHB, the risk is the same, it's just 1 AP cheaper. --Midianian|T|T:S|C:RCS| 11:10, 2 December 2007 (UTC)
- you can see when you free run into a ruin, and the armory is encased in walls so it doesn't leave you as exposed.--Zach016 23:41, 1 December 2007 (UTC) I should add, and there is an obvious difference to new player's who can pick upon it very quick without terrible results(i.e. it can still be entered anyway's)--Zach016 01:14, 2 December 2007 (UTC)
- (@ Pdeq) barricade plans are a survivor made item, not a game element put in place. therefore people's stupidity at not following barricade plans are a perfect reason why to kill. It's like saying i shoulden't kill another mass communication system because it would create alot of spam.--Zach016 23:39, 1 December 2007 (UTC)
- Free running into a ruin dumps you outside. Free running into the armoury dumps you outside. --Midianian|T|T:S|C:RCS| 20:40, 1 December 2007 (UTC)
- Zach, when's the last time you've been to a fort? I recently was at Ft. Perryn and both buildings next to the gatehouse were at VSB. I haven't had any problems with overcading during the time I've been there. --Midianian|T|T:S|C:RCS| 20:40, 1 December 2007 (UTC)
- i go when they're under siege every now and again to somewhat help, staying there is boring as hell when there's no action, but your right, im not there very often. but its easy for them to go above the limit--Zach016 23:32, 1 December 2007 (UTC)
- Try going to Fort Creedy. They say that when the sun rises there, you can see the gleam of a thousand uzis' and katanas'. It is nearly impossible to get in the armoury most of the time, and if you enter the fort, it could be weeks before you get everything you want.doc crook 22:27, 1 December 2007 (UTC)
- I was in Creedy before I went to Perryn. The main difference was that it had more PKing going on. --Midianian|T|T:S|C:RCS| 11:10, 2 December 2007 (UTC)
- Likewise, Every time i have logged in at Perryn the armoury was full of Pking, but in comparason to creedy, it's nothing. Still, on the suggestion, i think it does make sense, but i'm not sure if the majority of people would vote for it. Acoustic Pie 11:58, 2 December 2007 (UTC)
- I was in Creedy before I went to Perryn. The main difference was that it had more PKing going on. --Midianian|T|T:S|C:RCS| 11:10, 2 December 2007 (UTC)
I'll throw this at the bottom "No easier than any other entry point", you've already entered the entry point, this elimates one and therefore actually makes it harder.--Zach016 18:25, 4 December 2007 (UTC)
- What i mean is that the gatehouse also acts as an entry point, in doing this not only will it add 1 Ap to the cost of leaving, but if those buildings are HB then its harder to find another entry point, because many of the sqaures of possible ones are taken up by the fort. Theres less "other" buildings down there to use as entry points in the first place.--Zach016 12:06, 5 December 2007 (UTC)
- Oh, I thought you were still talking about the buildings next to the gatehouse and meant that they're as likely to go over VSB as any other entry point. I never saw the gatehouse over VSB in either fort I was in. Also, it's simple to check that the gatehouse is VSB before attemping to free run so you can get back in. As for AP, while this adds one AP to leaving the fort, this also reduces one AP from entering the fort so the net effect is 0. --Midianian|T|T:S|C:RCS| 19:06, 5 December 2007 (UTC)
- this is aimed at the buildings next door, this removes an entry point, of which there are already fewer (the point i was going for), and how the hell does it reduce getting into the fort? i thought you were changing free running from the fort, not making free running into the fort possible so the 1 Ap penalty for leaving still stands.--Zach016 02:55, 6 December 2007 (UTC)
- this is on top of how the buildings next door can go up past VSb very easily (yes i mentioned this too, but was not the main point) which would give a further peneatly to leaving the fort.--Zach016 02:57, 6 December 2007 (UTC)
- Read the damn description. --Midianian|T|T:S|C:RCS| 17:49, 6 December 2007 (UTC)
- this is aimed at the buildings next door, this removes an entry point, of which there are already fewer (the point i was going for), and how the hell does it reduce getting into the fort? i thought you were changing free running from the fort, not making free running into the fort possible so the 1 Ap penalty for leaving still stands.--Zach016 02:55, 6 December 2007 (UTC)
- Oh, I thought you were still talking about the buildings next to the gatehouse and meant that they're as likely to go over VSB as any other entry point. I never saw the gatehouse over VSB in either fort I was in. Also, it's simple to check that the gatehouse is VSB before attemping to free run so you can get back in. As for AP, while this adds one AP to leaving the fort, this also reduces one AP from entering the fort so the net effect is 0. --Midianian|T|T:S|C:RCS| 19:06, 5 December 2007 (UTC)
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A Non-Issue
It's really a non-issue for me, to be honest. It makes logical sense to me the way it is now. I guess we'll have to agree to disagree on this one. --Ryiis 18:04, 7 December 2007 (UTC)
Ok, think about it this way. You have a wall with a gate. The rampart/walkway protrudes out from the wall, overhanging the gate (exact wording "standing beneath an overhang from the military complex's main wall." . A building is likely taller than the fort. There is no clear way to gain access to the gate and you cannot climb over it. If you tried to jump, you'd fail because fort walls in Malton appear to be smooth, non-climbable surfaces. How to jump out? I'm assuming the survivor would leap from a vantage point to an exterior emergency stair case and go in through one of the doors. The survivor can not jump back because he would slip on the smooth, inaccessible surfaces. -- AHLGTG THE END IS NIGH! 18:58, 7 December 2007 (UTC)
- And why wouldn't they slip on the smooth surface when jumping to the neighboring building? --Midianian|T|T:S|C:RCS| 19:14, 7 December 2007 (UTC)
- I assume they are on the wall, or on top of the gate or found some sort of other vantage point that would be hard to jump to and grab a hold of. -- AHLGTG THE END IS NIGH! 19:19, 7 December 2007 (UTC)
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