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Message ID: 10730
Date: Tue Nov 30 17:31:53 GMT 1999
Author: Kimes, Dean W.
Subject: RE: Selos and trains underground


This would be true if they gated out of the zone, but noooooo, these beight
ones gated to the zone entry. Naturally the gobs all headed that way
immediately. Also since SoW can last for 25+ minutes its pretty easy for
SoW casters to still have speed underground and cause huge trains so that
only the bards get their speed taken away.

Kitasi

PS Yes Unrest is famous for trains. None of the ones I have seen were
caused by speedy runners but by stupid parties. Its the lower level,
greater incompetence, and large agro radius that causes horrible trains in
Unrest. The more pickup groups that are in a zone the more trains there
are. The worst trains of all occur in Guk where it is underground. Being
above ground is not the train causing factor at least in Unrest, never spent
any time in Mistmoore so not sure about there.


-----Original Message-----
From: Wayne Sheppard [mailto:mrwayne@...]
Sent: Monday, November 29, 1999 5:52 PM
To: eqbards@onelist.com
Subject: [eqbards] Selos and trains underground


From: "Wayne Sheppard" <mrwayne@...>

> had zero chance of escape and the caster's had zero chance of death. And
> they said Selo's was unbalancing in allowing train avoidance indoors?
Yeah,
> right.

Not quite. They are not concerned about you avoiding a train. They don't
want you pulling huge trains to zone.

> How fast travel can be unbalancing but instantaneous travelling is
> not I fail to see.

Instantaneous travel doesn't cause the train to keep running to zone. Fast
travel allows someone to lead the entire dungeon to the
zone exit, causing many people to die.

Think about some of the worst zones for random deaths from trains,
Mistmoore, Unrest, BlackBurrow. All these zones are "outdoors"
and allow speed effects. The trainmaker can run fast and make it to zone,
and lets everyone else deal with the trainwreck.

In the dungeons that are "underground" there are usually less trains to
zone (there are exceptions). This is because the person
who gets over his head can't run fast enough to make it to zone. They will
die 20 feet away and the train never happens.

A caster gating out has the same effect as death. The monster drops the
player off the hate list. Unless someone else is also on
the hate list (or too close), the monster will return to it's normal spot.

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