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1

Wednesday, November 9th 2011, 5:19am

Being inside enemy castle removes all hides.

I would think that if an enemy was inside my castle, he would not be able to turn invisible. That would mean rogues, s/w, anyone with an invisible pot would not be able to go invisible inside an enemy castle. It would also makes anyone that is invisible become visible if they enter the enemy castle.

It gets really frustrating to have enemies get into the castle and not be able to find them, yet knowing they are in my own home, so to speak.

2

Wednesday, November 9th 2011, 5:29am

Quoted from "xanth444;481775"

I would think that if an enemy was inside my castle, he would not be able to turn invisible. That would mean rogues, s/w, anyone with an invisible pot would not be able to go invisible inside an enemy castle. It would also makes anyone that is invisible become visible if they enter the enemy castle.

It gets really frustrating to have enemies get into the castle and not be able to find them, yet knowing they are in my own home, so to speak.


You can, it's called drop Eye's of Truth.

3

Wednesday, November 9th 2011, 5:59am

Angel, eye of true knowledge has a very small range, and can easily be seen. It would take 100 of those to map around the inside of a guild castle. Those merits would also be much needed elsewhere. Even an inivisible tower would not help much.

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4

Wednesday, November 9th 2011, 6:34am

Quoted from "xanth444;481780"

Angel, eye of true knowledge has a very small range, and can easily be seen. It would take 100 of those to map around the inside of a guild castle. Those merits would also be much needed elsewhere. Even an inivisible tower would not help much.


EoTK's have HUGE range. Plant 50+ of them if you are really having trouble with rogues. If you proc's are still up, put invis towers on them and put EoTK's randomly around the castle.

Can also put them inside of ur inner gate... or hide them away in locations that aren't so easy to see. (Also a nasty stun on them that make us rogues really hate them :\)


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5

Wednesday, November 9th 2011, 7:58am

Your Scouts need to do their job.
$0.02 - free sarcasm included
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6

Wednesday, November 9th 2011, 8:20am

This is a horrible idea, and I am not just saying this because I am a rogue. If we do this, then how about healers cant heal while inside an enemy castle? Oh, and scouts can't use their bows in there either. Also mages cant use fire spells. There are so many ways you can pull a rogue out of hide, not to mention the fact that scouts have a skill called Detection which basically negates hide. Learn to actually use the tools/skills/items available to you and you will see that a rogue in hide in your castle really isn't that big a deal.
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7

Wednesday, November 9th 2011, 12:25pm

Quoted from "two22222;481802"

This is a horrible idea, and I am not just saying this because I am a rogue. If we do this, then how about healers cant heal while inside an enemy castle? Oh, and scouts can't use their bows in there either. Also mages cant use fire spells. There are so many ways you can pull a rogue out of hide, not to mention the fact that scouts have a skill called Detection which basically negates hide. Learn to actually use the tools/skills/items available to you and you will see that a rogue in hide in your castle really isn't that big a deal.


One rogue in your castle isn't a big deal. 5 rogues in your castle? That's a big f-ing deal lol. Now, I completely disagree with the OP, taking invis away from people just because they are in enemy territory is an awful idea.

If you let your gate go down, you have to face up to the consequences. An entire army of shank-wielding invisible freakazoids could be bearing down on you at any moment. And it isn't just rogues! Any class could get in, head straight up onto your walls and pop an invis pot at just that perfect moment when no one is looking. They find a nice hidey spot and pretend to be a potted plant, and as soon as fearless is back up, boom.

We have had this done to us multiple times, and maybe we're just dumb with our eye placement, and god knows we don't have enough scouts, but it's damned hard to make sure you checked every single hidey hole in the castle, especially since they can see you coming.

The absolute best way to prevent this from happening is to just make sure they get nowhere near your gates in the first place. As soon as I figure out a sure-fire strategy to do that, I'll get back to you ;)
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8

Wednesday, November 9th 2011, 5:56pm

Putting only a few eyes inside your castle are needed. Normally I put one on each corner of the front of the castle and one at the corner of each front of the inner castle. Then, if I am really worried, I put one at the back corner of the castle. Normally I put them on the ramps.

So 6 eyes would give you a sizeable zone within, and outside, your castle that would be hard to deal with. My guild rarely has any problems with rogues inside our castle with even a couple of eyes up.

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9

Wednesday, November 9th 2011, 5:57pm

Rogues are extremely easy to deal with. How about a Silence tower than has a range at LEAST equal to the spells being cast? How about a silence that works more consistently? There is a reason no one uses them, they are useless.

10

Wednesday, November 9th 2011, 6:02pm

5x Electric towers. If you know how to place them, 5 be enough to weed out anyone in inv pot or hide. Just have to look out for enter combat message. If it say enter combat, it means the electic tower in range have detected enemy, all you have to do is to find the right electric tower and see who it is targeting.
=.=

11

Thursday, November 10th 2011, 5:21pm

Quoted from "Sadz202;481900"

5x Electric towers. If you know how to place them, 5 be enough to weed out anyone in inv pot or hide. Just have to look out for enter combat message. If it say enter combat, it means the electic tower in range have detected enemy, all you have to do is to find the right electric tower and see who it is targeting.


I did not realize electric towers will bring someone out of hide. Too bad a rogue can rip a tower apart and hide again within 10 seconds. Well, the better rogues can. Heck, I can do that on my mage if I get lucky with crits.

How about they also boost the levels of all the guards/towers/buildings to level 70 when level cap goes up. I know that means I will have to fight guards one at a time again. Right now I have to get really close before they aggro because of the level difference.

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12

Thursday, November 10th 2011, 5:40pm

Quoted from "xanth444;482104"

I did not realize electric towers will bring someone out of hide. Too bad a rogue can rip a tower apart and hide again within 10 seconds. Well, the better rogues can. Heck, I can do that on my mage if I get lucky with crits.

How about they also boost the levels of all the guards/towers/buildings to level 70 when level cap goes up. I know that means I will have to fight guards one at a time again. Right now I have to get really close before they aggro because of the level difference.


Just put the towers where the rogue can't hit it. Most rogues don't have ranged attacks, and even if they do it's a lot harder for them to take the tower out using just ranged attacks. Upgraded electrics also interrupt casting so mages can only use instants. Put some over the gates, up on the edges of your castle, and other places that make them have to go out of their way to take em out.

13

Friday, November 11th 2011, 8:01am

[Sarcasm]
while we're on the topic of taking away class abilities while in other guild castles... I think that the priests & druids shouldn't be able to heal in opponent's castles... and scouts shouldn't be able to use ranged weapons... and mages shouldn't be allowed to cast, make them swing with their staff... take away warriors & knights charges & stuns... in fact, let's just make it so that anytime anyone enters the opponent's castle, they are immediately rooted, stunned & silenced so the defenders can properly kill them without a fight.
[/Sarcasm]


... are you for real?

14

Saturday, November 12th 2011, 1:50pm

Quoted from "two22222;481802"

This is a horrible idea, and I am not just saying this because I am a rogue. If we do this, then how about healers cant heal while inside an enemy castle? Oh, and scouts can't use their bows in there either. Also mages cant use fire spells. There are so many ways you can pull a rogue out of hide, not to mention the fact that scouts have a skill called Detection which basically negates hide. Learn to actually use the tools/skills/items available to you and you will see that a rogue in hide in your castle really isn't that big a deal.


Yeah! And thank God Rogues can shadowstep past a gate . . . oh, wait . . .

Heh-heh. But yeah, I think negating Stealth arbitrarily inside a Castle is over the top.

Rather, Gates should require Seige Engines to take down in any reasonable amount of time. Because it's silly people can run over, knock down a gate quickly using anti-personel attacks on a structure artifact, a Seige artifact no less, let Rogues in . . . all within the first parts of a battle.

Tsk, tsk. Such silliness.

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15

Saturday, November 12th 2011, 8:38pm

Quoted from "Silverbranch;482740"

Yeah! And thank God Rogues can shadowstep past a gate . . . oh, wait . . .

Heh-heh. But yeah, I think negating Stealth arbitrarily inside a Castle is over the top.

Rather, Gates should require Seige Engines to take down in any reasonable amount of time. Because it's silly people can run over, knock down a gate quickly using anti-personel attacks on a structure artifact, a Seige artifact no less, let Rogues in . . . all within the first parts of a battle.

Tsk, tsk. Such silliness.


Indeed i was under the assumption that the siege war machines were to take down castle gates etc and the "scrolls" were to be used as offense against mass amounts of players.

16

Sunday, November 13th 2011, 1:51am

Mages can use Thunderstorm to detect hidden rogues..

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17

Sunday, November 13th 2011, 3:46am

Quoted from "Silverbranch;482740"

Yeah! And thank God Rogues can shadowstep past a gate . . . oh, wait . . .

Heh-heh. But yeah, I think negating Stealth arbitrarily inside a Castle is over the top.

Rather, Gates should require Seige Engines to take down in any reasonable amount of time. Because it's silly people can run over, knock down a gate quickly using anti-personel attacks on a structure artifact, a Seige artifact no less, let Rogues in . . . all within the first parts of a battle.

Tsk, tsk. Such silliness.


Would require siege engines to be buffed up as well, what's the point of having siege engines if they're huge clunky machines that are hard to navigate using and glitch commonly through bridges?

Nevermind the fact that most of them go down really quickly if attacked at all. If we're going to actually require them to be used then you better have them be useful or make it so that you don't have to drive them all the way across the field where they are very easy pickings.

Also @ OP, that's an awful awful idea.

18

Sunday, November 13th 2011, 4:42pm

Quoted from "Kefkai;482854"

Would require siege engines to be buffed up as well, what's the point of having siege engines if they're huge clunky machines that are hard to navigate using and glitch commonly through bridges?

Nevermind the fact that most of them go down really quickly if attacked at all. If we're going to actually require them to be used then you better have them be useful or make it so that you don't have to drive them all the way across the field where they are very easy pickings.

Also @ OP, that's an awful awful idea.


Within context, the Seige engines wouldn't need "buffing up":

They require Time and Resources to be built

They are slow, requiring Time to traverse map terrain that is sometimes "glitchy" at bridge points. This means there is some level of difficulty/effort to get them in to position.

Making them more durable may have some merit. Otherwise, if you don't want them destroyed, you escort them.

Worst case scenario is you are facing an OP team nuking everything on the map in 2 shots even if they have 100K HP. I know this is a great rarity in RoM :rolleyes: , but, on the off chance it might occur you have a reasonable mechanism to putting a brake on people dashing over and ending matches in 5 or 10 minutes. The OP team would STILL have to collect resources, build their Seige Engines, and the underpowered team would have a CHANCE at killing those Seige engines off.

A bit of an "auto-leveller" in that it would require at least little thought on the part of the OP team.

My .02 anyway.

19

Monday, November 14th 2011, 7:13am

Quoted from "xanth444;482104"

...Too bad a rogue can rip a tower apart and hide again within 10 seconds...


Then electric tower done its job, it is your and guildmates problem to kill that rogue in that 10 second period. If you can't even do that, don't even bother complaining because that rogue simply out gear you and your guildmates.
=.=

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