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 Knight Templar Big Green Hand

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Clive Forumposter

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PostSubject: Knight Templar Big Green Hand   Thu Oct 16 2008, 18:48

Would it be possible for criminals who have been caught with the Templar hand to lose the ability to use their porting charms?

The majority of evil characters seem to be cowards with no concept of fair play and always want to make a run for it to the safety of non-pvp areas instead to facing judgement with honour (shocking, I know.)

I had a couple of ideas how it might work..
- charms just don't work at all.
- charms work but the player is transported immediatly to prison and the Knight who caught them gets the credited as if they were killed.
- Hand has an immediate stunning effect that is impossible to resist. This would prevent the player caught doing anything at all.

All things considered, the second option seems the most fair (IMHO), while maybe not the most satisfying.
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GPharaoh

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PostSubject: Re: Knight Templar Big Green Hand   Thu Oct 16 2008, 20:14

how about if DM could just make OSHA and UNITY charms unusable during fight? or something similar... i know OSHA charms are useful during combat sometimes but if they didnt work during combat ppl would have to start thinking twice before aggroing mobs.


Last edited by GPharaoh on Sun Jan 25 2009, 18:22; edited 1 time in total
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Sarah the DM



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PostSubject: Re: Knight Templar Big Green Hand   Fri Oct 17 2008, 06:34

The OSHA charms are definitely supposed to work at all times, EXCEPT when you are captured by the Templar's grasp. You aren't supposed to be able to escape that. I'll have to look at the coding and find out why it's not work.

I am a bit concerned about the power of the Knight's Grasp. Nothing can resist it, and the Knights are told when someone commits a crime. I have plans to give opponents an opportunity to fight back.
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Clive Forumposter

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PostSubject: Re: Knight Templar Big Green Hand   Fri Oct 17 2008, 08:35

Fighting back is fine and dandy, in fact I would love it if these criminals fought back, I wouldn't mind too much even if they won. At least then they don't run away then gloat about how amazing they are for eluding justice by the power of porting. That really fills me with homicidal rage.

The incident where a thief escaped may have just been rapid reflexes on his part and he managed to activate the OSHA just before the hand hit ....

I'll see if I can find a willing (or not so willing) test monkey later to try it out it further.

If you want something to allow them to fight back, how about the hand transports criminals and the knight that caught them into an arena for one on one, no escape. If they win they walk free, if they lose off to prison?
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Wheatonrunner69
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PostSubject: Re: Knight Templar Big Green Hand   Fri Oct 17 2008, 12:14

I also like the idea of a criminal being able to fight back. The one on one scenario seems like a good idea to me.

What would happen if a lower level Knight tried to apprehend a higher level criminal? What do people think of an AB/AC bonus for the much weaker Knight? What if a knight had NPC allies after a few rounds of fighting? That way the criminal has time to fight and potentially kill the Knight and sneak into the night, but it also gives a handicapped Knight reinforcements.

Just an idea,
-WR69
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aztech63



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PostSubject: Re: Knight Templar Big Green Hand   Fri Oct 17 2008, 12:21

The problem I have is criminals simply have to port to safety whenever a knight shows up to try and get them. I think if you are a criminal you shouldn't be safe in any non pvp area. Once you have gone bad the long arm of the law should be able to get you any where, otherwise it seems like a waste of time to chase folks that simply port away.
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Clive Forumposter

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PostSubject: Re: Knight Templar Big Green Hand   Fri Oct 17 2008, 12:32

my knowledge of scripting is pretty poor, but I thing either an area is pvp or it isn't. I don't think i can be non-pvp except for some players.

But if the hand worked in non-pvp areas, i.e. as a non-offensive spell, like the Old Order hand used to work in DX2 and had a transporting effect to it to take you to a pvp zone then that might work.

Not sure about the whole AB/AC balancing thing, a level 40 knight should not really be able to take on a level 60 fighter and not expect a fair chance of a meaningless, if very noble, death.

I think the uber-amulets the knights get are enough of an advantage to guarantee justice will prevail in a otherwise fair fight.

Then again, I can't remember what level you get the hand but I'm fairly sure its closer to 60 than 40 so the knight should be able to take on most other players.


Last edited by Clive Forumposter on Fri Oct 17 2008, 13:32; edited 1 time in total
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aztech63



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PostSubject: Re: Knight Templar Big Green Hand   Fri Oct 17 2008, 12:48

Well last night we had a rogue on killing folks and the kight on did nothing about it. Pretty lame not playing as a knight.

I think when my rogue gets higher or maybe I'll take one of my other chars and turn him lose as a murder and see how that end of it works. Just seems to me you can escape way to easy by hot keying a port stone.
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joshandjenniferforever



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PostSubject: Re: Knight Templar Big Green Hand   Fri Oct 17 2008, 17:18

ok don't even say i didn't do nething..... for one it didn't say that he murdered or stole in shout or the battle log and i didn't see him anywhere how do u expect me to use a rod of detection on someone that i don't see? and u said that u PM'ed me last night saying that he was wanteD? that's a bunch of BS i was partied W/ damien and all i had was PM's from him.... so unless u have a screen shot showing me that u pm'ed me then ur side of the story is BS
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Asylum



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PostSubject: Re: Knight Templar Big Green Hand   Fri Oct 17 2008, 18:17

I personally understand why evil characters run. In my opinion, Knights are way over powering, and they have loads of advantages over other characters, especially rogue types. If I still had my rogue and he got attacked by a Templar, of course I would run. Paladins have the best set in the game, all Templars receive a extremely nice amulet, and they go to hell for free allowing them to get rare equipment a lot easier than other characters.

And on the subject of a Templar not fulfilling his/her duty, if it was such a problem why did you not get on your Knight and fix it, instead of sit back and then complain that another did nothing?
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Sarah the DM



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PostSubject: Re: Knight Templar Big Green Hand   Sat Oct 18 2008, 14:29

A lot of great ideas here. After my upcoming test, I'll have the time to work on KT more.

The Knight's Grasp is definitely supposed to stop people from OSHA'ing away. If someone could test that, I'd appreciate it.

As for going after thieves and murderers, knights are only alerted if the crime occurs in a PvP area. A knight is not warned if the crime happens in a dungeon where he can't yet go. A crime in D15 is not going to alert a knight who hasn't completed D14.

BTW, I'm seriously thinking of making all the dungeons beyond D12 more chaotic. My concept is that the Templar powers only extend so far into the dungeons.
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Zak



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PostSubject: Re: Knight Templar Big Green Hand   Sun Nov 16 2008, 13:08

I would just love to fight back, but have you ever thought the hand lowers my AC by 20-30?

I understand now why thiefs run, if it would lower just by 10 I'd love to fight back.
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ninebobnote



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PostSubject: Re: Knight Templar Big Green Hand   Mon Nov 24 2008, 09:11

What are the requirements to get an ammy with the hand? Because I got my first templar to 60 over the weekend, spoke to the angel to upgrade, got my lvl 20 knights amulet, but no "unique power."

Do I have to kill a particular boss? or is this a new glitch due to the fix that sarah made to the script this week?
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Sarah the DM



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PostSubject: Re: Knight Templar Big Green Hand   Mon Nov 24 2008, 19:22

Knight abilities continue to improve beyond level 60. Defeat bosses to get the extra bonuses.
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ninebobnote



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PostSubject: Re: Knight Templar Big Green Hand   Wed Nov 26 2008, 06:59

Hmm, cryptic yet strangely informative without giving any specific information. At least I know I'm not bugged, Thanks Sarah.
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