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  1. #1
    ChaosNCarnage
    Guest

    Default Invisible Guards

    The Following are the BLUE guards that are in BW SZ they are bugged and need to be fixed when ever it's possible.

    Here are the Coords for the bugged (invisible guards)
    Map#: 0
    330:257
    325:262
    303:267
    334:274
    337:274

    [Edit]Went and tested the DC on the Guard's their DC has been reverted back to before the reboot (rewind) and don't do the Damage required that they were "set" to do. I basically thrusted the guards to test them all they all have next to no damage. Archers are fully working and functional. [/edit]
    Last edited by ChaosNCarnage; 22-01-08 at 09:27 AM. Reason: Updated info.

  2. #2
    Sable
    Guest

    Default

    they are poorly placed anyway tbh. say u got lvl 7 pets after bein in wtkr, u get attacked, TT, adios lvl7 pets. not the greatest idea ever tbh. remove them they int rly needed are they.

  3. #3
    ChaosNCarnage
    Guest

    Default

    Quote Originally Posted by Sable View Post
    they are poorly placed anyway tbh. say u got lvl 7 pets after bein in wtkr, u get attacked, TT, adios lvl7 pets. not the greatest idea ever tbh. remove them they int rly needed are they.
    As jamie said before these Guards are to prevent Wizards from Cloning people out of SZ. If I catch anybody doing it they will be getting 3 day ban on the first offence.

  4. #4
    Sable
    Guest

    Default

    well can jamie set the tele points for TTs to another location so u int got the risk of loosin pets if u tele there?? and despite whether they do no damage or not if a pet gets attacked it will attack bak. and you cnt call wiz pets away. surly there is another way to stop this? cnt they be changed to react like tao pets (move if they are on a space taken by another pet/person/mob. or could you change it so they cnt b summoned on a filled space jus like u cnt use tele ring on a spot which is filled by a player/mob. just a couple of ideas u can sugest to jamie.

  5. #5
    ChaosNCarnage
    Guest

    Default

    Quote Originally Posted by Sable View Post
    well can jamie set the tele points for TTs to another location so u int got the risk of loosin pets if u tele there?? and despite whether they do no damage or not if a pet gets attacked it will attack bak. and you cnt call wiz pets away. surly there is another way to stop this? cnt they be changed to react like tao pets (move if they are on a space taken by another pet/person/mob. or could you change it so they cnt b summoned on a filled space jus like u cnt use tele ring on a spot which is filled by a player/mob. just a couple of ideas u can sugest to jamie.
    I believe there is a post on this in reguards to the Pets. I'll have to look for it to show you.

    here's a brief summary of it. New Pet Land - a safe place to store your pets so they don't get killed by guards.

  6. #6
    Sable
    Guest

    Default

    ahh kk, anyways thinkin bout it, u say they do next to nothing damage, and clones can take a beating off of anything easily, a clones health is only as good as the casters mp. so currently it would take ages to kill the thing anyway, but all the caster has to do is keep there mp up n it wont die. so in effect this whole task becomes pointless unless the guards dc is vry flaming high. which i am presuming its gunna b changed to a vry high dc yeah? but all im sayin is atm they have not cured nothing only causin pplz to loose pets if they tele to bw.

  7. #7
    Administrator Array
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    will sort
    Email - Admin@miremails.com
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    Quote Originally Posted by Soulfoxx View Post
    I have reasonably good MC (36 ish)


 

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