Gating Multiple Players

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BenBrawl
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Re: Gating Multiple Players

Post by BenBrawl »

MatronDeWinter wrote:I wonder what impact this will have on players gating massive amounts of followers (read: wyrms)?
Kaivan wrote:.....(your followers, however, will follow you).
That answer your question?
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MatronDeWinter
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Re: Gating Multiple Players

Post by MatronDeWinter »

Sure does, I didn't see that part. Thanks

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BenBrawl
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Re: Gating Multiple Players

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MatronDeWinter wrote:Sure does, I didn't see that part. Thanks
np :)
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smart86
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Re: Gating Multiple Players

Post by smart86 »

It would've explained why people only used a couple dragons at most back then though. But I guess we will never really know.

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TwoTon
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Re: Gating Multiple Players

Post by TwoTon »

smart86 wrote:It would've explained why people only used a couple dragons at most back then though. But I guess we will never really know.
ya i recall people walking around with two dragons.

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the bazookas
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Re: Gating Multiple Players

Post by the bazookas »

I seem to remember 2 dragons as well, but I thought there was like a 2 stable spot limit or 2 pet limit near the end of T2A / beginning of Renaissance. I think that might be a better explanation for the that (not that this inability to gate multiples at once is not also a factor in it too)
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Re: Gating Multiple Players

Post by mrbojangles »

Other than the first quoted piece of evidence, all other evidence seems to only refer to NPC followers blocking gates. Was this possibly a mechanic that was designed to stop the "farming" of npc followers, and not intended to effect player gate travel?
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Robbbb
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Re: Gating Multiple Players

Post by Robbbb »

Any word on when this will be put in-game?

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Re: Gating Multiple Players

Post by qazwsx »

I remember getting bumped up a floor if gated into multi story buildings and you went through when the gate was blocked.

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Re: Gating Multiple Players

Post by WiseOne »

When implemented this would make the LoS bug less far-reaching. No insta-death from gate strikes. Still ways around it of course but one less thing to worry about.

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Robbbb
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Re: Gating Multiple Players

Post by Robbbb »

This being worked on?

Kaivan
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Re: Gating Multiple Players

Post by Kaivan »

Update on this...

I've done some further testing on the demo and I've found that what I encountered the first time when testing whether a gate was blocked or not wasn't actually due to not being able to pass through the gate, but was due to uneven ground. Apparently, the demo had poor detection when walking onto a moongate that was placed on uneven ground, preventing me from walking through the gate from certain tiles.

A more thorough test conducted tonight revealed that on even ground, it was possible to walk through a moongate without any difficulty, despite someone else standing on the destination's end. This is obviously an error on my part, and we'll need some more information to understand exactly what caused the player reports. No patch notes mention any major changes to moongates, short of the changes preventing monsters from being transported via moongate. I'll look at the demo scripts themselves to try and understand the issue more thoroughly.

Edit: This post might shed some light on where some of the reports originate:
FOREWARD
This book was compiled in the pursuit of scientific discovery into the
phenomenon commonly known as "Black Void Gating". Occasionally when a Mage
casts the spell Gate Travel they become engulfed briefly in complete
darkness. Sounds from the destination location have been heard, but the Mage
just reappears back in the departure location. This has created several
problems for Mages who lead escorts, mounts, or pets. The spell would
unfortunately allow those following the mage to pass through the gate but
not the Mage. If the Mage trys to immediately recall to the same marked
location to retrieve the escorts or pets the location would appear to be
blocked.

....

This book will be available on the Sonoma Shard shortly.
Addtionally the Elevated Destination issue is real. For those people who
experience this problem when gating check to see if your rune is marked to a
roof, stage, stairs, or uneven ground. It did take me a while to work out
what was causing this as recall is unaffected by this problem and you only
tend to get it occasionally when escorting other people. I hope this proves
useful
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Re: Gating Multiple Players

Post by archaicsubrosa77 »

It's reading comprehension....the first to gate gets blocked in because they see the gate open so anyone who comes through that gate after gets blocked in and because it was rare everyone just gated at the same time they were made short work of. 6 pks on one or two blocked players would cut them down pretty fast if they had the time to rush the gate and barricade it off. Thereby also dooming anyone who followed.
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Now lets see what Energy Field in Ophedians would do or a bottle neck at red mages? :twisted:

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You see...I am evolving having began fresh again as a worm of a newb. Having no teacher on the paths I choose I am stretching out into unfamiliar territory.

It's really disheartening to see so many lone wolves, your builds would change so much into a much needed era of diversity.

You see Peace makes those affected to forget their targets...which means you can hit a spawn without retaliation as long as it is in effect if you had been in combat prior to and as long as you did not attack last. If you attack them after for the first time or attack last or double click they will engage/reengage you.

Tossing a potion, attacking them from afar by targeting them to attack, or otherwise doing damage to the lot will all spur them into action as soon as it is taken...makes you the target immediately after, but spawn targets closest enemies (other players) first and foremost if they had just prior had an aggressive act such as provoking committed upon them.

It just doesn't make sense to just wait for peace to wear off to trap your target when you can just as easily provoke aggro immediately, and those means which target several at once are the fastest way to return the natural order. Click pot throw it right away peace out, it explodes and viola...instant chaos

You see how many vets say it was useless...now I tell you one way (though I found several) why it is not. So its very true, you should question what anyone tells you. Including these others who pretend to know it all. And don't you dare deny it... all you said it was useless.

Now let's see how many of you go about in trying this especially on PK runs... positioning for another to take the aggro always gives the advantage on the field. Something as trivial as a skeleton can ruin your small window to meditate effectively as an example. A peacer in your group can help remedy this. Or peacing a difficult spawn as soon as it appears on screen then stopping short to where your persuer would be the primary target. (But I assure you there are a variety of other uses for this skill that was deemed unnecessary and at most a gimmick, provoke isn't quick enough in combat and is a distraction having to draw two targets and it wont stop other spawn from targeting you)

But these are things that people who were told the earth was flat can't see around. Your problem, not at all mine. Maybe you should find peace and meditate on how not to be so judgmental?

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Now get back to your fun...brat , lest you are taking your time at present to mingle with the rest of the sheep :lol:
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Robbbb
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Re: Gating Multiple Players

Post by Robbbb »

^

Naljier
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Re: Gating Multiple Players

Post by Naljier »

yes this is correct, it was one of the techniques used to dupe.

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