O
old.Ramas
Guest
/whine on
Look.
The mile gate, it's there for a *reason*.
The idea is to allow one realm to block the passage of the realm invading from the teleport keep. You may not have realised this, but it is a tactical advantage to be the realm *behind* the sodding wall.
BUT it cannot work if you all charge through and attack people on the teleport keep side of the wall only to be slaughtered in 12 seconds flat. Again.
Once you are on the wrong side of the frigging wall...
1) You lose 100% of the situational adavntage.
2) You've been drawn out through the wall in exactly the way the hibgard players intended.
3) If you think you are getting healed anytime soon when there is a 30 ft stone wall seperating you from the back of the group where your cleric is stationed then you have another thing coming.
So, in summary, get the fuck back on the alb side of the wall. And shut the bloody door - I don't want 6436527 shadowblades appearing out of my ass without warning thank you very much.
Why the hell do you all *want* to go on to the teleport keep side of the wall anyway? It's not as if the hibgard players have any other way out of the tk!?
Honestly - how difficult is it to *not* walk through a door? It's not as if you can just go about your normal business and suddenly you're all like "OMG! What a silly ass I am, I have accidentally pulled the tk guards for the thirteenth time in the last hour.". It's not even a small structure - I mean, did any of you not *see* the 200 tonnes of wood and stone that make up the mile gate?
I can understand why you would want to go through if you wanted a quick suicide back to Castle Sauv, but I find it hard to believe that half the bloody realm desperately needs a free ride to sauv every 10 fricking minutes.
Hibgard might be overpowered, but personally I don't see that as a good reason to actually spoonfeed them the RPs.
Bah! Grr! etc! :wall:
/whine off
Look.
The mile gate, it's there for a *reason*.
The idea is to allow one realm to block the passage of the realm invading from the teleport keep. You may not have realised this, but it is a tactical advantage to be the realm *behind* the sodding wall.
BUT it cannot work if you all charge through and attack people on the teleport keep side of the wall only to be slaughtered in 12 seconds flat. Again.
Once you are on the wrong side of the frigging wall...
1) You lose 100% of the situational adavntage.
2) You've been drawn out through the wall in exactly the way the hibgard players intended.
3) If you think you are getting healed anytime soon when there is a 30 ft stone wall seperating you from the back of the group where your cleric is stationed then you have another thing coming.
So, in summary, get the fuck back on the alb side of the wall. And shut the bloody door - I don't want 6436527 shadowblades appearing out of my ass without warning thank you very much.
Why the hell do you all *want* to go on to the teleport keep side of the wall anyway? It's not as if the hibgard players have any other way out of the tk!?
Honestly - how difficult is it to *not* walk through a door? It's not as if you can just go about your normal business and suddenly you're all like "OMG! What a silly ass I am, I have accidentally pulled the tk guards for the thirteenth time in the last hour.". It's not even a small structure - I mean, did any of you not *see* the 200 tonnes of wood and stone that make up the mile gate?
I can understand why you would want to go through if you wanted a quick suicide back to Castle Sauv, but I find it hard to believe that half the bloody realm desperately needs a free ride to sauv every 10 fricking minutes.
Hibgard might be overpowered, but personally I don't see that as a good reason to actually spoonfeed them the RPs.
Bah! Grr! etc! :wall:
/whine off