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Suggestion for some hunting areas.
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The Official Haelrahv Message Forum Forum Index » Suggestions and Ideas » Suggestion for some hunting areas.
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Tugor
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Joined: 18 Oct 2003
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 Post Posted: Wed Oct 26, 2005 1:40 am    Post subject: Suggestion for some hunting areas.
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I think a neat addition to some of the hunting areas(current and future) would be to make corpses there uncallable. Rescue missions in HR are nearly non-existent because of the psionic spell that allows them to summon a corpse to his/her location.

Some of the new or current hunting areas could be 'enchanted or warded' so that outside spells won't work on anyone in there or even make an area that nullifies all magic spells, without or within.
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Tylen
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 Post Posted: Wed Oct 26, 2005 1:43 am    Post subject:
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I thought the latest area is like that?
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Tugor
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 Post Posted: Wed Oct 26, 2005 1:46 am    Post subject:
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Tylen wrote:
I thought the latest area is like that?


What's the latest area? The undead skeletons underwater where you can get vyeftium? If that's where you're referring to, I don't think so. I think people have been called from there before and I certainly remember rifting from there when I had the swimming to get there.
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Tylen
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 Post Posted: Wed Oct 26, 2005 1:51 am    Post subject:
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Oh hm, maybe I got Mickey's "To Do" mixed up with his "Already Done." I've never been there myself.
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Tugor
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 Post Posted: Wed Oct 26, 2005 2:04 am    Post subject:
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Tylen wrote:
Oh hm, maybe I got Mickey's "To Do" mixed up with his "Already Done." I've never been there myself.


Awesome, I never saw that. That will be so cool. Sounds very dangerous.
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Kit
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 Post Posted: Wed Oct 26, 2005 4:54 am    Post subject: Re: Suggestion for some hunting areas.
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Tugor wrote:
I think a neat addition to some of the hunting areas(current and future) would be to make corpses there uncallable. Rescue missions in HR are nearly non-existent because of the psionic spell that allows them to summon a corpse to his/her location.

Some of the new or current hunting areas could be 'enchanted or warded' so that outside spells won't work on anyone in there or even make an area that nullifies all magic spells, without or within.



I don't think there's a big enough player base. People will probably rot before anyone gets there.
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Tugor
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 Post Posted: Wed Oct 26, 2005 5:09 am    Post subject: Re: Suggestion for some hunting areas.
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Kit wrote:
Tugor wrote:
I think a neat addition to some of the hunting areas(current and future) would be to make corpses there uncallable. Rescue missions in HR are nearly non-existent because of the psionic spell that allows them to summon a corpse to his/her location.

Some of the new or current hunting areas could be 'enchanted or warded' so that outside spells won't work on anyone in there or even make an area that nullifies all magic spells, without or within.



I don't think there's a big enough player base. People will probably rot before anyone gets there.


Yes! That's the point. Another addition to make death actually mean something. I remember playing DR and almost always restoring, or whatever it's called there, I forget, it's been over 2 years since I've played. Granted this was two years ago but I remember having my corpse drug through room after room to the clerics guild or just getting drug out to the main road and restoring there before trudging back to my grave to get my shit.

One of the reasons death is practically a joke in HR is because of the ease with wich people are 'rescued'. Hunting is supposed to be dangerous. A risk like this would be a nice addition to any hunting area.

Fact: Most deaders are 'rescued' and revived within minutes of their death.

Something like this would encourage people to image more often and add a bit of excitement and danger to hunting.
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HR-Trevor
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 Post Posted: Wed Oct 26, 2005 9:22 am    Post subject:
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I should note (and this is not to exclude anything for the existing instance): In Live, many things will have a more limited range because the world itself will be spread out. Some of our plans:

- Telepathy to have a great range but not be global.

- Call to the Dead to have a limited range.

- Reasons to traverse the massive landscape instead of congregate in smaller areas.

- A reason to use land, air, sea vehicles and mounts.

- Adjustments to various teleport abilities. For instance, a limited range on how far someone can go with instant recall, so they may need to make several "jumps" to traverse the world.
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Enverdi
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 Post Posted: Wed Oct 26, 2005 12:30 pm    Post subject:
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HR-Trevor wrote:
I should note (and this is not to exclude anything for the existing instance): In Live, many things will have a more limited range because the world itself will be spread out. Some of our plans:

- Telepathy to have a great range but not be global.

- Call to the Dead to have a limited range.

- Reasons to traverse the massive landscape instead of congregate in smaller areas.

- A reason to use land, air, sea vehicles and mounts.

- Adjustments to various teleport abilities. For instance, a limited range on how far someone can go with instant recall, so they may need to make several "jumps" to traverse the world.



...

...

...

Yay!
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tygerwulf
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 Post Posted: Wed Oct 26, 2005 3:00 pm    Post subject:
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HR-Trevor wrote:
mounts.


Yay dead pony!
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Apatheticloser
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Joined: 02 Oct 2005
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 Post Posted: Wed Oct 26, 2005 3:21 pm    Post subject: Re: Suggestion for some hunting areas.
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Tugor wrote:
I think a neat addition to some of the hunting areas(current and future) would be to make corpses there uncallable. Rescue missions in HR are nearly non-existent because of the psionic spell that allows them to summon a corpse to his/her location.

Some of the new or current hunting areas could be 'enchanted or warded' so that outside spells won't work on anyone in there or even make an area that nullifies all magic spells, without or within.


most of those who die are brought to CC by rift potion.. Call's are normally rare, even though glim is always offering when someone dies.
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HR-Mickey
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 Post Posted: Wed Oct 26, 2005 11:46 pm    Post subject:
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Since my forthcoming area was mentioned and is actually relavent here, I'll just emphasize: Image before you go in, because in the likely event that you die, the odds are better than average that you'll be leaving the hard way. And if you get stuck, may be the only way.
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