It is not an exploit unless DM Fire has been overruled.
This was brought up a couple of months ago and I was told it was ok.
And how would it be an exploit in the first place? Having a large dragon block an entrance.
They are very large if one hadn't noticed. And the transition can still be used after the person kills said 40.
Either that or they can go use the regular tunnel.
Voila` problem solved.
And the name is Lorkar. There is an R in there FYI.
Illegal Relic Areas
Thanks Dynmi and Ebenezer for pointing out my mistake. I didn't read Ebenezer's entire post carefully enough. My apologies to Ebenezer for taking his quote out of context.Ebenezer Grymm wrote:cely, your quote from my above post is misleading. If you read the entire thing, and I'm sure you did, you'd see that I understand it's only a transition, and was suggesting that there be an area between the transitions so that it's actually a passage and not an instant teleport. What you quoted was me suggesting that the area I'm proposing should be accesible to all so that relics cannot be dropped in it.
Now the Dwarves are selectively quoting people in an attempt to keep an advantage the rest of the server knows is flawed.
However, to say that I was selectively quoting people is a mistake itself. It was an honest mistake to misquote you and I truly did not take it out of context to further my own agenda.
cely
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i deserve a apology too then ..... i said IF it was made into a series of maps then "insert your quote of me here" would happen.cely wrote:Just need to point something out since people keep bringing it up. The "tunnel" can not be used to hide relics in. The areas on either side of the magical portal are fully accessible by ALL characters from ALL factions. It just takes longer for non RK characters to get there.LinuxPup wrote:What's stopping an RK from dropping the relic there so no one can get it?MasterYoda wrote:The only problem with this is it could turn into a relic exploit. RK grabs relic runs in and logs ..... nooone can get it.//Edit: Ebenezer's quote was accidentally taken out of context. Ebenezer was simply offering suggestions to improve the Pech tunnel situation, then listing pros/cons of said improvements. To see Ebenezer's quote in its entirety, click here -celyEbenezer Grymm wrote:The problem with #2 is that if only dwarfs can enter, and they have a relic, then they can drop it in there or just camp with it, and thats why Ave was changed so you couldnt camp with a relic.
To which others have responded...Binkyuk wrote:It's just a transition. There's no 'middle bit' in which to drop it.P. Fricebottle wrote:Theres no area in between those tunnels, the tunnels are a transition rather than an area.Amoenotep wrote:these tunnels aren't in a literal sense tunnels...but they are more like instant doorways you hit on one side and appear on the other.
I was talking about if it was turned into a tunnel.
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Blah, two whole pages pop up from the last time a read this thread. Read through it and its the same argument. From your point of view (non-RKers) its unfair, I can understand that. We get to go places you don't and you don't like it. However, just because its an advantage doesn't automatically mean its an unfair one.
However, try and at least see it from an RKers point of view. Its our advantage, simple as that. MA has their PMs (perhaps best PrC) and a great Relic Defense Position.
LA has every class available to them, largest player base, etc. Jobs could use some work but I'm sure theres some tweaking on the way once SL gets some love. See, I read once that the object of the Devs is not just to beat everything upside the head with a nerf bat to improve it, but rather to make things fair by improving others rather than beating down the one that stands out.
Its a Pech Cave, its our saving grace. Lets look at it from the perspective from where it causes the most grief, the Relic Games. And the Relic Games, obviously, are PvP. So in a PvP view, its our leverage so we can stand somewhere. RK doesn't have Arcane Archers, RK has a total of 5 races to choose from (no Earth Gen regrettably) , and RK has a small player base.
Now, this is looking at it from a PvP perspective. Honestly, I don't want Elves or Humans (would like Haflings but thats probably just me). However, its something to take into consideration of wether its even or not.
The map thing sounds interesting, because when they were first implemented thats what I expected but I don't mind. However, we're at the current discussion of relics in illegal areas here and an adding an RK Tunnel Map in there kind of defeats the purpose.
I think the only reason they haven't locked the thread is because there hasn't really been flames as of yet, which is the main reason for locks. Right now its more of debated, a little heated in some areas but still not childish.
Gah, darnit I find myself posting a long post. Sorry to whoever I bore who ends up actually reading it. <_<
However, try and at least see it from an RKers point of view. Its our advantage, simple as that. MA has their PMs (perhaps best PrC) and a great Relic Defense Position.
LA has every class available to them, largest player base, etc. Jobs could use some work but I'm sure theres some tweaking on the way once SL gets some love. See, I read once that the object of the Devs is not just to beat everything upside the head with a nerf bat to improve it, but rather to make things fair by improving others rather than beating down the one that stands out.
Its a Pech Cave, its our saving grace. Lets look at it from the perspective from where it causes the most grief, the Relic Games. And the Relic Games, obviously, are PvP. So in a PvP view, its our leverage so we can stand somewhere. RK doesn't have Arcane Archers, RK has a total of 5 races to choose from (no Earth Gen regrettably) , and RK has a small player base.
Now, this is looking at it from a PvP perspective. Honestly, I don't want Elves or Humans (would like Haflings but thats probably just me). However, its something to take into consideration of wether its even or not.
As simple as that sounds, it doesn't work that way. Most newbies find their way in LA, rarely do any go down to RK. In my history I've seen about two newbies (total) in RK that were RK and not Bandwagoneers. We've got a small player base and although thats not much of an excuse, it must be taken into consideration somewhat because NWN 2 is already out and I don't think we're going to see a huge influx of players anytime soon, RK players at that.-BannyD- wrote:get friends. being outnumbered is no justification for an Easy Button
The map thing sounds interesting, because when they were first implemented thats what I expected but I don't mind. However, we're at the current discussion of relics in illegal areas here and an adding an RK Tunnel Map in there kind of defeats the purpose.
Obviously? I don't think you can just read the Dev/DM's minds. You can't just make assumptions on their silence. Amoentop is the only one to post and he said he wasn't taking sides, and I'm thinking DM Vapor was a 3.5 DM so I'm not sure about him.Celorn wrote:Obviously since this thread has not been locked, the Devs/dms want to see what everyone thinks NOW that the tunnels are causing an unsatisfying game experience since it's basically a legal exploit to run relics through the tunnel.
I think the only reason they haven't locked the thread is because there hasn't really been flames as of yet, which is the main reason for locks. Right now its more of debated, a little heated in some areas but still not childish.
Gah, darnit I find myself posting a long post. Sorry to whoever I bore who ends up actually reading it. <_<

Darn I read it!
You bring up good points, I know I've already said my idea but I'm gonna say it again since everyone else is.
Just add a longer tunnel between the entrance and exit. Then problem solved... Make it RK only defiantly.. and if I relic is dropped in there make it appear at either the entrance or exit of the cave, preferably what ever end was entered last.
You bring up good points, I know I've already said my idea but I'm gonna say it again since everyone else is.
Just add a longer tunnel between the entrance and exit. Then problem solved... Make it RK only defiantly.. and if I relic is dropped in there make it appear at either the entrance or exit of the cave, preferably what ever end was entered last.

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Probably could just copy the Guild Hall code that is used for whenever someone tries to enter a Guild Hall with a relic.Dynmi wrote:Darn I read it!
You bring up good points, I know I've already said my idea but I'm gonna say it again since everyone else is.
Just add a longer tunnel between the entrance and exit. Then problem solved... Make it RK only defiantly.. and if I relic is dropped in there make it appear at either the entrance or exit of the cave, preferably what ever end was entered last.
