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Bloodwalk is broken 2015-01-11
Posted: Sun Jan 11, 2015 1:05 am
by Layla0340
Bloodwalk is broken. (2015-01-11)
Fails 100% of the time with:
"Bloodwalk request expired without being accepted"
on the person you are targeting, it says:
"[Notice] Bloodwalk request expired without being accepted"
-- Sani
Re: Bloodwalk is broken 2015-01-11
Posted: Sun Jan 11, 2015 1:13 am
by mrm3ntalist
It is not broken
Administrator wrote:Blood Walk Update [Script: Bug Fix], by Rasael
Changes:
- Blood Walk will now default to dropping the blood magus' blood at a location to mark it with a rune.
- If close to a PC then that player's blood will be marked the way it used to work by default.
- If blood walk is targeted at a PC that PC will be asked for permission.
- The alternative hostile blood walk ability (which only works in the same area as the target) is not altered, does not require permission.
- Blood Walk is now stopped by wards and anchors. [= DM request]
Re: Bloodwalk is broken 2015-01-11
Posted: Sun Jan 11, 2015 1:23 am
by Layla0340
If blood walk is targeted at a PC that PC will be asked for permission.
They are not being asked permission. It is just failing. I provided the message the target receives instead.
Re: Bloodwalk is broken 2015-01-11
Posted: Sun Jan 11, 2015 10:12 am
by Rasael
Thank you for reporting
This bug was already reported and I've sent over an update to fix it to Luna and Maecius. If either of them can get it on the server it should fix your issue. The problem arose from a code routine we coudn't test in singleplayer - where we try to find bugs before publishing anything.
You should be able to use Blood Walk to teleport to runes which are set to static locations in the mean time. Just not to player characters directly.
Re: Bloodwalk is broken 2015-01-11
Posted: Sun Jan 11, 2015 12:59 pm
by Layla0340
Rasael wrote:Thank you for reporting
This bug was already reported and I've sent over an update to fix it to Luna and Maecius. If either of them can get it on the server it should fix your issue. The problem arose from a code routine we coudn't test in singleplayer - where we try to find bugs before publishing anything.
You should be able to use Blood Walk to teleport to runes which are set to static locations in the mean time. Just not to player characters directly.
I do not mind bugs like this, or even game breaking ones from time to time.
I had thought mrm3ntalist's response was an official response, which kinda raised my blood pressure a bit.
Thank you for fixing this so quickly,
Sani
Re: Bloodwalk is broken 2015-01-11
Posted: Sun Jan 11, 2015 1:13 pm
by mrm3ntalist
Ooops, didnt mean to raise your blood pressure...
The way i read it, it seemed as if someone was not accepting the bloodwalk. Anyway, what Rasael said
Re: Bloodwalk is broken 2015-01-11
Posted: Mon Mar 23, 2015 3:17 am
by tankteddy
Has this fix come into play yet?
Re: Bloodwalk is broken 2015-01-11
Posted: Mon Mar 23, 2015 4:50 am
by Rasael
I don't think Luna told me that the update for it had been applied. The Pickpocket script was updated though. I imagine some other issues were being given priority attention since then. I'd recommend sending Luna a ping for verification. If it was updated and still isn't working I can look at it again, or it can just be reverted to the original script I wrote. We saved all versions.
Re: Bloodwalk is broken 2015-01-11
Posted: Tue Mar 24, 2015 4:36 pm
by Karond
What is the logic of asking for permission? Everyone is a latent bloodmage now and can suppress their own blood? It's a pretty lame nerf for a class which has very little going for it in the later levels. Permission, if needing to be present, should only be required for marking the individual in the first place. Not for travelling to the individual.
Re: Bloodwalk is broken 2015-01-11
Posted: Tue Mar 24, 2015 4:46 pm
by mrm3ntalist
Anything that works "using" another player's character, should have the players concent.
Blood magus get enough in later levels, 6HP, +2CON, Bloodwalk. I wouldnt say it hasnt got enough going for it. Especially for a such powerful class as BM is.
Re: Bloodwalk is broken 2015-01-11
Posted: Tue Mar 24, 2015 6:11 pm
by Karond
Noone is saying it doesn't have enough going for it. But the change is illogical, and it's like targetting a Blackguards later levels. Sure, the Blackguard has enough going for it, but does it really need -2 AB at level 8? (as an example).
Permission for marking the individuals, not for travelling to them, makes a lot more sense.
Re: Bloodwalk is broken 2015-01-11
Posted: Tue Mar 24, 2015 6:40 pm
by mrm3ntalist
Karond wrote:Permission for marking the individuals, not for travelling to them, makes a lot more sense.
Noone likes a nerf, but using it freely, can lead to some unforseen circumstances. Like bloodwalk inside a guild, where a meeting is taking place. What happens then? (guards/permastrikes/drama etc etc )
Currently if the target is in such situation can deny it and save all the wierdness/drama. If the target is not busy and consents, can give permission.
Re: Bloodwalk is broken 2015-01-11
Posted: Wed Mar 25, 2015 7:42 am
by metaquad4
I'm on Karond's fence with this. Asking permission when MARKING should be a given, and it did disturb me to a degree to note that one could walk up to someone, and mark them without any RP (maybe a high sleight of hand DC?). However, teleporting to someone makes no sense to require asking their permission.
From an IC standpoint, as Karond said, apperantly everyone can choose to surpress their blood at any given moment. And, from an OOC standpoint, I don't need to ask someone's permission to trace and teleport to one of their runes, or affect them with an AoE do I? >.>
Maybe make a warning, like "you feel a tug in your gut, as someone appears to pop out of you". Gives the person time to react, and makes them feel like they are being blood walked to.
About guild halls:
Blood Walk is now stopped by wards and anchors. [= DM request]
If your guild didn't ward itself against teleportation, and doesn't want people teleporting in....they should have warded themselves against teleportation. The yuan-ti and Candlekeep got this right. Also, if you guild isn't warded, I can teleport to it.
Re: Bloodwalk is broken 2015-01-11
Posted: Wed Mar 25, 2015 7:58 am
by mrm3ntalist
metaquad4 wrote:About guild halls:
Blood Walk is now stopped by wards and anchors. [= DM request]
If your guild didn't ward itself against teleportation, and doesn't want people teleporting in....they should have warded themselves against teleportation. The yuan-ti and Candlekeep got this right. Also, if you guild isn't warded, I can teleport to it.
So if someone pops out someones blood in front of the guards, what then? Is bloodwalk in front of the guards, the same thing as if teleporting in frond of them? Do you RP that the guards seen you pop out someone elses blood and the consequences or you ignore it for your own convenience?
Tracing a teleport and teleporting to that location ( an action performed over another characters action ), is different to teleporting to the character.
Re: Bloodwalk is broken 2015-01-11
Posted: Wed Mar 25, 2015 10:36 am
by Nomster
There issues with Bloodwalk was that it was not affected by Teleport blocks or any Dimensional Locks. You could also mark people with zero RP - and there was nothing shown in the combat log when someone did that. There was also nothing shown in the combat log when someone Teleported away or appeared having using Bloodwalk. IE you would not have a description of what just happened. This was a bit confusing when someone Bloodwalked away from me as I could not figure out if they HIPsed or what happened (did not know their character was a Bloodmage!). Bloodwalk relies a lot of the player emoting what others see. I am not sure if combat log messages have been added now as the ability is broken.
The update seemed to try and fix some of these things. IMO it is enough with that that warded areas block the ability and that a character is asked if they want to be marked. Those two things prevent the main issues really of people being able to Teleport anywhere. Adding a request to Bloodwalk to someone seems a bit redundant with the other things in place. It always functioned as an emergency spell to me and that waiting time kind of takes away a bit from that as well.
Btw,
You should not get inside guild halls without invitation unless you have DM oversight. One of those.... unwritten rules I have wanted to have as an actual rule.
Many guildhalls have NPCs which are not displayed due to lag concerns. If you just walk about you are ignoring those and basically metagaming.