I'd really give up defending yourself since people are stupid by default, and instead scream profanities at them.. n/t:

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Posted by Vex on September 24, 1999 at 09:40:04:

In Reply to: At the risk of getting involved in something stupid... posted by SphereMaker, also tired of whining on September 24, 1999 at 08:35:46:

>
> ...I'll explain why your humble opinion is largely full of shit.

> > One useful method of proof in mathematics, is proof by contradiction. With that in mind, let us continue.

> This only works if you have correct information. With that in mind, let us continue.

> > Compare that with the most similar called yet uncontrolled monster, 'the hunt', nightgaunt is considerably more powerful.

> This is arguable, but I'll play along. The purpose of the nightgaunt is to capture prey and deliver them to the conjurer. They must be conjured, protected against, and bound. It can only happen at night. The purpose of the Hunt is to kill your prey, who cannot escape it by magical means, also keeping you near the caller.

> > 1st. The Hunt can only be called on players in the same area. Therefore, the underlying implied pre-requisite is that not only must you know where your victim is, but must actually be there. Nightgaunt, on the other hand, as have been seen, can bring people from anywhere in the world (just about) so long as they're visible.

> There are several places nightgaunts cannot go for prey, but I suppose you said that. There are several places nightgaunts will not take prey as well.

> > 2nd. The Hunt can be tripped, bashed. Nightgaunt doesn't seem to have arms and legs. Thus some of assassin's skills doesn't seem to work with Nightgaunt.

> If you have been reading the logs on this board, you know that was fixed (they now have arms and legs). Not that assassin moves make any difference to the other classes. Tripping it to death is hardly going to help.

> > 3rd. You can't travel by magical means from the Hunt, but you can outrun it on foot(if you're fast). There doesn't seem to be much of a running from the Nightgaunt, because it just "comes to you".

> True. Though you can run for short periods.

> > 4th. After death, if and when they occur, if you're smart and you die at your pit, you can pretty much loot yourself. With Nightgaunts, even if you do die at your pit, you get carried off somewhere.

> That hasn't been true for quite a while (you paying attention at all?). That was a bug that was fixed a week or two ago.

> > Therefore, [blah blah blah *snip*]

> > My second point on conjurer's power is clairvoyance. It would appear, clairvoyance is nothing but a guise for imms on CF to bring back the old 'eye of intrigue'.

> I thought you were going use logic. You've obviously never seen this spell used before or you'd laugh at yourself for this obviously ignorant statement.

> > My third point on conjurer, is its lack of 'concentration'. What do I mean by that? Anyone who's ever had a high level conjurer can tell you it's worthless being either good or evil.

> You really couldn't be any more full of shit than this statement right here. Really. I'm not kidding.

> > So why bother making either a good or evil conjurer? Just all go neutral. Was that the intended RP of conjurers? A bunch of impassive neutralistic I don't give a damn about either good or evil sort of people?

> Yeah, that's our goal. We were hoping to make them (1) destroy everything in their path without opposition, (2) have no need for RP, so let's just keep them neutral (because we all know neutrals don't RP), and (3) make all the Matraien's of the game happy by giving them this class.

> [snipping a dig at Nepenthe, who can defend himself]

> > THAT, is just my humble opinion. Feel free to comment.

> Done.


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