EXPLAINED: City Barracks Rooms out of Zone

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Divina
Posts: 164
Joined: Sun Mar 22, 2015 2:27 am

EXPLAINED: City Barracks Rooms out of Zone

Postby Divina » Fri May 11, 2018 7:54 pm

So I have only tested this with the Tar Valon Barracks where you issue the mercenary mob for Masters but I am going to assume its the same coded room for all clans. Basically, the room itself is out of the Zone. Once inside the room, you cannot be located or seen on where from others in the attached zone. See log below - obviously you can see Curtis due to bond.



* HP:Healthy SP:Bursting MV:Strong >
Earth Avenue
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A city lamplighter stands nearby, attending his duties.

* HP:Healthy SP:Bursting MV:Strong >
A worker has arrived from the north.
A city lamplighter leaves west.

* HP:Healthy SP:Bursting MV:Strong >
Serpent Street
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Healthy SP:Bursting MV:Strong >
Tar Valon Barracks
[ obvious exits: S ]
The barracks keeper performs his duties here.

* HP:Healthy SP:Bursting MV:Strong >
Serpent Street
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Healthy SP:Bursting MV:Strong >
Players in your Zone
--------------------
Divina - Serpent Street
Curtis - A Rocky Niche

* HP:Healthy SP:Bursting MV:Strong >

Tar Valon Barracks
[ obvious exits: S ]
The barracks keeper performs his duties here.

* HP:Healthy SP:Bursting MV:Strong > Players in your Zone
--------------------
Divina - Tar Valon Barracks
Curtis - A Rocky Niche

* HP:Healthy SP:Bursting MV:Strong >
Serpent Street
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Healthy SP:Bursting MV:Strong >
You feel the flows of saidar coursing
through your body.

* HP:Healthy SP:Bursting MV:Strong >
You begin to weave the appropriate flows...

- = + * * + = - - = + *
Ok.
Curtis - [pidolpuavastnul] - somewhere far west of here.

* HP:Healthy SP:Full MV:Strong >
Tar Valon Barracks
[ obvious exits: S ]
The barracks keeper performs his duties here.

* HP:Healthy SP:Full MV:Strong >
You begin to weave the appropriate flows...

- = + *
* Cancelled.
Who do you want to ask something.. and what??

* HP:Healthy SP:Full MV:Strong >
Players in your Zone
--------------------
Divina - Tar Valon Barracks
Curtis - Top of the Cliff

* HP:Healthy SP:Full MV:Strong >
You begin to weave the appropriate flows...

- = + * * + = - - = + *
Ok.
Nobody around by that name.

* HP:Healthy SP:Strong MV:Strong >
Serpent Street
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Healthy SP:Strong MV:Strong >
You begin to weave the appropriate flows...

- = + * * + = - - = + *
Ok.
Nobody around by that name.

* HP:Healthy SP:Strong MV:Strong >
The night has begun.
Players in your Zone
--------------------
Divina - Serpent Street
Curtis - A Tunnel

* HP:Healthy SP:Strong MV:Full >
Earth Avenue
[ obvious exits: N E S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A worker busily earns a day's pay.

* HP:Healthy SP:Strong MV:Strong >
Players in your Zone
--------------------
Divina - Earth Avenue
Curtis - A Small Cavern

* HP:Healthy SP:Strong MV:Strong >
Serpent Street
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Healthy SP:Strong MV:Strong >
Arglebargle, glop-glyf!?!

* HP:Healthy SP:Strong MV:Strong >
You begin to weave the appropriate flows...

- = + * * + = - - = + *
Ok.
Danelle Sedai - [astbokmeymeyuli] - somewhere around here.

* HP:Healthy SP:Strong MV:Strong >
Tar Valon Barracks
[ obvious exits: S ]
The barracks keeper performs his duties here.

* HP:Healthy SP:Strong MV:Strong >
You begin to weave the appropriate flows...

- = + * * + = - - = + *
Ok.
Nobody around by that name.

* HP:Healthy SP:Strong MV:Strong >
You begin to weave the appropriate flows...

- = + * * + = - - = + *
Ok.
Nobody around by that name.

* HP:Healthy SP:Good MV:Strong >
Serpent Street
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Healthy SP:Good MV:Strong >
You begin to weave the appropriate flows...

- = + * * + = - - = + *
Ok.
Divina - [hrtastnalthgnul] - somewhere around here.

* HP:Healthy SP:Good MV:Strong >
Curtis narrates 'anyone want to spar me and rhys at same time/>'

* HP:Healthy SP:Good MV:Strong >
You begin to weave the appropriate flows...

- = + * * + = - - = + *
Ok.
Danelle Sedai - [sdequlnsevxzzfe] - somewhere around here.

* HP:Healthy SP:Good MV:Full >
Players in your Zone
--------------------
Reyne - Tower Square
Synthia - Merchant Square
Divina - Serpent Street
Curtis - A Cavernous Hall

* HP:Healthy SP:Good MV:Full >
You begin to weave the appropriate flows...


Rafi narrates 'aka who wants to die in one bash'

- = + * * + = - - = + *
Ok.
Nobody around by that name.

* HP:Healthy SP:Fading MV:Full >
Tar Valon Barracks
[ obvious exits: S ]
The barracks keeper performs his duties here.


* HP:Healthy SP:Fading MV:Full > Players in your Zone
--------------------
Divina - Tar Valon Barracks
Curtis - A Cavernous Hall

* HP:Healthy SP:Fading MV:Full >

Serpent Street
[ obvious exits: N S W ]
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* HP:Healthy SP:Fading MV:Full > Players in your Zone
--------------------
Divina - Serpent Street
Reyne - Tower Square
Curtis - A Cavernous Hall

* HP:Healthy SP:Fading MV:Full >
Tar Valon Barracks
[ obvious exits: S ]
The barracks keeper performs his duties here.


* HP:Healthy SP:Fading MV:Full > Players in your Zone
--------------------
Divina - Tar Valon Barracks
Curtis - A Cavernous Hall



One can see how this could easily be abused by Invaders and Enemies on all sides of the Wheel.

Rig
Posts: 1444
Joined: Wed Dec 16, 2015 8:00 pm
Location: JESUS

Re: City Barracks Rooms out of Zone

Postby Rig » Fri May 11, 2018 8:12 pm

All of them are like that. The Bazaar in Lugard is like that. I don't see how it's abuseable going into a different zone? Maybe be sure to check it when trying to find someone!

Kerryk
Posts: 119
Joined: Wed Jul 15, 2015 8:37 pm

Re: City Barracks Rooms out of Zone

Postby Kerryk » Fri May 11, 2018 11:45 pm

Lugard broker is a somewhat different example, as I found out just yesterday via the where command it is actually part of the Lugard Rooftops zone. That makes a lot of sense because they are part of the same city. Perhaps these new barracks rooms could use a set of guards of that city's guardsmen... to keep guard.

Divina
Posts: 164
Joined: Sun Mar 22, 2015 2:27 am

Re: City Barracks Rooms out of Zone

Postby Divina » Sat May 12, 2018 8:07 am

Think you misunderstand me. The Tar Valon one is not apart of any zone anywhere near TV. From there, I cannot locate anything even up to Extremely Far whatever. To me, I would assume its meant to be apart of the Tar Valon zone or at least an adjacent joining zone, which is certainly not.

Elysia
Posts: 4041
Joined: Sun Feb 15, 2015 1:29 pm

Re: City Barracks Rooms out of Zone

Postby Elysia » Sat May 12, 2018 8:36 am

This is intentional - the only way to make it work. Cities pretty much have no spare rooms left, meaning it's either this way, or no way at all.

Divina
Posts: 164
Joined: Sun Mar 22, 2015 2:27 am

Re: City Barracks Rooms out of Zone

Postby Divina » Sun May 13, 2018 2:38 am

Elysia wrote:This is intentional - the only way to make it work. Cities pretty much have no spare rooms left, meaning it's either this way, or no way at all.


Back in your box DIvina....

I will shut up now.


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