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Print Page - High Jump and PvP..

Old aRO Forums

The 'Other' Section => AnesisRO Archive => Archive => General Questions => Topic started by: Nerkel on November 10, 2008, 03:41:57 pm

Title: High Jump and PvP..
Post by: Nerkel on November 10, 2008, 03:41:57 pm
Just wondering, why is High jump the only skill disabled in pvp?

If Im correct, its the only skill that is ._.
Title: Re: High Jump and PvP..
Post by: Cirran on November 10, 2008, 03:42:47 pm
It's not? it just fails.
Title: Re: High Jump and PvP..
Post by: Nerkel on November 10, 2008, 03:44:47 pm
It's not? it just fails.

Well, I don't get a"Skill has failed" message though when Im in pub. I just jump in place.

Title: Re: High Jump and PvP..
Post by: Cirran on November 10, 2008, 03:45:50 pm
Yea, It "fails".
Title: Re: High Jump and PvP..
Post by: Nerkel on November 10, 2008, 03:48:01 pm
Yea, It "fails".

and I'm asking "Why" >_>

To my knowledge, no one else has, so I might as well.
Title: Re: High Jump and PvP..
Post by: SwiftStrike on November 10, 2008, 03:57:46 pm
Again, not possible to remove any specific skills from a map.

Speaking from a logical standpoint:

You cannot remove a skill from a map. It doesn't work that way. Each map type is coded a certain way. For example:

WoE type maps will not show damage. If you die, you get auto respawned. You can attack players. And all the other WoE map attributes.

PVP, has PVP type attributes, such as seeing damage, being kicked out after several times of being killed etc. Being able to attack players etc etc.

So, if we were to take away warp from PVP, what would end up happening is it would be changed into a WoE attribute, meaning that you cannot see the damage, you can attack players, can't be warped, but you'd be auto respawned upon death as well.

As for a rule, it would be very difficult to enforce such a rule, we do not have the logs (despite what a lot of people think) which show who created a warp, and who went into what warp, and how they were PUSHED into the warp. It would be extremely easy to frame someone IMO if there was such a rule.

Even if we want to remove it, it's not possible.



maybe it works the opposite way like this...its coded into the pvp map?
Title: Re: High Jump and PvP..
Post by: Nerkel on November 10, 2008, 04:06:17 pm
Mm.. Possible.

though, who knows? I want to know though >:
Title: Re: High Jump and PvP..
Post by: Mexico_san on November 10, 2008, 04:46:09 pm
Ask GM :). that seems to be the solution to everythign around here
Title: Re: High Jump and PvP..
Post by: Jinya on November 10, 2008, 05:13:27 pm
Was never meant to work. Gravity established that back when the Class released.
Title: Re: High Jump and PvP..
Post by: Mexico_san on November 10, 2008, 05:15:17 pm
useless skil much >.<  Sucks for Tae class
Title: Re: High Jump and PvP..
Post by: Jinya on November 10, 2008, 05:18:05 pm
Not in WoE it ain't. I can see why it should work on account of Monk/Champ and their Snap and all, but it was never meant for it, apparently.
Title: Re: High Jump and PvP..
Post by: Nerkel on November 10, 2008, 05:19:23 pm
Not in WoE it ain't. I can see why it should work on account of Monk/Champ and their Snap and all, but it was never meant for it, apparently.

It does suck .-.

Oh well ;\
Title: Re: High Jump and PvP..
Post by: Mexico_san on November 10, 2008, 05:19:38 pm
lol wtf, well since theres so many cheap spots u could get with it in pvp i guess thats why it doesnt work
Title: Re: High Jump and PvP..
Post by: Jinya on November 10, 2008, 05:28:09 pm
Maybe if enough kRO/iRO/other official players baw hard enough, Gravity will make a fix (after a couple years). Reminds me of one "fix" that lolGravity ALREADY fixed, yet its bugged here: Endure MDEF effect, without the anti-flinch portion.
Title: Re: High Jump and PvP..
Post by: Mexico_san on November 10, 2008, 05:30:16 pm
OHHHH SO THATS WHY okie  (thinks to self about somethign else)