Mind Control Poison
Description
Should mind control poison be allowed to change things like nogive, nofollow, trustall, etc. through suggestion, especially when a person is asleep?
As a necromancer, you lose all your pets instantly without any problem by using nofollow. As a conjurer you lose all your servants by the use of nofollow, pretty much guaranteeing your death to a cheap shotting thief. That seems abnormally unfair for a thief to be able to remove literally hours of work by a necromancer or 10 plus hours of conjuring by a conjurer, to be removed and thrown to waste by a... now... guaranteed sleep skill. Failure of mind control does not even wake the target up and can be tried again and again until successful. Once successful, the person has 7 hours of sleeping time to suggest whatever they want and then another 8 hours awake time, plus not only can they force players to do things that they don't want to do, a version of charm, powerful enough, the person is affected by forget for 4 hours periodically through the duration. When I was mind controlled, I was forgotten for the entire time, the forget would renew within 20 beats of it wearing off at the tick, for another 4 hours. A necromancer's forget is 6 hours long, maybe, and it costs a good amount of mana, and they get a save from it.
If this is on the wrong board I am sorry, but I do not want to log in and expose my character for the sake of discussing this. For now, is it a bug that mind control suggestions work while someone is sleeping and should those suggestions work on things that are set up arguably for game mechanic reasons that are partly OOC?
Carrion Fields on 2003-10-31 08:44 UTC
Automatically imported from the legacy bug board forum.
Sebeok on 2003-10-31 18:24 UTC
Subject: All by design.
NT
Shev on 2003-10-31 21:52 UTC
Subject: I'm sorry, but...
... are you certain that being able to suggest anything to sleeping people, when sleeping people can't hear says or whispers normally, isn't a bug?
Leesah on 2003-11-01 03:24 UTC
Subject: RE: All by design.
Is it by design that they can mind control guild guards and get them to leave the guild guard entrances?
If so, thats all fine, but if not, then I'd say maybe it should be corrected, since the guilds were always that 'safe haven' in a manner of speaking..
Makes me want to roll up a poison thief and send all of the shoppies to the market square with guild guards and guildmasters..
I guess its ideas like this which got shoppies not being able to be killed grin
Valguarnera on 2003-11-01 18:48 UTC
Subject: FNCR by Sebeok, yesterday. (n/t)
valguarnera@carrionfields.com