I thought this was fixed awhile back, but upon a player fighting in the room, it was noted mobs can't flee past the guild guards, but players can, regardless if they belong to the guild or not. I searched through the archives quickly, and immediately getting side tracked on other ways to deal with this issue. Some were definitely worth taking into consideration. Like putting two guards per guild, having one stationary, and having the other one hunt, or kill anyone who was within the guild bar, or masters room that didn't belong there. Also, I noticed the usual +guild +flee search on the archive site doesn't work as I hoped. Just a side note I guess. Anyhow, I guess what I am looking for is to report this as a bug, find a solution for the current problem, and hear other ideas about people have enforced guild security. I'm planning on doing a lot of player killing in my realm, but I would like for guilds to be a safe haven, without setting it peaceful. I want the chance of guild raids, and death inside a guild, but it should be rare. Also, I'm left with trying to encourage a "brotherhood" type feeling among members of the same guild. So thieves respect other thieves when inside the guild areas, and won't steal, kill, etc... -- «¥» Lord Kyu «¥» -- +---------------------------------------------------------------+ | FAQ: http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | | Archives: http://post.queensu.ca/listserv/wwwarch/circle.html | +---------------------------------------------------------------+
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