Occasionally after a duel you get stuck in a state of "dueling" and you can't enter another duel or even cancel with the yield command. Eventually, the person I was stuck in duel-land with messaged me, and we met up and had a duel and it went away. I guess the "rematch" gump just didn't show up. Also, using a summon in a duel, when the duel ends, you can get guard whacked because the summon is still aggro on the combatant. Regardless of the rules, you cannot summon an EV etc in the duel pit. Additionally, no stealing around the spectators area? Seriously? What's the point of bringing this to the open-world if there are trammel rules that apply. This is worse than guardzone.
Agree. Much as I feel that hosted shard tournaments be in risk free staged areas, such an arena as this shouldn't have restrictions like that.
Why not make 2 duel arenas, one inside guard zone (tons of space in Nujel'm) and one outside with no rules.
There are multiple arenas Wise. One in glow (totally unguarded), one just outside brit (guarded), and one that I saw outside Delucia (guarded). I don't know how stealing works in all of them, but at the moonglow and brit locations, you can't even use the skill. This is ridiculous considering it's still a PvP enabled area, just guarded. Factions can still fight there, etc. etc. Heck you can even mark runes in the lobby. Why not just recall there to do any trades because then you know that your trading partner isn't going to steal. I put this here, because I don't feel these are problems with the duel system, but minor bugs in the region. Getting guardwhacked is definitely a bug though. Ask sandro I was dueling him and had a daemon up, the round ended in a draw and we both teleported out where I was instantly whacked.
So basically, you want to be able to steal in all of them? I don't see the harm in having one guarded PvP arena where noobs like me can go practice without worrying about the extra element of town thievery. Maybe make it in Ocllo which is already catered to new players and is a bit 'safer'.
Well this post is mostly about the "getting guardwhacked" bug associated with the pit... and I was referring to "all" of the pits, not just one. But I trust you guys see the implications in having a special plot of guarded land where trade is possible, and stealing is not.
Thanks for the report. I will look into the summon aggro problems. Ev's and BS's cannot be targeting the duel arenas even if they are allowed by the rules. The stealing restriction, just in the immediate duel area is to encourage players to help us test the system. At some point going forward we will remove those, however from past experience whenever we tried to implement a system like this, within 2 weeks of announced testing/tourneys more thieves than actual players would show up. Our first attempt at a scheduled tournament system was rendered pointless by the sheer amount of thieves that showed up. Most matches would start with someone missing something leading to general frustration. Players who have used this system on other servers expect a full trammel zone around the area. While we will not do that we need to allow them to acclimate to our Felucca based system. We are also in the process of creating 2 more duel locations giving players more options for testing/duels. Once the system is stable, and we have good guides setup, and a helper NPC at each location providing links to these resources we will remove these zones. If you can manage to re-create this I would be very interested. Were you getting a gump that consistently counted down to zero? Or just stuck in a duel like state? While there is currently no stealing in a small area, there is no banker nearby.