Its just a matter of time before anyone gets lured this way, thinking they can't be attacked when they unequip the skull
External link →Its just a matter of time before anyone gets lured this way, thinking they can't be attacked when they unequip the skull
External link →That's a serious issue, how did they mis this.
It wasn't missed, this was actually how it was originally implemented - unfortunately it raised a multitude of issues in QA, and thus had to be changed
If you knew it worked like this, why didn't you implement a warning telling you PVP is on when you try to teleport into the wilderness, like you get from the ditch?
This is a known bug (only occurs with the lodestone whilst holding a PvP item AFAIK) - things get missed
Thanks for the reply
Is there a specific part of how the demon skull activates/triggers that plays poorly with the new pvp mode? (Just curious if it is something that is readily explainable, totes understand if it isn't worth the brain bandwidth to try to explain how the interaction works)
I can't give a super accurate answer as I wasn't the one who worked directly on it, but AFAIK, it was to do with it just not playing nicely with edge case stuff like bobs, chaos tunnels, banking, and all that jazz (not just the skull, all of the PvP items)
Thank you for the reply. It might be a good idea to share this detail more broadly, as I suspect many players assume these kinds of things are missed, rather than intentionally de-scoped.
Are there upcoming plans to update the design? As evidenced by this thread, I think a lot of players feel that the current design poses significant risk that isn't expected after using the demonic skull
I'd love to be able to sit here and tell you there are plans, but this isn't something I can answer unfortunately (more of a question for production). I have raised these points all internally though, so the team are at least aware of them.