09-23-2010, 11:05 PM
Communication while bleeding/at deaths door: Stopping communication is an effective way to stop metagaming with ressurections. It is very frustrating however when you're looking for your dead party member in overland areas (we had a cleric with raise dead) and you can't retrace your steps at all. We went to the area where the bugs caused us to have a rather hard time and found we couldn't get to the dead PC.
Forced respawn is to simulate being on the edge of death, if your PC friends don't save you soon enough, your NPC friends will, or let you pass away to the fugue plane.
However there is also the issue of the rather buggy overland travel (several instances of being left behind, as well as being ported across an area, which caused the large amount of monsters to be encountered)
Perhaps when in overland, something checks whether the party is together? Being split up across a map causes many problems. Normally you'd be looking at one encounter at a time, but in this case, if one group gets stunned/disabled, it's a run across the map, gathering followers(monsters) as you go. Maybe even just a negative modifier to overland spawns CR so as to stop things being quite so tough when bugs occur. Maybe a command that ports you to the party leader if the entire party is in one overland area. (and within 10 seconds of entering it or something, obviously theres a lot on the wishlist though). It's a tough issue, particularly since the server is such a harsh environment (a good quality) and dampening it down could detract from that.
Heather raised an interesting and valid point(ingame): It's meant to be fun(thats why I'm here at least). Dieing/having a tough time from bugs (And I'm aware the overland ones are tough ones, they have been around for a while due to the difficulty in replicating them, they are just as taxing for Thayan too I'm sure) is not fun.
Don't take this as an attack on the server, it's probably mostly anger after the PC deaths experienced. Aside from the few times when the bugs/spawns make things way too hard it's great.
Forced respawn is to simulate being on the edge of death, if your PC friends don't save you soon enough, your NPC friends will, or let you pass away to the fugue plane.
However there is also the issue of the rather buggy overland travel (several instances of being left behind, as well as being ported across an area, which caused the large amount of monsters to be encountered)
Perhaps when in overland, something checks whether the party is together? Being split up across a map causes many problems. Normally you'd be looking at one encounter at a time, but in this case, if one group gets stunned/disabled, it's a run across the map, gathering followers(monsters) as you go. Maybe even just a negative modifier to overland spawns CR so as to stop things being quite so tough when bugs occur. Maybe a command that ports you to the party leader if the entire party is in one overland area. (and within 10 seconds of entering it or something, obviously theres a lot on the wishlist though). It's a tough issue, particularly since the server is such a harsh environment (a good quality) and dampening it down could detract from that.
Heather raised an interesting and valid point(ingame): It's meant to be fun(thats why I'm here at least). Dieing/having a tough time from bugs (And I'm aware the overland ones are tough ones, they have been around for a while due to the difficulty in replicating them, they are just as taxing for Thayan too I'm sure) is not fun.
Don't take this as an attack on the server, it's probably mostly anger after the PC deaths experienced. Aside from the few times when the bugs/spawns make things way too hard it's great.