New Respawning System

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Jehannum
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New Respawning System

Post by Jehannum »

We are using a new system for respawning after death. Pretty much, right now what happens is this:

If you die, you will respawn at a specific respawn point that is dependant on the area in which you died. For example if you are in a dungeon and you fall in the depths, you will likely respawn at the entrance of the dungeon. We will probably put respawn points in the middle of deep dungeons, or perhaps per-level.

Return to party leader, you ask?

We are going to put this feature in, but it will be only usable about once per hour (limitations to be more defined soon). This is due to it's abuse in das1. We want people to be able to log in and join up with comrades, but it shouldnt be a tool to spam-attack a difficult enemy.

We are going to be launching with this system and see how it goes. I am sure it will be tuned and developed as we go along.
StormRunner
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Post by StormRunner »

Sounds neat. The one-hour party leader spawn is a huge improvement over the past system. I suppose this means no perma-death this time around, either. Great relief.
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Trinn
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Post by Trinn »

yea, whatever happens please dont' go for heavy (IE, loosing levels / perma deth etc) penalties.

In terms of respawning away from party at some near-ish fixed location. Could be good; would perhaps entail the party hightailing it back to where you are if you can't get back to them alone; so there's a party penalty to some extent if one of the members dies.

Or, perhaps, some kind of system where at the start of a dungeon/quest etc.. all members in the party at the point the quest was started / dungeon entered get the ability to spawn to party leader 3 times during that quest / dungeon. IE: you have to be in party and physically there at start of the quest/dungeon etc.. as the party progresses you die. You spawn back at a set point for the dungeon / quest where through dialog you get the chance to return to leader 3 times only. if you've used those chances up either the party comes back to get you, you go it alone, or you head home, defeated.

*shrug* s'an idea anyhoo.
Stormknife
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Post by Stormknife »

When deciding where to put a player respawn, are monster respawning times being taken into account? I like the current system, but I've got these images of effectively being knocked out of a dungeon run and/or DM event because of the creatures between the player respawn and their group.
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Post by Wyvern »

Respawns are not taken into account as a part of this system.

During a DM event, it is usually no problem. Usually a free ride will be provided back to the action. Or you could abide by the request that no one respawns during a DM event. As for when in a party, then it would make sense for your party to come and help if you are cut off. The areas are not huge.

Remember this is still being fleshed out, and what is described here are the rudimentary basics just to get us launched.
Will
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Post by Will »

The limited 'warp to party leader' idea sounds neat. I have a feeling this will make characters more careful about rushing ahead of the group, and require more teamplay within the party. No more of the 'as long as there's one man alive, we can still send an army of respawned heroes' bit.
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Jehannum
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Post by Jehannum »

Stormknife wrote:When deciding where to put a player respawn, are monster respawning times being taken into account? I like the current system, but I've got these images of effectively being knocked out of a dungeon run and/or DM event because of the creatures between the player respawn and their group.
I rather like the idea of a party taking care of its own and playing carefully. It will definately encourage a more intelligent approach to playing the game, which makes it interesting and fun.
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Jonny
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Post by Jonny »

What are the xp/gp penalties for death? And is it possible to have living players carry the dead back to a healer for a rez without suffering a penalty?
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Wyvern
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Post by Wyvern »

As it stands right now, the xp penalty is light (the same as the first campaign I Believe). No gold penalty is in place (again, I believe). But there is a chance this will change once we flesh out the details of respawn/death system.
Jimmy
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Post by Jimmy »

Sounds fantastic guys. Dasaria 2: Varana is going to rule so hard!
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A Suggestion

Post by Tslisher »

Just a suggestion. We are liable to get a large number of people joining (being one of the first PW's up) that are unfamiliar with what the old systems were. Can the DM's please copy and repost some of the old rules on respawns, bleed system, etc with edits where applicable?
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Trinn
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Post by Trinn »

I like the idea of an ability to carry corpses back to clerics for resurrection with no death penalty. Maybe make it though, if the player carrying you dies, they drop you, so then theres two of you to carry back for the rest of the party members.
muletang
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Post by muletang »

If you have the port to leader 3 times option might this not see a large rotatation in who the party leader is, unless there is some way of making it player specific - dunno what the scriptin options are but I spose its already been worked out aye? :)
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Catharsis
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Post by Catharsis »

Sounds like a good plan, I still remember those Teleportation obelisks... *violates*
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Post by thedork »

Alternatively you could put in a "Gem of Recall" (ok really don't call it that, its an example) that has two uses:

on use: teleports you to your party leader
charges 1/hr
on use: teleports you to the location you obtained "Recall Stone" from - How this would work is, when you are in a major city there will be magic crystals you can "break" off a bit, and when you use the "Gem of Recall", it will teleport you to where you obtained the Gem of Recall. Obviously they are unique, and you can only have one. Taking one from another city would break your last one, as for the sake of RP, their energies negate each other, and they weaken after being in your inventory, so the new stronger one shatters the other.
charges 1/hr
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