In-game death reflections -- Poll

The question above says it all. Please take a moment to lend your opinion. :)


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Re: In-game death reflections -- Poll

I vote for an hour of reflecting max at one reflection per level.


Re: In-game death reflections -- Poll

AT = Area Transition. Not a Layo-term so much as a video game term used to describe the IG (in-game) representation of leaving one place and going to another, whether it being going from outdoors to indoors, or one continent to the next.


Re: In-game death reflections -- Poll

A proposal in the other thread: http://forums.layonara.com/1265352-post31.html


Re: In-game death reflections -- Poll

Dorganath wrote:


Other than something behind a locked door, there really is no such thing as a truly safe place to rest.


And even then, I don't think a balor would really bother about a locked door when he can lays waste to the entire house with you inside it ;)


Re: In-game death reflections -- Poll

Resting: I like it how it is.


Reflections: Yep, too long. Needs to cap around an hour; though I am one of those nuts who's spent several hours all ghosty and RPing, it gets fairly ridiculous after the first hour or two.


And the out-of-game time? Sheesh! A whole in-game week to pass, and you STILL have a reflection to sit out, once your get back in-game.


Re: In-game death reflections -- Poll

Quote:
I voted for the "much too long"... but that's not completely accurate. At lower levels, they're fine... but they scale upwards too much. I think if it were more like the resting timer, where it gradually increases and then caps off might be better than just slashing times across the board.


Agreed, make it cap at 2-3 hours, much more and people wont have time to sit and rp doing the reflection.


the down side of this will be "oh 30 min left and if I log of I'm looking at xx time, might as well stay on afk"


my suggestion is to make reflections count down, online or not.


Re: In-game death reflections -- Poll

Personally, while I am around a bit it is generally in specific times and for a specific limited period. If my char dies...unless the grave is easy to get....there goes all the time I had put aside to play in and that is not fun..


Make it an hour max to reflect on and leave it at that...that long would pretty much encourage me to stay around and may not end my evening of fun prematurely and its better than having to wait 24 hours, before I can log in again and then wait yet another 10 minutes to rest and recooup for that last reflection!


Re: In-game death reflections -- Poll

Link092's obscure 2 true:


resting times are a little ridiculous. One of my PC's after a level up will still be just as Constitutionally weak as he was last level, and a jump from 6 minutes to 10 minutes doesn't help him... just puts him on the back burner, and quite frankly, makes me the play not want to play him as I think he would be played because I know some psychological condition makes him incapable of resting at certain periods of time (and the condition worsens every time he learns some new trick or betters his skills... sounds like hubris to some extent).


I suggest one of two things. Either trust the community to RP with some respect to some laid out resting rules, or lock resting period, and have a series of products or places (my tent idea) that allows a PC to rest with out fear of an attack from a spawn unless it's GM prompted. something in between is also feasible, but these are just to opposing ideas to play with for a bit.


Reflections. they have been my bane, personally. Often after death, and I don't feel like running to my stone, I like to RP with people like I would any other time (it's hard to RP though because in truth... your not really glowy... it's just an OOC signal that you died recently from my understanding). now, what kills me (literally) is that with my luck, I run into every creature dragged across the Layonaran map, and I can't run (I usually carry just under my allowed max weight, and most of it is weapons, armor, and an accumulation of food and drink).


personally, I'd like to see either a reduced reflection time, or some other option of which I have not yet envisioned...


Re: In-game death reflections -- Poll

Quote:
Quote:
This is a fallacy. How do you know that you can defeat foes until you've taken them on?


Travel in groups , study the monsters and try to see if you can take them on ?


Nope, whether you are in a group or not, you must still fight the beasties first before you find out if you can take them second.


Knowledge of the result comes after the action that determines the result. You can then use that knowledge the next time you meet the beasties.


Re: In-game death reflections -- Poll

Quote:
have a series of products or places (my tent idea) that allows a PC to rest with out fear of an attack from a spawn unless it's GM prompted


The "Druidic" campfires and the cities would be places you can rest without fear of an attack. That said, there are some ideas out there to help with resting during adventures.


Re: In-game death reflections -- Poll

SteveMaurer wrote:


3] Give DMs the power to move grave markers, so they can keep continuity of a quest. (D. died when my wireless keyboard's battery did, and I spent the whole time as a ghost.)


They can.


Re: In-game death reflections -- Poll

Quote:
In fairness, this is already a possibility. You simply have to take on foes you know you can defeat. My principal character has died once in the last five months. He's level 12.


6th level priest of Aragen. Dex 9. Hasn't lost a strand.

7th level fighter. No invisibility, no points in stealth. Hasn't lost a strand. It's just a different mode of play.


The "different mode of play" being that you, rather naturally and unconsciously, are metagaming.


Your PC, heading north out of Krandor on the presumably safe roads, doesn't take the road north across the well-maintained bridge to run straight into a group of Ogres. Your character, likely having grown up hundreds or thousands of miles away from that place, doesn't know that's dangerous. But you do.


When walking into the Hallowlight forest, you naturally hug the treeline - it's second nature to you. Everyone does it - except for players who are new to the game, and play their characters with actual ignorance. So of course your PC doesn't get killed.


I'm not scolding you for metagaming. I think it's past reasonable for someone to deliberately walk into a deathtrap because it would be in-character for them to do so. (And, for instance in the Hallowlight forest, I think it's fairly reasonable to assume that the townsfolk of Fort Wayfare might give instructions on how to avoid getting killed.) But have a little heart for people who are actually new to Layonara, seeing it with new eyes, who don't have every single map, danger, flag location (or even knowing what a flag IS), and CNR location memorized, and don't feel it's particularly correct via RP to use Tells to try to find out.


By the way, I'm not asking this for myself. My PC is 8th level, has died 4 times (once to lag, once to a sleep bug, once to the batteries running out on my keyboard, and one actual legit death), and hasn't lost a SoulStrand either. Of course I also RP her as the supergenius she is, and so use her SS-loss-immune familiar to scout, invisibility, and tons of RP, to keep her safe, because that's what she would do.


Maybe what should really happen is that really new players (not PCs) to Layonara should have a 3 month grace period on SS loss, to make up for everything you know and their characters have to literally die to find out.


Re: In-game death reflections -- Poll

Quote:
The "Druidic" campfires and the cities would be places you can rest without fear of an attack. That said, there are some ideas out there to help with resting during adventures.


The extent of where these fires are is limited though. I understand what you are saying, but your second statement is what I'm addressing.


really, I think cities, temples, and other "safe" areas should be "safe" rest areas, although this is addressed with Inn's, Which I wholly support. :D


Re: In-game death reflections -- Poll

Uh...yeah...


Not only has this thread gone off course but now there's pointing of fingers and critiques of play style.


This thread has served its purpose and is now locked.


Thank you all for your input. Many changes have now been implemented as a result. Enjoy.


Re: In-game death reflections -- Poll

My experience is that the reflection system is harder on new players then old. My first character would die a lot, over 100 deaths by the time I retired him. Consequently, I spent a lot of time reflecting as there was no cleric on scene to raise him.


The reflection system is much harsher on new players that are inexperienced with the game world, and have not made a lot of social connections.


My later characters died way way less often. Like, it is way way easier to die when you are bumping around lost in the world of layonara. I mostly know what to expect now, and will not walk my low level characters into death traps.


With the soul mother system in play, it seems like insult to injury to make a player wait hours and hours while his/her character passes time.


AeonBlues


Re: In-game death reflections -- Poll

I voted to long. I think the in game and out of game death timers should be the same and they should not scale with levels. After around level 10, the wait timers should be the same.


At the lower levels it is ok for the timers to scale up to level 10.


Re: In-game death reflections -- Poll

Quote:
Understand that "safe rest" areas are nothing more than being able to circumvent the normal rest timers. They don't alter monster AI, represent a "base" like you had as kids playing tag where the monsters can't get you.


They are only a mechanical nicety to be able to rest and renew spells, items, feats, etc. before the normal rest timer expires.


Other than something behind a locked door, there really is no such thing as a truly safe place to rest.


well.... more or less, that's what I mean... :) *discreetly edits his post*


Re: In-game death reflections -- Poll

I voted for the "much too long"... but that's not completely accurate. At lower levels, they're fine... but they scale upwards too much. I think if it were more like the resting timer, where it gradually increases and then caps off might be better than just slashing times across the board.


Re: In-game death reflections -- Poll

Quote:
The problem Layonara has, so far as I'm concerned, isn't "reflections". It's that accidental death is way too easy. It's all fine and dandy to put in serious penalties, including perming if you want, but if you're going to do that, you've got to make it so that people can actually trade a lower degree of level gain for at least some kind of safety.


In fairness, this is already a possibility. You simply have to take on foes you know you can defeat. My principal character has died once in the last five months. He's level 12.


Quote:


My PC has invisibility, and that helps a lot, but even when running away, I've been chased through screens - often into public spaces, by spawns that clearly wouldn't be doing in a PnP situation.


...


And because of the way the server engine currently works, the lead you have on a pursuing monster vanishes.


Conversely, if the distances were what they OUGHT to be (hundreds of miles rather than a single area transition), a cougar or cheetah or other fast animal/monster would outrun you pretty soon - especially for those fleeing in full armor. If you were RIGHT outside the walls of a city, it might be plausible to run in and slam the door, but we're dealing with representative areas, rather than the actual distances involved.


Additionally, depending on your connection speed, area transitions can help you gain distance on a following monster. In any event, transitions on the whole are a game mechanic that can be used as a means of exploiting the monster AI - hence the "band aid" solution.


Quote:


I can't imagine how difficult it is to play a mid-level character without some sort of Stealth option. Chances are, they'd perm very quickly.


6th level priest of Aragen. Dex 9. Hasn't lost a strand.

7th level fighter. No invisibility, no points in stealth. Hasn't lost a strand. It's just a different mode of play.


Quote:


3] Give DMs the power to move grave markers, so they can keep continuity of a quest. (D. died when my wireless keyboard's battery did, and I spent the whole time as a ghost.)


As Dorg said, this is already in place. Also, DMs have other means by which they can avoid this problem.


Quote:
4] Actually, I think Soul Strands and all the "reimbursements" are a total PITA for the administrators. Maybe a better penalty (that would be appropriately painful), would be booting the PC for 1 minute times the character level squared. A 2nd level PC would come back after 4 minutes, a 3rd after 9 minutes, a 20th after 400 minutes (that's 6 1/2 hours). Resurrection would bring back the PC instantly...


I've already made my views on Soul Strands pretty clear in previous threads (I'm for them), and I would argue that your proposed method would be a far greater PITA. You'd have a tenth-level character die to a lag death, and then start complaining because the hour he had to play on that particular day is now wasted. The difference is that with soul strands, if the reimbursement takes a week, it's still pertinent. For a time delay, if a GM doesn't happen to be available to correct it, the player's out of luck.


We are, of course, bound by the limitations of the engine. Hence the work on the MMO. All good points - but most of the systems in-game are there for a reason.


Re: In-game death reflections -- Poll

I'm a relative newcomer here, so I may have a fresher perspective on this.


The problem Layonara has, so far as I'm concerned, isn't "reflections". It's that accidental death is way too easy. It's all fine and dandy to put in serious penalties, including perming if you want, but if you're going to do that, you've got to make it so that people can actually trade a lower degree of level gain for at least some kind of safety.


My PC has invisibility, and that helps a lot, but even when running away, I've been chased through screens - often into public spaces, by spawns that clearly wouldn't be doing in a PnP situation. And more often than not, monsters will be attracted to attack when you stray even a tile off the road. (At first level, my PC said "Look at the pretty deer" and was almost killed by it.)


For example, my first exploration walking around the edges of Hlint, when D. was 5th level, drew the attentions of the Red Light scout on the hill. She ran into the city gates (which I thought was quite realistic), but was chased there, which was plain silly. And because of the way the server engine currently works, the lead you have on a pursuing monster vanishes.


This makes death not a "I had it coming" sort of experience, but more of a "WTF? That wasn't realistic!" type of one. Even with the soul mother attracted to PCs of higher level, I can't imagine how difficult it is to play a mid-level character without some sort of Stealth option. Chances are, they'd perm very quickly.


So - what do do? If I was coding for Layonara, these would be the changes I'd make:


1] Have the server track player transitions to pursuing monster transitions, and spawn the monster in the new screen only after the delay. That would get rid of the "Don't run away you fool! - You'll die!" bug.


2] Have certain places monsters won't chase you, like guarded cities.


3] Give DMs the power to move grave markers, so they can keep continuity of a quest. (D. died when my wireless keyboard's battery did, and I spent the whole time as a ghost.)


4] Actually, I think Soul Strands and all the "reimbursements" are a total PITA for the administrators. Maybe a better penalty (that would be appropriately painful), would be booting the PC for 1 minute times the character level squared. A 2nd level PC would come back after 4 minutes, a 3rd after 9 minutes, a 20th after 400 minutes (that's 6 1/2 hours). Resurrection would bring back the PC instantly, but (unless authorized by a DM because of a server issue) brings in a chance vs the Soul Mother. That would also make it so that if someone died on a party expedition, they would actually seem like they, well, died. Right now it's kind of - "hang on! let me run back invisibly from the soul stone" - which doesn't seem like death at all, more like a pebble in the shoe type of problem.


Re: In-game death reflections -- Poll

I answered same as yclep. However, this must come with the selfish admission that I play a straight rogue who is always the first character in a group to die so change the weighting on my answer as you will!


Additionally, what am I actually reflecting on during this time? Generally it's about an OOC stupid decision to do something I shouldn't have .. fight something I shouldn't have .. touch a trap I shouldn't have .. really, that takes me all of about 10 seconds to decide that another course of action would have been preferable. I rarely need anywhere like 2 to 5 hours to reach this conclusion.


Re: In-game death reflections -- Poll

I'd be fine with longer reflections if we increased standard soul count from 10 to to say, 30.


Re: In-game death reflections -- Poll

Just for reference, the reflection time scales linearly, and the resting time does as well but caps at a pretty high level.


Re: In-game death reflections -- Poll

[lore]resting[/lore]

Well, but it changes to a slower linear progression at level 15..


It was perhaps a poor comparison, I would prefer a non-linear increase, but anything that doesn't become quite so harsh for higher level characters would be nice.


Re: In-game death reflections -- Poll

No matter what the time will be , people always will complain .


The " death-timer " in my eyes always was too long , but after playing on a lot off other worlds i think i can appreciate it more now .


It should be looked upon as a warning more then anything else .

If you take risks greater then your character - should - take , you risk immobilising your character for a long period off time .

The higher the character , the more he / she should know what risks he / she can survive .

Hence the greater penalty for dying when the levels are higher .


DM's have the power to raise characters on quests , so there is really no problem there .


If you end up dead regularly , then it might be better to think about where you go , with who and how you could try to adjust your characters actions or the people you travel with to give your character a better chance on survival ;)


Re: In-game death reflections -- Poll

Death timers can not be fully considered without considering the Death System as a whole. For example, if corpses were draggable and raiseable at a temple then having long death timers may be appropriate. The death timer is a 'punishment' for death. However, there is also perm-a-death as a punishment for dying.


If rest of the Death System stay the same, then I think that the current death timers are too long. I think both the logged in and logged out death timer should be the same.


About 1 hour would be a reasonable time. It is likely that the after dying a player would stick around logged in for an hour and roleplay, or wait for the rest of the party return from adventure and then continue with their previous plans. If they took the death particularly badly -and needed a break- then logging out for 1 hour would also be reasonable.


At two hours only the addicted or die hards would stick around. At five hours VERY VERY few people would wait that out in-game roleplaying. Most would role-play for a bit then log. Or log out straight away if the party, and the rest of the server was off in the deep of Belinara.


So I voted too long.


Re: In-game death reflections -- Poll

Quote:
Quote:
The problem Layonara has, so far as I'm concerned, isn't "reflections". It's that accidental death is way too easy. It's all fine and dandy to put in serious penalties, including perming if you want, but if you're going to do that, you've got to make it so that people can actually trade a lower degree of level gain for at least some kind of safety.


In fairness, this is already a possibility. You simply have to take on foes you know you can defeat. My principal character has died once in the last five months. He's level 12.


This is a fallacy. How do you know that you can defeat foes until you've taken them on?


Re: In-game death reflections -- Poll

Doesn't really belong here, but all this chat about reflections? Reflect on this...


What really bites is a new character, level 5, killed for the first time ever (and while saving a fellow adventurer with a potion), and loses a soul strand!


Beat that one.


Re: In-game death reflections -- Poll

Quote:
2] Have certain places monsters won't chase you, like guarded cities.


It's actually against current server rules to run to the "safety" of a walled city because it drags the monster with you. You're also not really supposed to use AT's to escape baddies (as some AT distances are hundreds of miles).


That said, accidental deaths are a problem, and ways to alleviate those problems have been/are being considered.


As far as the Deadly Deer, I think I'll make a post about that in a different thread....


Re: In-game death reflections -- Poll

Quote:
This is a fallacy. How do you know that you can defeat foes until you've taken them on?


Travel in groups , study the monsters and try to see if you can take them on ?


Re: In-game death reflections -- Poll

Understand that "safe rest" areas are nothing more than being able to circumvent the normal rest timers. They don't alter monster AI, represent a "base" like you had as kids playing tag where the monsters can't get you.


They are only a mechanical nicety to be able to rest and renew spells, items, feats, etc. before the normal rest timer expires.


Other than something behind a locked door, there really is no such thing as a truly safe place to rest.


Re: In-game death reflections -- Poll

Reflections: I personally believe that the reflections shouldn't allow the soul mother to take strands until at least level 10, to give new players time to really get acquainted and be able to stand up if taken alone by a creature or group of creatures that they did not expect. If that were made so, I'd be more forgiving about the time it takes to deal with them.


Resting: I think that resting times are too long once they get over 6 minutes. Personally, I think resting times shouldn't go over four minutes. It just seems like that would aid players more and then we would have less deaths period, worrying less about reflection time.


Re: In-game death reflections -- Poll

How come nobody puts an "I don't know" or an "I'm not sure" option on polls? As if everyone is certain of their opinions.


:p


Seriously, I haven't given much thought to reflection time in so long, I'm not sure. If I know my character can't be raised, then I take the bindstone highway and log, nine times out of ten. I never had any use for playing while reflecting (since being ghostly all the time just doesn't appeal to me, heh. See the other poll thread about death-stuff). Now, if the death timer was maxed at an hour I might still have time enough to log back in after the reflection was over, but knowing my weekday schedule right now, odds are, after a death with no raise, I'll log, or switch characters, or hop on as a GM (though that VERY seldom happens, as when I get on to play, I'm in the mood to play, not GM). Of course, no ghostliness and I'd definitely stick around if the reflection was just an hour.


Re: In-game death reflections -- Poll

What are ATs? To me, that's just another Layonym. Presumably screen transitions?


I did find out later when reading the website that you weren't supposed to run away into cities, and I don't do it anymore. But it's a pretty silly band aid on the issue, which is monsters chasing you there in the first place.


And if you can't run through screens, then screen sizes need to be bigger - or something. I mean, thinking that you can actually run away from anything in Layo is pretty clearly a sign of a newbie who isn't aware of the oddities of the game engine. It's the most natural thing to do, and you can't do it.


Re: In-game death reflections -- Poll

Xaltotun wrote:
Doesn't really belong here, but all this chat about reflections? Reflect on this...


What really bites is a new character, level 5, killed for the first time ever (and while saving a fellow adventurer with a potion), and loses a soul strand!


Beat that one.


:( That stinks! But sadly it has happened before. Perfect score