Rasael wrote:How does it interact with the rest of the party? It would appear a bit silly to me if monsters suddenly spawned because only one person in our party rested.
I'd remove the individual rest timer in parties and have them rest at the same time to prevent that, (via rest consent UI popup, start real resting if they all consent) or only make it work only like that if you are solo. It'd be like *poof* monsters appear out of nowhere while there are several people not resting, near the resting PC.
That also greatly reduces the annoyance it causes when the monsters are spawned since the party will only produce one rest instance (only 1 time monsters would be spawned)
Otherwise you end up with a system where each PC produces a seperate resting instance which can spawn monsters, causing a party to be ganged up by multiple mob groups. In BG2 its a joint party rest, to solve this problem. That'd be very good to have I think and gives a reason to discuss resting places as a party.
As a compromise I'd say make the current campfires places where you can rest 100% or something like 99% safe from encounters at minimum. When the party rests you could even spawn a few camping placeables and destroy them afterwards. (with a floating message on the rest instigator of the party / individual doing so, for immersion's sake)
For a medium RP server compromise is necessary, we're not hardcore and we won't become hardcore - it's simply not fun for a large part of the population we have. (who do roleplay but don't like hardcore for mentioned reasons) I like the idea of Inns that cancel / reset the resting the timer and allow you to rest. That's worth paying for. If this system is implemented.
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So what I was saying is like this:
-Someone rests
if in a party:
-check party resting timer instead of individual one (if party timers somehow vary, use the highest timer found)
-Rest is canceled, UI button pops up on all party mates: "X wants to rest, do you consent?"
-Reduce chance of encounter to 0 or 1% if near a rest site / campfire or safe if in a non hostile area
-All consent: Party rests, encounter checker & spawner script gets ran once (and spawn camping placeables)
-Rest timer for party is set based on faction highest level"
-Set last party rest time as individiual rest time as well. (set individual cooldown)
or: not everyone consents to rest, rest is canceled and notification message sent to the party. Timer is not affected.
If solo
-Check individual rest timer
-Reduce chance of encounter to 0 or 1% if near a rest site / campfire or safe if in a non hostile area
-Rest, encounter checker & spawner script gets ran once (and spawn camping placeables)
-Individual rest timer is reset
monster script:
-spawn monsters based on area / nearby monsters / encounters if possible
-spawn them in a position approaching the party, not ontop of unless listen checks are failed and the party is ambushed (put up a red floating message if they are ambushed, show the rolls in combat log like is normal)
Then we might also consider adding something to prevent monsters being spawned if there is a PC keeping watch and not resting. Or to atleast prevent an ambush from happening if there is a PC keeping watch. (who is not in the party, because the entire party needs to consent to rest)
It'd cause the *poof* monsters appear problem again if that isn't taken into account.
Or we could work in a button that allows a person to take watch instead of rest, without canceling the party rest because he didn't consent. The party resting timer gets set so he'd have to wait a while then. Or make party resting require the consent of at least 2 people but not the entire party necessarily. Those who don't rest are then treated as keeping watch by the encounter script.
I can look into the party resting if you like. But I don't think leaving someone on watch should negate the chance of an encounter, or resting in shifts will just bypass the whole system. Even if a player watches over the others in his/her group, they are still staying in one place for a truncated 8 hour period (in theory) and monsters might still smell them, hear them, run across them in that time with or without a watchman.
I do not spawn creatures right on top of the group/player either. That would just be lame. They spawn 30' - 40' away and approach from there. There are actually three ways in which to spawn creatures in the system.
1.) Dynamically at a certain distance out (as mentioned above) which is the easiest way and requires no modifications to most of our areas.
2.) By specifically tagged spawn points.
3.) By specifically tagged doors. Which is pretty cool if used in dungeons. The creatures spawn on the other side of the door, open it, then come at the group.
Now, I don't see this as a hardcore system. In fact, I think I padded it quite well so that it isn't. Just look at the fact that I give you several attempts to make your roll and rest instead of giving you one shot pass/fail. I don't even make maxing the fails that bad, as you can still rest in a safe area after that. It's pretty soft if you ask me, but I never intended it to be hardcore.