The issue of death in (npc) battle
- Tantive
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The issue of death in (npc) battle
Roleplaying injured to dying, before death. I've found this rather difficult with how AI behaves. Because they continue on pounding that this state usually is skipped to death. In low levels you still get to see yourself dying before you kick the bucket, less so higher.
So I want to ask. Can dying state be extended? Enough so that one could actual roleplay the part before they kick the bucket? And as such, can AI be made to ignore a 'dying' character if there are other targets to further choose from? Or that some npc's prefer to maul to death, while others lose interest. Variations which makes some enemies more relentless then others.
Death comes easy, theres little chance for you to play injured or knocked out - cause npc's don't care. They keep coming. Surely theres way to change it?
So I want to ask. Can dying state be extended? Enough so that one could actual roleplay the part before they kick the bucket? And as such, can AI be made to ignore a 'dying' character if there are other targets to further choose from? Or that some npc's prefer to maul to death, while others lose interest. Variations which makes some enemies more relentless then others.
Death comes easy, theres little chance for you to play injured or knocked out - cause npc's don't care. They keep coming. Surely theres way to change it?
Elyssa Symbaern - Bladesinger
Isioviel Fereyn - Elven Ranger
Charisa Flomeigne - Scion of Siamorphe
Isioviel Fereyn - Elven Ranger
Charisa Flomeigne - Scion of Siamorphe
- grymhild
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Re: The issue of death in (npc) battle
please, this
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fearknight2003
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Re: The issue of death in (npc) battle
Who would leave you alive, though?
Not the wild animals- they want to eat you.
Not the bandits- I think dying to them should make you lose gold, and on topic, they won't leave witnesses.
Not the undead- this one's obvious.
Not the xvarts, goblins, gnolls, or orcs- they want to eat you too.
Not the giants- they want to eat you again.
Not the wyverns- Again. Eating.
Not the dragons- ...Do I need to say it again?
Not the kobolds- Take a guess.
Not the cultists- Sa-cri-fice! Sa-cri-fice!
Anything I'm missing?
Not the wild animals- they want to eat you.
Not the bandits- I think dying to them should make you lose gold, and on topic, they won't leave witnesses.
Not the undead- this one's obvious.
Not the xvarts, goblins, gnolls, or orcs- they want to eat you too.
Not the giants- they want to eat you again.
Not the wyverns- Again. Eating.
Not the dragons- ...Do I need to say it again?
Not the kobolds- Take a guess.
Not the cultists- Sa-cri-fice! Sa-cri-fice!
Anything I'm missing?
It was a fun year (I think). Bye.
- Tantive
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Re: The issue of death in (npc) battle
That still leaves threat. A thinking creature with instinct towards its own survival isn't going to continue on a target or eat them if theres a threat near to them. Which is something which would make undead more terrifying, they don't care. But there are more creatures in the spawnable repetiores for DM's or in the forrests which don't all do that.
Elyssa Symbaern - Bladesinger
Isioviel Fereyn - Elven Ranger
Charisa Flomeigne - Scion of Siamorphe
Isioviel Fereyn - Elven Ranger
Charisa Flomeigne - Scion of Siamorphe
- ShortRedandLoud
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Re: The issue of death in (npc) battle
I had bats leave me alive the other day.
I think that was lag, though.
I think that was lag, though.
A gnome. It menaces with a fell and terrible power. - - - (148)
- Aspect of Sorrow
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Re: The issue of death in (npc) battle
Could have the AI assertain a flag set by the DM to permit it running checks against the player, or, the DM could set a temporary immortal flag which provides damage to the health but doesn't invoke death.
- Blame The Rogue
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Re: The issue of death in (npc) battle
i appreciate the intent behind the request, but the reality is that most rp dying as getting knocked out
i've played on servers where mobs leave you alone when you are incapped. the result more often than not is a long drawn out death lasting 5mins. the longest movie death scene ever. and after 5mins, if you make enough rolls, and are still alive, you stand up with 1hp, and get instantly killed again by the same mob, and then start the 5min timer all over again. it's just too long to await death imo
i've played on servers where mobs leave you alone when you are incapped. the result more often than not is a long drawn out death lasting 5mins. the longest movie death scene ever. and after 5mins, if you make enough rolls, and are still alive, you stand up with 1hp, and get instantly killed again by the same mob, and then start the 5min timer all over again. it's just too long to await death imo
"Before you die, you should know why you lived."
- Tantive
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Re: The issue of death in (npc) battle
In essence, if you had a 'I give up on life' button you could do press, it would end. But still thats the thing with solo play. Roleplaying death you do when there is someone around you.
Elyssa Symbaern - Bladesinger
Isioviel Fereyn - Elven Ranger
Charisa Flomeigne - Scion of Siamorphe
Isioviel Fereyn - Elven Ranger
Charisa Flomeigne - Scion of Siamorphe
- Blame The Rogue
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Re: The issue of death in (npc) battle
the bleed out mechanic/dying mechanic effects party play and solo play
if i fall in battle, my party cant continue until i survive, or die, then am raised. unless it would be possible to be healed out of this state by a party member. or party member leave party and aggro my half dead corpse and put me out of my misery in an ooc fashion. though i am unclear if either would cause death bugs. someone on staff familiar with the death system should be able to answer that
if i fall in battle, my party cant continue until i survive, or die, then am raised. unless it would be possible to be healed out of this state by a party member. or party member leave party and aggro my half dead corpse and put me out of my misery in an ooc fashion. though i am unclear if either would cause death bugs. someone on staff familiar with the death system should be able to answer that
"Before you die, you should know why you lived."
- Tsidkenu
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Re: The issue of death in (npc) battle
Dunno if I'm allowed to let the cat out of the bag yet but the death system is being looked at atm for a much needed overhaul, including the auto-fugue feature which we hope to change to a voluntary respawn to fugue feature, meaning a character can actually just lay dead, hearing all the convo around them without the need for tells or party chat, before getting raised or deciding to head off to fugue.
This will not affect monster aggro regarding unconcious (0 to -9 hp) toons, but I suppose the scripters could take a look at that if they want.
This will not affect monster aggro regarding unconcious (0 to -9 hp) toons, but I suppose the scripters could take a look at that if they want.
- Tantive
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Re: The issue of death in (npc) battle
Its an old topic raised up, but revisited somewhat with the consequences/realism thread. I want to gauge the thought how things are or what we could do to improve the experience. A discussion.
Elyssa Symbaern - Bladesinger
Isioviel Fereyn - Elven Ranger
Charisa Flomeigne - Scion of Siamorphe
Isioviel Fereyn - Elven Ranger
Charisa Flomeigne - Scion of Siamorphe
- Aspect of Sorrow
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Re: The issue of death in (npc) battle
* Check every 4 rounds for the presence of a player within 100m
* Set to immortal flag, not plot, in order to continue sustaining damage and overcoming regen
* Unbuff the felled character, to prevent DeathWard/ElemShield/BodyOfSun/etc from exploit tank activity
* After four rounds if the presence of a player isn't in range, continue death subsystem.
Pros:
1. It'd incite more group play than solo
2. It'd lessen the impact from a bugged system
3. Masochists can roleplay their condition while another is around
4. Lessens area transition activity
Cons:
1. Considerably exploitable, one can throw a newbie at the dragon for example, goes down instantly, and maintains aggro while the rest of the high leveled toons run sneak rolls, etc.
2. If the attacking NPC loses aggro, item regen brings the toon back to life, essentially without issue, cheapening death even further.
* Set to immortal flag, not plot, in order to continue sustaining damage and overcoming regen
* Unbuff the felled character, to prevent DeathWard/ElemShield/BodyOfSun/etc from exploit tank activity
* After four rounds if the presence of a player isn't in range, continue death subsystem.
Pros:
1. It'd incite more group play than solo
2. It'd lessen the impact from a bugged system
3. Masochists can roleplay their condition while another is around
4. Lessens area transition activity
Cons:
1. Considerably exploitable, one can throw a newbie at the dragon for example, goes down instantly, and maintains aggro while the rest of the high leveled toons run sneak rolls, etc.
2. If the attacking NPC loses aggro, item regen brings the toon back to life, essentially without issue, cheapening death even further.
- Tantive
- Posts: 1079
- Joined: Thu Dec 03, 2015 10:40 am
Re: The issue of death in (npc) battle
Lets focus on the cons for a moment. What kind of solutions could be used to remove agro from a character on the ground. Something akin to a reverse taunt? One would assume a thing getting hit would prioritise the danger.Aspect of Sorrow wrote:*snip*
Cons:
1. Considerably exploitable, one can throw a newbie at the dragon for example, goes down instantly, and maintains aggro while the rest of the high leveled toons run sneak rolls, etc.
2. If the attacking NPC loses aggro, item regen brings the toon back to life, essentially without issue, cheapening death even further.
If a character is regenerated back to life, in how far should it be allowed that they can stand up? Do they suffer stat problems or fatigue until it is fixed/time has passed etc?
Elyssa Symbaern - Bladesinger
Isioviel Fereyn - Elven Ranger
Charisa Flomeigne - Scion of Siamorphe
Isioviel Fereyn - Elven Ranger
Charisa Flomeigne - Scion of Siamorphe
- aaron22
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Re: The issue of death in (npc) battle
when i see that cons list. it takes me to the issue in the consequences thread. the exploit spoke on by AoS is a very evil move. it also would not be very easy to pull off if there were harsher consequences to death. but even more than that, unless the PC's pulling it off are quite selfishly evil, this would be fairly immersion breaking. I understand that there are people that play the game not perform inside the community. i would certainly not wish to instruct anyone how to enjoy this medium, but this is an RP server albeit medium.
Khar B'ukagaroh
"You never know how strong you are until being strong is your only choice."
Bob Marley
- PaulImposteur
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Re: The issue of death in (npc) battle
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Ultimately I just think we should question the mechanics we have at this moment, and ask ourselves if they actually contribute to our character/world building. Or if they're just there as an OOC mechanic. I think the death system doesn't generate RP, and think this suggestion is well made.
I also don't think whatever exploits could come of it would be tolerated by the community. As such would likely report if they see it, as we all have done in the past.
-Paul
Last edited by PaulImposteur on Fri Feb 17, 2017 2:45 pm, edited 2 times in total.
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