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Resting areas

Posted: Mon Jun 11, 2012 10:28 pm
by kellendril
A thought: Why not make the campfire that you can build with PC tools an official 'rest area"?

The justification? People took the time to make a fire, so maybe they RP'd such. Something that needs to be tweaked? Make the fires have a limited (read: shortish) duration so they don't persist, or nitwits will make a fire and run back to it constantly. At least they should have to make the darn fire..

It would be really neat if you could script the fire to ask every 10 minutes or so if someone wants to feed the fire, and if they don't it burns out (some timer needed there too I suppse)

Re: Resting areas

Posted: Mon Jun 11, 2012 11:26 pm
by Mendoza
I think that possibly having a timer so after 30 seconds or a minute of the campfire being spawned you can rest by it. That way someone cant drop it in the middle of a dungeon and get a quick rest before more monsters swarm them.

Re: Resting areas

Posted: Tue Jun 12, 2012 1:04 am
by Luna
We might try something like this in one or two area's.
Leaf has something like this coded up.

Re: Resting areas

Posted: Tue Jun 12, 2012 4:46 am
by breteas
Fires are also being used to mule items. Is this taken in to account when they are made to persist "shortish" ? Otherwise, make sure to get it clear on the forums and updates that the fireplace will vanish sooner than it used to, since item loss by a fireplace that vanished is a bit of a bummer. ;)

Re: Resting areas

Posted: Tue Jun 12, 2012 4:57 am
by nelty
If you do this, you can allow resting everywhere as well. Some people might rp a campfire, but most people will just use it to rest in grinding areas.

Besides, campfires in dungeons make little sense, resting or not. I guess I don't have to explain what happen if you have a big open fire in a closed room. ;)

Re: Resting areas

Posted: Tue Jun 12, 2012 4:59 am
by breteas
Well, I was thinking the same. As far as I know, a fireplace just attracts things. You'll be a beacon for all to see..

Re: Resting areas

Posted: Tue Jun 12, 2012 9:27 am
by Zlaayer
I like this idea, but is there any way we can make it so there is a chance for an encounter? Setting up a campfire in a dank dungeon is bound to attract unwanted visitors sometimes. :twisted:

Re: Resting areas

Posted: Tue Jun 12, 2012 9:39 am
by Valefort
I like it a lot. That would allow some nasty counter ambushes. Lay the bait, bows at the ready, traps... LOOSE ! :twisted:

Re: Resting areas

Posted: Tue Jun 12, 2012 10:14 am
by gimchi
I like this idea, but is there any way we can make it so there is a chance for an encounter? Setting up a campfire in a dank dungeon is bound to attract unwanted visitors sometimes. :twisted:
Yes, about 50/50 chance would be great. That would really make it a serious gamble to do it.

Re: Resting areas

Posted: Tue Jun 12, 2012 10:25 am
by nelty
Great idea! Feels much more natural than a restriction to certrain places. There should still be a cooldown, though. And being woken up my monsters also means no new spells.

Besides, what about having resting not restore any hp? It would increase the difficulty and healers would gain much more importance. To give non-spellcasters a reason to rest, there could be fatigue. After a 12 ingame hours or so, a character gets fatigued and receives serious penalties on all abilities which increase over time more and more.

Re: Resting areas

Posted: Tue Jun 12, 2012 11:00 am
by Hoihe
Make con related to fatigue and i'm in. An elven wizard(12) gets tired much faster than a person with 16 CON

Re: Resting areas

Posted: Tue Jun 12, 2012 12:45 pm
by Thorsson
And people have to eat every 3 hours or lose HP. And food is very expensive to buy and oddly enough most of what you kill is somehow inedible. Those with more Con obviously need more food.

You should also tire more quickly if you actually go around doing things (like killing or casting spells).

And I think you should have to excrete too, and there's a chance that monsters might smell it, especially if you're someone who has to eat a lot.

Anything else we can add to make the game a pain?

Re: Resting areas

Posted: Tue Jun 12, 2012 12:48 pm
by nelty
Valid point.

But I think that the possibility to heal to full hp by resting in fact makes playing a healer pretty pointless.

I am not even playing one, but maybe I would, if it would work somehow.

Food and stuff like that is just too much. I totally agree there.

Re: Resting areas

Posted: Tue Jun 12, 2012 12:57 pm
by CorruptedDisciple
Thorsson wrote:And people have to eat every 3 hours or lose HP. And food is very expensive to buy and oddly enough most of what you kill is somehow inedible. Those with more Con obviously need more food.

You should also tire more quickly if you actually go around doing things (like killing or casting spells).

And I think you should have to excrete too, and there's a chance that monsters might smell it, especially if you're someone who has to eat a lot.

Anything else we can add to make the game a pain?
I think it'd make many players uncomfortable if they had to emote excreting or even moving off to go to a toilet. It might be role-play and we try to make it close to real life, but there are boundaries. Food, water, rest and "piety" (where casters have to cast/donate often or lose their percentage of piety, thus losing favour) are valid points. I really would avoid the toilet one.

Re: Resting areas

Posted: Tue Jun 12, 2012 1:16 pm
by stevebarracuda
If you could lay down a campfire, and there was a 50/50 chance of an NPC ambush, I can imagine a nefarious toon leaving a campfire right next to a transition point, luring monsters to that location, then when another toon transitioned into the area...whammo! Instant Fugue Ride.

If you could lay down a campfire to rest in an interior area, you would need to carry logs/kindling (which is how it should be anyway), which would be heavy...I'd say 40 lbs of wood? That means only STR-focused toons—now known as Woods Mule Men hence—would have the wherewithall to make a campfire. I guess that gives fighter types some usefulness...

If you could lay down a campfire to rest anywhere one pleased—but only after your rest timer completed its reset—falling asleep (resting) by yourself would probably be one of the dumbest things you could do in a monster infested zone. Even a lizardman is smart enough to creep up on you and slit your throat. So, you'd need one person extra to be "on watch." Maybe this leads to nice group tactics...