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alternative to the fugue
Posted: Fri Feb 16, 2018 3:18 pm
by aaron22
as per another thread (say i can't follow instruction), i am wondering what AoS thinks a better alternative to the fugue is and why.
Re: alternative to the fugue
Posted: Fri Feb 16, 2018 3:24 pm
by Aspect of Sorrow
Area transition to an area that doesn't have much use.
A GUI popup with player options the same as the fugue with supplied blind/deafness to suppress area bound messages as the alternative.
Re: alternative to the fugue
Posted: Fri Feb 16, 2018 3:30 pm
by chad878262
Frankly that would avoid having two OOC areas (the fugue and bone castle) and would save the player time transitioning. All in all it is a better solution.
Re: alternative to the fugue
Posted: Fri Feb 16, 2018 3:31 pm
by aaron22
would consider if player was also deaf and dumb. totally encumbered and "super ethereal". meaning that no spell or skill could see or effect them.
other than it is an eye sore that is also super immersion breaking.
"don't mind them. they are actually not there."
Re: alternative to the fugue
Posted: Fri Feb 16, 2018 3:32 pm
by YourMoveHolyMan
Oh that would be really nice, could apply it to pvp as well. Eliminating some confusion on who is down, wounded, and dead.
Re: alternative to the fugue
Posted: Fri Feb 16, 2018 3:32 pm
by chad878262
To other characters the dead PC would be on the ground, I imagine he could still be raised as normal, though without the corpse I imagine there'd be no way to 'carry' the dead to a temple.
Re: alternative to the fugue
Posted: Fri Feb 16, 2018 3:37 pm
by Aspect of Sorrow
Corpse will still drop, the player just can't do anything, see anything unless they opt to respawn with the XP penalty and all that comes with it. The dead player will not be visible (cutscene invisible)
Re: alternative to the fugue
Posted: Fri Feb 16, 2018 3:43 pm
by aaron22
and this would free up how much space for us?
Re: alternative to the fugue
Posted: Fri Feb 16, 2018 3:48 pm
by Valefort
Enough for a medium exterior area.
Re: alternative to the fugue
Posted: Fri Feb 16, 2018 3:54 pm
by aaron22
like a cool gnome/human village that evil toons can slaughter en masse!!!
do it CR14 built like xvarts. xvarts replaced with gnomes and the bear is the capt of the guard and his staff.
Re: alternative to the fugue
Posted: Fri Feb 16, 2018 3:59 pm
by Wandering_Woodsman
Hrm...an idea.
Wherever they die, they appear as a ghost. They're 100% immune from anything, they can't do anything, are 100% immoble, and if they try to speak, all that comes out is OoOoOOooO.
They can then, optionally, use a / command (maybe?) to force a resurrection, which will penalize them using standard XP/level loss. However, they can only do this command after enough time has passed, say one minute/level, or maybe half/minute?
Re: alternative to the fugue
Posted: Fri Feb 16, 2018 4:27 pm
by Reckeo
Wandering_Woodsman wrote:Hrm...an idea.
Wherever they die, they appear as a ghost. They're 100% immune from anything, they can't do anything, are 100% immoble, and if they try to speak, all that comes out is OoOoOOooO.
They can then, optionally, use a / command (maybe?) to force a resurrection, which will penalize them using standard XP/level loss. However, they can only do this command after enough time has passed, say one minute/level, or maybe half/minute?
This is similar to what happens in UO, even down to the OoooOOOooooo, though there was a skill called 'Spirit Speak' that allowed living people to interact with the dead, and one with high enough healing skill could even use bandages (UO equivalent to healing kit) to Raise dead.
Also, the ghosts can move you weren't immobile, but you would drop a corpse that was fully lootable (unless you had bound gear, which was rare, or if you had the new account grace period). You would have to run as a ghost to find a priest to resurrect you. If you were a heavy PvPer and 'grey' status, they would not raise you for about 15 minutes, if you were 'permared' from killing too many other players (3 in a week or something), they wouldn't res you for like 72 hours of in game time meaning you NEEDED another player, or sat on the account for 72 hours just to get a res.
Re: alternative to the fugue
Posted: Fri Feb 16, 2018 4:29 pm
by Reckeo
aaron22 wrote:like a cool gnome/human village that evil toons can slaughter en masse!!!
do it CR14 built like xvarts. xvarts replaced with gnomes and the bear is the capt of the guard and his staff.
Gnome killing? +1.
All my paladins will be fallen. This notion must be integrated, and soon.
I WILL HAVE JUSTICE.
Re: alternative to the fugue
Posted: Fri Feb 16, 2018 9:49 pm
by NegInfinity
chad878262 wrote:Frankly that would avoid having two OOC areas (the fugue and bone castle) and would save the player time transitioning. All in all it is a better solution.
Actually... I think fugue and bone castle could be probably merged into a single location. If the number of areas is a concern.
Re: alternative to the fugue
Posted: Sat Feb 17, 2018 1:52 am
by XyrisMourn
I think I would miss those odd (and naturally very rare!) moments when I find myself stood next to Myrkul... and wait for other players to arrive before:
*BOOMING VOICE* "What does this poor mortal seek at the hand of Death? Make obeisance and state your request, mortal!"
