Rest Spot(s) Removal throughout Server
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- Steve
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Rest Spot(s) Removal throughout Server
Hello.
Can there be a discussion had on why this was done, and how it has or has not been enjoyable/appropriate/engaging/beneficial to the players?
I recently had the chance to visit some Areas/maps that I haven't been in in years, and all those places that FOR years had rest spots—I still have an useful memory!—are now removed. Kinda lame.
Just off the top of my head, these Areas have had their Rest-ability spots removed: multiple Cloud Peaks maps; Fields of the Dead; Nashkel Foothills.
I just want to say, I'm all for making the game/server more challenging, but...simply taking something away without giving something actually challenging in return, isn't cool. There is no challenge when something is simply gone! This game employs DCs for said challenge(s)...why not set that up?!?
Maybe, at least, help a player out and where the Rest Spots have been removed, also remove the campfires, benches, etc. that SIGNAL one should be able to take a Rest, there. Please. Thank you.
Can there be a discussion had on why this was done, and how it has or has not been enjoyable/appropriate/engaging/beneficial to the players?
I recently had the chance to visit some Areas/maps that I haven't been in in years, and all those places that FOR years had rest spots—I still have an useful memory!—are now removed. Kinda lame.
Just off the top of my head, these Areas have had their Rest-ability spots removed: multiple Cloud Peaks maps; Fields of the Dead; Nashkel Foothills.
I just want to say, I'm all for making the game/server more challenging, but...simply taking something away without giving something actually challenging in return, isn't cool. There is no challenge when something is simply gone! This game employs DCs for said challenge(s)...why not set that up?!?
Maybe, at least, help a player out and where the Rest Spots have been removed, also remove the campfires, benches, etc. that SIGNAL one should be able to take a Rest, there. Please. Thank you.
Last edited by Steve on Wed May 03, 2023 2:48 am, edited 2 times in total.
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- Dolorof
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Re: Rest Spot(s) Removal throughout Server
I believe this is part of the ongoing pve rework. I may be wrong here, as i am not a dev, but i think the goal is to make things more believeble and immersive. In the past, convinience was the main reason behind the several rest spots around dangerous areas.
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Re: Rest Spot(s) Removal throughout Server
There's supposed to be two kinds of rest, though. Long rest and short rest. The default NWN rest is a long rest in which you regain 100% of your health and spells. Imagine being in PnP in the middle of a dangerous dungeon full of horrors and asking your DM for a long rest. I don't think I've ever met one who'd say "sure, take a long rest in this closet in the vampire's castle."
I think a script should intercept the rest action and check what kind of area you're in. If you're in a "safe" area that never has hostiles in it (unless a dm puts them there) it should go ahead and give you the default rest. But if you're in a rest area in a dungeon or other hostile environment you should only roll dice based on your class(es) to see how many hit points you regain and you don't regain spells. But current spell effects on you don't come off either.
Example:
Wizzo The Gnome is a lvl 1 fighter and lvl 2 mage. He draws his sword, casts Mage Armor and Shield on himself and enters Kobold Kastle (it's an old ruin and the kobolds have put up a sign, but they don't spell well). He fights some kobolds, showering himself in glory and kobold entrails, but not without getting hurt. He finds a secluded alcove he can easily defend and sits down to recover. He rolls 1d10 (because fighter) and 2d4 (because wizard) and regains that many hit points plus his constitution modifier, but he still has all of his spells going. Then when he leaves he goes to an inn and drinks himself silly and exaggerates his adventures, then goes to bed and regains all his hit points and spells but doing so cancels his spells.
The trade off would have to be massively increased beneficial spell durations (except Haste), because role-playing takes time. In my experience it's extremely common for 2 rounds of in-game action time to actually be 30 minutes of real time while everyone talks and rps, and while this game reduces some of it by negating the need for saying "I attack the hobgoblin on the right" there's still RP to do and almost no one types as fast as they can talk.
If we want a game where a dungeon encounter involves the rogue emoting
*carefully checking the chest for signs of tampering, she smirks in satisfaction when she spots the trap trigger* "Amateur" *she whispers to herself as she casually snips the wire*
While the fighter emotes
*stands at the doorway, sword ready, while the rest of the party watches the rogue justify her existence*
Then we really need much, much longer spell durations. Currently the pressure to get through the illithid lair before your Mind Blank wears off has everyone running, hasted, and no rp.
I think a script should intercept the rest action and check what kind of area you're in. If you're in a "safe" area that never has hostiles in it (unless a dm puts them there) it should go ahead and give you the default rest. But if you're in a rest area in a dungeon or other hostile environment you should only roll dice based on your class(es) to see how many hit points you regain and you don't regain spells. But current spell effects on you don't come off either.
Example:
Wizzo The Gnome is a lvl 1 fighter and lvl 2 mage. He draws his sword, casts Mage Armor and Shield on himself and enters Kobold Kastle (it's an old ruin and the kobolds have put up a sign, but they don't spell well). He fights some kobolds, showering himself in glory and kobold entrails, but not without getting hurt. He finds a secluded alcove he can easily defend and sits down to recover. He rolls 1d10 (because fighter) and 2d4 (because wizard) and regains that many hit points plus his constitution modifier, but he still has all of his spells going. Then when he leaves he goes to an inn and drinks himself silly and exaggerates his adventures, then goes to bed and regains all his hit points and spells but doing so cancels his spells.
The trade off would have to be massively increased beneficial spell durations (except Haste), because role-playing takes time. In my experience it's extremely common for 2 rounds of in-game action time to actually be 30 minutes of real time while everyone talks and rps, and while this game reduces some of it by negating the need for saying "I attack the hobgoblin on the right" there's still RP to do and almost no one types as fast as they can talk.
If we want a game where a dungeon encounter involves the rogue emoting
*carefully checking the chest for signs of tampering, she smirks in satisfaction when she spots the trap trigger* "Amateur" *she whispers to herself as she casually snips the wire*
While the fighter emotes
*stands at the doorway, sword ready, while the rest of the party watches the rogue justify her existence*
Then we really need much, much longer spell durations. Currently the pressure to get through the illithid lair before your Mind Blank wears off has everyone running, hasted, and no rp.
- Steve
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Re: Rest Spot(s) Removal throughout Server
Any implementation or removal for player convenience or not-for-player convenience is still an OOC action.
It really should be that any PC can attempt to make camp anywhere...just that there should be consequences—relative to a DC check—as to whether said resting would fail through interruption. In the "regular" case of an area where there are mobs, it would be an attack disruption. Or something on that level.
But I do like this idea of instituting a Short and Long Rest mechanic. It is actually real D&D.
However, I also think that certain Skills, or magic, or etc., should benefit the PC attempting a Rest, Short or Long version.
Without a doubt, BGTSCC could benefit from a more sophisticated Rest system, one that actually could be part of the role-play, instead of being rather OOC in nature, across the board.
It really should be that any PC can attempt to make camp anywhere...just that there should be consequences—relative to a DC check—as to whether said resting would fail through interruption. In the "regular" case of an area where there are mobs, it would be an attack disruption. Or something on that level.
But I do like this idea of instituting a Short and Long Rest mechanic. It is actually real D&D.
However, I also think that certain Skills, or magic, or etc., should benefit the PC attempting a Rest, Short or Long version.
Without a doubt, BGTSCC could benefit from a more sophisticated Rest system, one that actually could be part of the role-play, instead of being rather OOC in nature, across the board.
Talsorian the Conjuransmuter - The (someTIMEs) Traveler
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- Endelyon
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Re: Rest Spot(s) Removal throughout Server
I'm pretty certain nothing was removed, at least not intentionally. When we looked into the one you mentioned in Cloudpeaks, for instance, we had no record in our entire SVN of it ever existing all the way back to 2020.
My theory was just to add some rest spots where they're lacking and call it a day.
My theory was just to add some rest spots where they're lacking and call it a day.
- ValerieJean
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Re: Rest Spot(s) Removal throughout Server
In cloudpeaks and Steve may have mentioned this already but since I played on the surface which has been eight or so years now, you used to be able to rest right outside the Frost Giant Cave where that rocky plateau is, this changed in the last. . .year to three? It was rather recent all and all. That one I know off hand, I imagine there were others but they did exist.Endelyon wrote: ↑Wed May 03, 2023 3:01 pm I'm pretty certain nothing was removed, at least not intentionally. When we looked into the one you mentioned in Cloudpeaks, for instance, we had no record in our entire SVN of it ever existing all the way back to 2020.
My theory was just to add some rest spots where they're lacking and call it a day.
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- Steve
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Re: Rest Spot(s) Removal throughout Server
Well...all I know for sure is that I didn't remove any!!! lol. It's a mystery, then. And yeah, the simple choice is to add them around / add them back in. But I also like making Rest kinda...more sophisticated too.Endelyon wrote: ↑Wed May 03, 2023 3:01 pm I'm pretty certain nothing was removed, at least not intentionally. When we looked into the one you mentioned in Cloudpeaks, for instance, we had no record in our entire SVN of it ever existing all the way back to 2020.
My theory was just to add some rest spots where they're lacking and call it a day.
Exactly missing places that I can identify from memory:
1. Outside the door to the Fields of the Dead crypt.
2. Cloudpeaks near the Cloudpeaks, Descent map transition
3. Outside the Lizard Cave in Cloudpeaks Descent
4. Nashkel Foothills near transition to Cloudpeaks
5. Boryesker Bridge map at transition to High More
6. Trollclaws near NW camp with 2 chests
I can keep traveling around the Server willy-nilly, and finding more, if that is what is required. I am also sure others can chime in from experience.
Cheers.
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- Endelyon
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Re: Rest Spot(s) Removal throughout Server
Added! Big thanks to Ashenie for getting that done. Let us know if any other ones are also missing.
- Steve
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Re: Rest Spot(s) Removal throughout Server
Yes, big thank you to Ashenie!
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Re: Rest Spot(s) Removal throughout Server
Duergar mines in the underdark also used to be a rest area.
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- Lockonnow
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Re: Rest Spot(s) Removal throughout Server
Now this a is a RP server so why we dont let the skills of survivel Decide if is safe to rest where you are that means you need have lots of skills in survivel ?????
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Re: Rest Spot(s) Removal throughout Server
I think having a full rest (remember, that's EIGHT HOURS in PnP) just outside the BBEG's door is silly and WAY too OOC. Just make all buffs except haste (and its variations) last an hour per CL and make us rest at campsites and inns.