Suggestion Regarding the Penalty for Being Revived
Posted: Fri Jun 09, 2023 10:59 am
When being revived using bloodstaunch or a similar magic effect, your character is frozen in place for a length of time.
I would like to suggest instead replacing this effect with a temporary debuff that lasts for the same amount of time.
As I understand it, the reasoning behind adding the freeze effect was to force players to roleplay recovery instead of just mowing through dungeons after revival, which is not a bad idea, however these have been my observations on what this effect actually does in practice:
1: It massively disrupts and at times even halts roleplay.
The reason for this is that the character being stuck in one place is purely an ooc mechanic that cannot take into account the many factors that cause staying in one place to no longer make sense in-character.
For example, characters are no longer able to carry their friend away immediately after reviving. This cannot be solved by leaving them a corpse due to the fact that there is a very short time limit and roleplaying this out would have to be massively rushed, and also because it prevents the downed player from joining in the roleplay unless you never encounter anyone who is outside of party chat.
For another example, players are forced to either behave in a manner that is out of character for their pc or pause roleplay entirely to handwave the fact that they are forced to stand around in situations where this is wildly inappropriate or no longer makes in-character sense.
Examples include being in a very dangerous area where the only proper course of action is to drag your friend out so they can rest without being killed (leaving them a corpse is not always an option due to the time limit, and those of us who are willing to play out being wounded like to be able to participate), and situations where the injured character has been fully healed by magic and is physically capable of trying to spend their last bit of strength to fight for their friends who are in need.
This second example we came across during a dm event where the dm themself, from what I was told by the other player, was confused about why the character wasn't joining back in, because it made no sense.
Additionally, the need to move the revived character in a timely fashion is not only in dire situations. This has been done in calmer settings as well for many years, and only after implementing the freeze mechanic has this become disrupted. Healers and priests do not typically leave a person in need of treatment hanging out in the middle of the room where they are in the way of others and not resting properly.
2. The freezing mechanic does not really serve to make people roleplay in any reasonable way.
The one time I got roleplay out of having the freeze disrupt a group loot run, it was a very awkward "oh, you oocly can't move. I guess we'll do awkward small talk and wait it out while we try to shoehorn it into making ic sense" because my character had already been treated by the other characters and we were forced to stay in one place while snake people were respawning and trying to eat my character.
While in this scenario I do admit that I should have played out recovery a bit more since I'm pretty sure they only used healing kits on me, what cannot be justified is the fact that absolutely no one was able to attempt to take my character away instead of standing around getting attacked when he had already been punched into the floor mere moments before, simply due to an ooc mechanic forcing us to stand around waiting to be attacked. This, in my opinion, made the situation significantly more silly than simply carrying on too soon to avoid getting snakes spawned on top of us, because not only did we have to keep moving regardless because of where we were at the time, but we also had to sit around waiting to get beat on by even more snake people in addition.
As for players who refuse to stop at all, there is not really much you can do about that. If the players are disregarding you enough to ignore attempts at roleplay and leave you in the dust surrounded by enemies that are too difficult for you to handle alone, the solution is to just avoid loot running with them unless you're willing to deal with that sort of behavior.
These are my reasons for asking to make a change to the revival penalty.
As it is currently, it merely acts as an ooc slap on the hand for getting yourself revived, and it is a massive hindrance to roleplay.
I hope no one will see this as putting anyone down for the idea.
I do agree with having some sort of negative for being brought back at the brink of death. Freezing the character, however, is just way too far as it becomes an issue for players rather than the characters.
Which is why I feel a better solution, as stated at the begining of the post, would be to debuff the character for the same length of time instead of freezing them. This will mechanically demonstrate that the character still needs to take time to get back on their feet, without causing unnecessary issues that usually interrupt that very thing.
Thank you for reading. I hope this suggestion will be taken into consideration. I also hope there will be no hard feelings about it.
I've loved just about every single new addition that's gone into the server, it's just that this one I personally feel needs some adjustment.
I would like to suggest instead replacing this effect with a temporary debuff that lasts for the same amount of time.
As I understand it, the reasoning behind adding the freeze effect was to force players to roleplay recovery instead of just mowing through dungeons after revival, which is not a bad idea, however these have been my observations on what this effect actually does in practice:
1: It massively disrupts and at times even halts roleplay.
The reason for this is that the character being stuck in one place is purely an ooc mechanic that cannot take into account the many factors that cause staying in one place to no longer make sense in-character.
For example, characters are no longer able to carry their friend away immediately after reviving. This cannot be solved by leaving them a corpse due to the fact that there is a very short time limit and roleplaying this out would have to be massively rushed, and also because it prevents the downed player from joining in the roleplay unless you never encounter anyone who is outside of party chat.
For another example, players are forced to either behave in a manner that is out of character for their pc or pause roleplay entirely to handwave the fact that they are forced to stand around in situations where this is wildly inappropriate or no longer makes in-character sense.
Examples include being in a very dangerous area where the only proper course of action is to drag your friend out so they can rest without being killed (leaving them a corpse is not always an option due to the time limit, and those of us who are willing to play out being wounded like to be able to participate), and situations where the injured character has been fully healed by magic and is physically capable of trying to spend their last bit of strength to fight for their friends who are in need.
This second example we came across during a dm event where the dm themself, from what I was told by the other player, was confused about why the character wasn't joining back in, because it made no sense.
Additionally, the need to move the revived character in a timely fashion is not only in dire situations. This has been done in calmer settings as well for many years, and only after implementing the freeze mechanic has this become disrupted. Healers and priests do not typically leave a person in need of treatment hanging out in the middle of the room where they are in the way of others and not resting properly.
2. The freezing mechanic does not really serve to make people roleplay in any reasonable way.
The one time I got roleplay out of having the freeze disrupt a group loot run, it was a very awkward "oh, you oocly can't move. I guess we'll do awkward small talk and wait it out while we try to shoehorn it into making ic sense" because my character had already been treated by the other characters and we were forced to stay in one place while snake people were respawning and trying to eat my character.
While in this scenario I do admit that I should have played out recovery a bit more since I'm pretty sure they only used healing kits on me, what cannot be justified is the fact that absolutely no one was able to attempt to take my character away instead of standing around getting attacked when he had already been punched into the floor mere moments before, simply due to an ooc mechanic forcing us to stand around waiting to be attacked. This, in my opinion, made the situation significantly more silly than simply carrying on too soon to avoid getting snakes spawned on top of us, because not only did we have to keep moving regardless because of where we were at the time, but we also had to sit around waiting to get beat on by even more snake people in addition.
As for players who refuse to stop at all, there is not really much you can do about that. If the players are disregarding you enough to ignore attempts at roleplay and leave you in the dust surrounded by enemies that are too difficult for you to handle alone, the solution is to just avoid loot running with them unless you're willing to deal with that sort of behavior.
These are my reasons for asking to make a change to the revival penalty.
As it is currently, it merely acts as an ooc slap on the hand for getting yourself revived, and it is a massive hindrance to roleplay.
I hope no one will see this as putting anyone down for the idea.
I do agree with having some sort of negative for being brought back at the brink of death. Freezing the character, however, is just way too far as it becomes an issue for players rather than the characters.
Which is why I feel a better solution, as stated at the begining of the post, would be to debuff the character for the same length of time instead of freezing them. This will mechanically demonstrate that the character still needs to take time to get back on their feet, without causing unnecessary issues that usually interrupt that very thing.
Thank you for reading. I hope this suggestion will be taken into consideration. I also hope there will be no hard feelings about it.
I've loved just about every single new addition that's gone into the server, it's just that this one I personally feel needs some adjustment.