Just a comment on the length of time it takes to get down in The Deep.A trip for mithril or emeralds doesn't need to take 5-6 hours. A trip for mithril and emeralds that involves encircling the areas so as to reap the rewards of both of the emerald and mithril spawns three times and maybe some titanium on the way there and back takes 5 to 6 hours. Server logs show each cycle to go back to the deposit locations takes 40 minutes.
If you want to be more conscientious of your other party members schedules then don't plan such massive hauls? Plan trips for just one or the other and one mining run. This can be accomplished in less than 3 hours.
The trips there or back also do not need to take as much time if the parties are more properly prepared to provide the essential defences for longer periods of time instead of resting every twenty minutes when their mega spells are spent. Have the clerics memorize more foes, the mages/clerics memorize more true sights, don't blow all your spells when you don't necessarily need to etc.
If you want to shave off the one hour that it takes for returning to the surface with a teleport system there's an easier way; don't loop the deposits three times and don't venture for both goods at a time.
If I can have a "Get off my lawn!" moment, there was a time when 8 people would delve for 4 hours and get maybe just 3 emeralds, not 20+ emeralds and 80+ nuggets of mithril.
Lastly if you have to bail for any sorts of emergencies, do so, then when you return post on the forums or inquire on IRC for a GM to give you a friendly teleport based upon the circumstances. A simple "Hi I had to go take care of my boy and needed to bail on my party unexpectedly in the middle of The Deep, can someone help me rejoin them/return me to the surface"
I have the perfect solution. Give every player an item that when used will kill them. The death will be like when a DM kills you, no exp lose or soul mother role. That way they can port to their bind stone and have to recover before they can play again. It has no cost and the recover penalty is already built in based on your character level. The only problem is how to RP the whole thing. I was thinking that the RP reason would be, "You focus on the item and return to your bind stone. The return trip is so exhausting that you need a break before you can continue." To add to the RP experience why not have a built in quest where the item is one of the rewards. Maybe a second quest offered by Mordaken outside Hlint.Oh and the item can only be used with no monsters around.
I like it but I see two things. One is that it needs a number of time it can be used in an alloted time frame, due to the recovery time being capped at 1 hour.Second is of RP. If you kill the character (decide to kill himself?) that wouldn't fit with a lot of the alignment there I think. I don't foresee a Paladin of Toran commuting this to get out of a cave.I do love the idea of an item being a secondary quest reward, from a NPC.
Just a comment on the length of time it takes to get down in The Deep.A trip for mithril or emeralds doesn't need to take 5-6 hours. A trip for mithril and emeralds that involves encircling the areas so as to reap the rewards of both of the emerald and mithril spawns three times and maybe some titanium on the way there and back takes 5 to 6 hours. Server logs show each cycle to go back to the deposit locations takes 40 minutes. If you want to be more conscientious of your other party members schedules then don't plan such massive hauls? Plan trips for just one or the other and one mining run. This can be accomplished in less than 3 hours...
As a side note: The more we have these discussions about trips and CNR and the cost of goods the more I see the wisdom in the old camping rules.
I want to clarify also that I'm not entirely against these ideas. Chongo and I talked extensively about such a system. I'm just offering means to work around them at least at the present.
2 Questions1. How long is a "number of hours" for the character to be out of play? IMO 4 to 6 hour range would work. Leaning towards 4. I cant see much longer than 6. That would be a pretty harsh penalty for using this system IMO.
2. You are talking about just the 1 character being "out of play" not the players whole account? This would be unacceptable and only reward those who have multiple NWN accounts. The way I read you D you meant just that specific character... in my case say its Enzo who used this system. He would be "out of play" for "X" hours. I could if I chose to still play another of my characters, right?
Why wouldn't it cover an emergency though? If they use the item to port out because of an emergency they will have 6 hours before that character can play. If were truly an emergency 6 hours is nothing to worry about.
While true it would not cover emergency player departures, that facet is covered pretty well by GMs already.
Seems we are on the same page with the time issue. I agree completely (don't fall out of your chair LOL) It has to be long enough to be felt and to help stop it from being used as an exploit (the hard core player). Yet not long enough to further discourage someone (the casual player). Why wouldn't it cover an emergency though? If they use the item to port out because of an emergency they will have 6 hours before that character can play. If were truly an emergency 6 hours is nothing to worry about..