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Author Topic: Movable Corpses  (Read 1364 times)

Stephen_Zuckerman

Re: Movable Corpses
« Reply #60 on: May 29, 2007, 01:01:19 pm »
Quote from: Gulnyr
In other words, there is a built-in work-around (aka exploit).  Not everyone is a mage, of course, but they aren't exactly rare, either.

An exploit? Using a spell to haul something heavy, just as it's used now? I'm afraid I'll have to disagree on that one.

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If it were created so that there could be no easy grave recovery, I probably couldn't complain too much.  To be specific, it would have to be built so that a person who chose to wait and then decided to respawn would have to return to the original point of death and not just to the body's new location.  So the choices would be that any respawn would require the character to wait out the reflections or return to the original death site, and any wait would require a raise or resurrect from a Cleric.  Just returning to the body in a safe place is too much of a Get Out of Death Free card.
Yes, that is exactly how it works in the method I proposed - just scroll up. :)

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To add to something Acacea said previously, but from a different angle, Clerics ready to raise people on every street corner like pawners would be excessive, I think.  It shouldn't be too easy to find an NPC Cleric to help.
I agree.

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Personally, I think it should generally be limited to only Allied and Friendly folks who should be raised.  Neutral (the deity relation, not the alignment) is kind of a toss-up, depending on the Church.  Some of them may ask, "Why not?" while others may ask, "Why should I?"
Again, I agree.

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Put it in or not, y'know, but don't make death mean less than it does now.
I don't think it will.

Edit: I'm starting to feel, a bit, that this whole discussion is ignoring the main focus of this, which is to decide if a system for movable corpses would be acceptable to the community. I proposed just such a system, which should satisfy everyone, above. Link. As such, I'm a little confused why not a single soul has commented on it, and has instead focused on going back and forth on issues that have already been addressed.

I apologize if I seem snippish in this edit - I've not slept much and I'm not sure how else to word it.
 

Gulnyr

Re: Movable Corpses
« Reply #61 on: May 29, 2007, 05:32:56 pm »
Quote from: Stephen_Zuckerman
An exploit? Using a spell to haul something heavy, just as it's used now? I'm afraid I'll have to disagree on that one.


I probably didn't choose the best word.  

The penalties for dying should not be something easy to overcome, and adding a system that would allow it when we know exactly how to "defeat" the system just seems really, really screwy.  Using the spell to carry heavy loads is great, but not when it makes death less costly.  A system that requires returning to the death site or to a Cleric to be raised*, without a hybrid possibility of returning to the body in a safe location, doesn't "exploit" the system through the use of the spell.

*(or waiting out reflections, but that isn't important to this particular point)
 

Stephen_Zuckerman

Re: Movable Corpses
« Reply #62 on: May 29, 2007, 06:20:13 pm »
Aye, as I addressed. :) Specifically, the gravestone appears when the character first Shifts to Fugue, with the container and Corpse Object right next to it. The corpse can be moved, but the grave stays put. They can either raise the corpse... Or the char can respawn and go to the grave.

Though, honestly, a mage could jsut as easily go invisible, then polymorph into an umber hulk to get back to his grave with 200 lbs on him.

Edit: If the polymorph would drop invis, the wizard could still load up on STR rings and cast a few Empowered Bull's.
 

Gulnyr

Re: Movable Corpses
« Reply #63 on: May 29, 2007, 07:02:13 pm »
Quote from: Stephen_Zuckerman
Though, honestly, a mage could jsut as easily go invisible, then polymorph into an umber hulk to get back to his grave with 200 lbs on him.

Edit: If the polymorph would drop invis, the wizard could still load up on STR rings and cast a few Empowered Bull's.


I think we're talking about two different things.  I don't see anything wrong with the dead guy himself doing things to make it easier to get back to the place he died, whether that is making use of spells or stealth or a big pack of friends.  He could still be detected, or his friends may not be enough, so he has to put himself into danger if he wants to recover more quickly.  

I do see something wrong with the body being the focus of the system, allowing it to be moved to a better place, thus making death cost less.  That sort of system doesn't cost time through waiting out reflections and doesn't have risk by exposing the respawned character to danger.  I understand that is not how your suggestion works, but some of the earlier posts seem to be pointing to that exact option, though more recent posts have moved beyond it.

To be a little more blunt and specific, the comment about the "exploit" was made because it seems a little misleading and deceitful for someone to claim that it is hard to haul a body to safety because of the slowing of the pace after having already posted that it can easily be overcome by polymorphing into an umber hulk.
 

Joyrock

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    Re: Movable Corpses
    « Reply #64 on: May 29, 2007, 08:10:33 pm »
    Well the only thing I have seen posted on is movable post would break balance, bu tit seems to be very blanced on every server that uses it. Just as balanced as the current one.

    As for death having a reason, I find It does not for me. I raise I walk out someone comes up to me and trys to talk to me because I am glowing and wish to help me get back to my grave stone. Now I don't know if you know this but a but returning to life, a magic grave stone popping up, and the ability for a fighter to heal the soul are all things that fit in a high magic world. places where dragons are common place and perma haste boots are on every feet.

    But that just NWN ingeneral, because you can't make a very realistic low magic world with out making it one death perma unless raised by a high level priest, which is not a very player friendly world.

    When I die, I just gather a few people don't talk to them don't care to they help me get to my corpse as a OOC respect amoung players where we pwn every thing in the way because it like 6 monsters. Really easy thing to do.

    Or you simply just logoff and wait, now how is that a very demanding system compared to the movables corpses? I don't see how it makes it any easier then just logging off and waiting while I play my 2nd server or other game, or do school work, make dinner etc.

    The layo death system is easy recovery, with some chance of lossing XP. but it still made to be easy to make it easy on the players.

    Now just as much as movables corpses aid corpse recovery, it hinders it and makes it more dangerous as well. Through the movement speed.

    Now if I wanted balance I would play WoW, layo will never be able to match WoW in balance, but WoW will never match layo in RP. This is a RP server.
    Movable corpse hinder corpse recovery very little, and aids it very little.

    You can Recover a corpse with a DM so I think it makes little difference unless the DM's by your logic favor players and allow quests to be easy so they always win and don't cry by allowing corpse recovery.

    Now here is a thought, take the time to give a list of reason's how picking up corpses would hurt the server, and I will take the counter argument of how it would help the server.

    you see we have a CvC widget which can help a server or hurt it, all based on the type of players that use it, there the abusive kind and the non-abusive kind. The current death system is no harder or easier with or with out movable corpses, it just more Rpable, and party friendly.

    Movables corpse does you nothing when your alone, because there no one to drag you back, if your with a lone friend then corpse recovey is more dangerous because you will move slow and you wil be fighting more then one monster with no chance of out running them, or evading there attacks.

    A mage can invis to avoid the mobs I know, but a mage can just cast invis on you and tell you to run to your grave stone. the trick here is that one can run, and the other can only walk, if you use polymorph and umber hulk you lose much needed spell slots, have no way to cast spells unless you return to human form.

    Why do I want movable corpses? Because it insanely silly not to be able to move a corpse three feet, when it can be RPed by a Dm, but not done normally because a game mechanic. Not a balance mechanic.

    now let talk about how frustrating it is, for there to be 10 people in the party, but they can't pickup your corpse and drag it along.

    But what they can do is farm more Xp by escorting you back which is pretty much the point of going into the dungeon you did. over they can just send back the mage invisible to cast invisiblity on you and lead you back to the party.

    Now I think there been some confunsion about how I stated corpse could work, so here goes again.

    When you die instead of a grave, your corpse is left there it can be moved around by being put in your inventory, can be tradded or dropped on the ground. the dead person can ether wait for help (just like the current system) or respawn, at which the corpse is removed from the game.

    Now you can even make it under that the same price as normally respawning, and even still keep them as a ghost/glowie person, missing parts of themself.
    where if they run back there a grave stone marker, denoting the place of death. and they can prey there and be whole again.


    The only thing that has changed is the need for DM's to move the corpse.

    movable corpses does nothing for alone player, hinders a pair of players by one having to carry the other, not everyone has invis, and if they did then they would just invis back, invis the ghost and themselves and run back.

    And it helps the group of adventures, which would easily bash the monsters in front of them to escort a player. But it hinders them greatly if more then one person dies, three people carrying a corpse each, is very dangerous to a party. So as far as balance goes it keeps it pretty much the same.

    Now that just on balance that not about how it helps in other ways such as RP, something the Dm's don't need to be bugged about, another things don't need to depend on DM's for giving them more reason to logon when there are no DM's, etc.

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    To be a little more blunt and specific, the comment about the "exploit" was made because it seems a little misleading and deceitful for someone to claim that it is hard to haul a body to safety because of the slowing of the pace after having already posted that it can easily be overcome by polymorphing into an umber hulk.


    Thing is hauling a body by a mage if they even use polymorph which movable corpse would be one more reason to use it, calls for the need of 2 spells invisibilty, which everymage worth there salt has, and polymorph not used by many mages, because it eats a spell slot and you never use it for anything other then troll form to heal, or as a last resort. you see it uses up half your spell slots using it. So umber hulk can and has put players in danger using it to haul a dead friend.

    Now using umber hulk uses up two spells to use, escorting a player uses up one invisibility. And using umberhulk form is not a exploit, even if theydid add it just to carry corpses, it a useful spell not useful in most places but in hauling things like resources it is.

    But keep in mind umberhulk form is not somthing you use when you must pass the path of monsters. it add's extra life and allows you to run, but you got no clue how easy it is to get stuck on things and with the new tiles I would not want to get caught on something and beaten to death by the mobs after me.

    But if your invised, there there no fear of the mobs. umber hulk form is not the key to avoiding mobs, it just a time savior.

    The same thing that allow you to avoid the mobs with movables corpses, allows you to avoid them with the non moving ones.

    the thing is not everyone is a mage, and not everyone has access to the spell.
     

    Stephen_Zuckerman

    Re: Movable Corpses
    « Reply #65 on: May 29, 2007, 08:31:11 pm »
    Joyrock, let me say something rather blunt.

    You're not helping.

    I've already laid out a perfectly useful and acceptable system that WILL work... All this further discussion is doing is helping to foil your intent to have it actually implemented.

    So, just... Be patient. Wait for Nibor to get to this. And go play the game. :)
     

     

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