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Resting Arbitraryness

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  • #46
    Being a cleric in Sundren has higher requirements, we enforce domains... And if we see you aren't following the dogma or doing anything to show your piety, then your god blocks your magic. Then that cleric becomes a weak fighter without buffs.

    Regardless of this lengthy discussion, we have no current plans to modify resting. That may change in the future, but as of now its a finalized product. If anything you will see better gear restricted to melee classes as an offset to this rather than modification of resting.

    Also, catching a cleric off guard means he has his pants down (no buffs). Melee fighters don't suffer that.
    The very existence of flame-throwers proves that some time, somewhere, someone said to themselves, You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.

    George Carlin

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    • #47
      This issue threatens to breach the purpose of the initial post I think and while I feel an executive decision would need to be made in order to resolve the casted magic to available item power ratio I'll leave it at that as this thread is particular to the issue of resting. I will add however that as tedious as the arguement is, it's necessary to constantly have it thus we can evaluate and re-evaluate the merits of current design implementation - I just don't feel this thread is the place for it.

      Onto resting adjustments - It might be worth considering just bluntly letting you heal to full anywhere you rest. It does as I've said earlier eliminate a use for survival but, eh, I don't think anyone's particularly going to miss it.

      Issues that would of course arise on this:
      "Then people will just rest every time they get hurt."

      this of course is quite simply adjusted by adding a minimum wait time between rests or, if there already is one (I don't rest often as a non magic user because it is so innefficient for me to do so at the moment so frankly I'm not that familiar with the rest system) and its duration is so short that this is relvant risk, simply increase the time. This duration of course would be left to the development teams executive decision and I don't even have any suggestions for it as I'm not familiar enough with the module itself and its level of difficulty to decide on an appropriate time.


      Additional revisions to the rest system could be limiting spell regeneration ONLY to rest area's themselves. Elaborating: You may rest to full outside of a designated rest area once every X hours pass but doing so will regain you no spells as such areas are too busy, dangerous, or rugged to allow the proper comfort and tranquility required for study, prayer, or whatever the heck. This would make magic more precious a commodity and more carefully deployed. Getting to a rest area would of course allow you to and regain health and spells immediately regardless of the current time and would rest it after words.


      Issues this might cause:
      "That might make low level magic user leveling a little too difficult."

      Agreed, it would need to be decided what level this would kick in as I can certainly see it being a little dull and very dangerous for low level magic users to have that limitation on them. Lowbie rest rules currently allow someone to rest to full with all spells wherever and whenever they want. It might merit increasing the level that one benefits from this system to 6 or something in order to compensate for the already low and short lived power of such low level magic users.


      "Any combination of words essentially translating to 'don't nerf me bro' from a worried spell bound player."

      It wouldn't be a nerf, it would be a thematic adjustment towards maintaining the integrity of a low magic server. This wouldn't diminish the power of magic in anyway, it would just ensure that it is in fact a limited resource rather than a glorified supernatual ability as it is now.

      "Such a change would require a server overhaul because X area is so difficult it requires full buffs all the time no matter what and not having the ability to rest and regain full magic between each engagement is fatal!"

      Unlikely to require an overhaul. Any problem is rather simply adjusted by merely increasing the number of rest areas, by say puttign one in a difficult area, or between maps as a sort of breaker area in a difficult and challenging region. I also doubt that there are any areas like this in game and if there are then it's likely they should be adjusted anyway as it makes little sense that there would be. The purpose is not to "nerf" magic but to make it a resource, as stated before. If the game suddenly becomes too difficult as a result of the adjustment because of the distance between the area and its nearest rest zone, or the sheer challenge of the area itself then either of those two issues can be individually address and rectified, add a rest zone or genuinely consider that the area my be too difficult from the get go (which would be a deisgn issue) or simply too difficult for your character (either gain some levels or get some friends because it was possibly meant to be completed by group dynamics rather than solo-tarding through it).

      Edit to add: and beaten by an executive decision moments before I posted it heh. Oh well, I'll leave it here as the suggestions are sound anyway in the event that future adjustments are considered.

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      • #48
        Current rest system, afaik:

        Before level 6, resting can be done wherever, whenever, and restores full health.

        Post level 6, resting can be done wheverer every 10 minutes, and restores full spells and HP equal to Level + Survival.

        Fatigue is caused when you rest in medium or Heavy armour. After level 5, it can take up to a minute to unequip your fullplate, rest, then equip it again. This is offset by any divine caster being able to spend a Lesser Restoration to save them the time and risk, but not by any normal fighter.

        So as is, only Fighter types have a rest time longer than 10 seconds. Which is what bought this topic up, since it seems odd that completing full prayers to your deity or memorising your entirely daily allotment of arcane power takes more time than simply stopping to bind a few wounds and catch a breather.


        Perhaps this would cut down on the flinging about of spells for the sake of doing so, perhaps it wouldn't.

        In any case, if nothing's likely to change, so be it. Now all I need to do is find an item to cast Lesser Restoration 1x/day and I'll be fine anyway.
        Running across the mountains, attacking with an oversized scalpel, cometh Helga Great-Wyrm! And she gives a mighty bellow:
        "Brace yourself, oh human speck of dust! You are made of meat and I am very hungry!"

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