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respawning

Discussion in 'Neverwinter Nights (Classic)' started by fyernine, Nov 25, 2002.

  1. fyernine Gems: 4/31
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    Is it just me or does this system of respawning not seem totally spawny (to coin an English phrase).
    I mean, once you're dead, you're dead - unless there's a cleric handy. respawning is for woofters, real men die hard and permanent.
     
  2. Blackthorne TA

    Blackthorne TA Master in his Own Mind Staff Member ★ SPS Account Holder Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

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  3. Crawl Gems: 23/31
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    Now explain permanant death here. Surely there is some way to get your corpse brought back to life, else it would be quite frustrating. I can undertand no respawning, even though honestly, for a game, I prefer to be able to respawn. Hey, after all, I'm playing a cold lifeless computer game here and likely there will be no dm around or even wanting to look out for my well being. Dying is much more likely to happen in an computer game than a PnP game. I don't die often, but it does happen on occasion. Anyway, enough of my personal likes and dislikes. How exactly does ALFA get around the limitations of running a server and keep death permanant? I mean, surely they must reset to offset lag like most other servers do. So, after a server reset, what keeps a player dead? Couldn't they just log back on and play? With the variable system as screwy and lacking for a pw as it is right now, how does a permanant death work?

    [ November 26, 2002, 06:25: Message edited by: Crawl ]
     
  4. Erran Gems: 19/31
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    [​IMG] In Alfa, if you logoff and logon again you reappear in the same place. If you die (ie go below the -10HP) you go to the morgue and are given a 'death' token you can't see or drop. If you log out and in you are back in the morgue. Your friends now have a week of game time to retrieve your body, raise the cash and get you ressed by a cleric. After that time your body decays and is gone - permanently.
    The 0 to -10 zone gives players that great dilemma, aid a fallen comrade who is losing 1HP per round or finish off the monsters?
    This system seems to provide balance between death being a serious issue and being able to do something about it. Of course if you solo ....
     
  5. fyernine Gems: 4/31
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    I agree. Death should be a serious issue. The few servers I have hit so far, respawning is as good as automatic, and all the players seem to play like paladins or fighters, no matter what their class. Just hacking and slashing their way up the levels and who cares if they drop dead on the way. Respawn is just a death away. It sucks.
    Still, it was a good way of levelling up a mage quickly.
     
  6. nior Gems: 24/31
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    a bit off-topic, but deals with death and resurrection, so i'll try to pitch this in. i have seen a staff/rod of resurrection in the single player game. how does it work, i mean how are you gonna use it to resurrect yourself when your are dead? or is this item intended for multi-player games?
     
  7. Crawl Gems: 23/31
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    Hmmm...interesting. If these tokens are invisible and non dropable, are they non pickpocketable as well? That sounds like it has a lot of potential for other ideas as well, but I'm really hoping Bioware does what they've hinted around at doing with the variable system to make it work in persistant worlds. Token work arounds aren't the best thing.

    Glad to see the dying system is implimented. That's a problem I have right now with SoulForge. No dying, just straight to death. As it is, if you get killed, unless there is medic to be found with raise dead/ressurection, that's it for you. Gotta respawn back at the temple. If a gradual dying system were put in, a healer could do some good even at lower levels for fallen comrads.
     
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