Death and Dying.

Post your tips, ideas for improvements, requests for new features, etc. here
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Quiett
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Death and Dying.

Post by Quiett »

I really like the -10 hp before you die concept. What we used to do in PnP was go with either -10hp or -10% of max hp, whichever is higher.

-10 hp for a lvl 15+ character really wont really help that much at all. imho.



Just an Idea.

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Post by DrakhanValane »

The point is to make it easier on newbs. At level 15 clerics have raise dead and resurrection to fix you up with.
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Post by JesterOI »

The combo with early level summons healing you back is cool.
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Denort
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Post by Denort »

There is one thing that I have noticed with the current death and respawn system that is not very friendly. You get raised before you get teleported. Many times with new characters when I hit respawn, I get raised, killed by the ugly thing that killed me and then I appear at the rift dead once again. In the process taking a double hit from the xp penalty. It is not so bad for most characters but a bit tough on those with an ECL modifier.
I have to assume there was a good reason to raise the character before teleporting. Perhaps a low level casting (ie low duration) of greater sanctuary could be put on the character? It will not work on anything with a good will save but it should help early on.

Kirg
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Post by Kirg »

Just wait a little time before hitting respawn. As the mob around you will be strolling around and not on you the moment you will be raised before disappearing.

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Teh Panda
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Post by Teh Panda »

How about setting a 1 round knockdown effect hitting all the monsters surrounding the corpse?

That way they will have time to respawn safely.
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TGPO
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Post by TGPO »

The knockdown on res would be way to exploitable. I can think if three ways to do it myself after only a few seconds of thought.

Keep the ideas coming though.
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Knightwing4
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Post by Knightwing4 »

could perhaps the enemies be set to temporarily friendly?

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Teh Panda
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Post by Teh Panda »

Have a check to see if the target is a PC.

If False then Knockdown effect for 1 round. (Nobody should care if they get killed by another player, unless they're a planar.)

This only will happen if the player respawns, and while this may help any of his companions for 1 round, that isn't much. If your worried that people will purposely die for the knockdown effect... why would somebody die just to knockdown mobs in a small area for 1 round :? ?

Unless they're fighting at a bindpoint, they have to walk back to where they were fighting. And they still lose the respawn xp, so dying on purpose is practically out of the question.

I'm just curious to why you think it could still be exploitable after some scripting. Beyond a 1 round advantage that is.
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Teh Panda
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Post by Teh Panda »

On second thought, the idea sucks.

How about using:
SetCutsceneMode(oPlayer, TRUE);

when respawn is selected and:

SetCutsceneMode(oPlayer, FALSE);

after they are done spawning?

[Makes the character 'plot' and then removes plot flag after respawn]
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Qui
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Post by Qui »

Easiest solution to being killed on respawn is just to teleport then heal. or is scrip[ting around biowares built in system for this a rediculous amount of work?
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Joran
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Post by Joran »

We don't have any Bioware built-in scripts left in NS4, we threw them all out ;)

This bug was once fixed, now for some reason it's back. Simple fix is plotting the character before resurrection, the AI will ignore plot-flagged creatures.

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Post by Qui »

Ahh, nice solution Joran.. threw them all out?? wow.. i have horribly miunderstood the amount of work put into this.. i thought u had worked around.. or changed.. and added your own.. not removed all.. i tip my hat to you..
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