Ravenloft: Prisoners of the Mist

Suggestions, Feedback & Bug Reports (OOC) => Module Feedback and Suggestions => Topic started by: Zarathustra217 on June 16, 2008, 09:29:40 AM

Title: Experimental Revision of the Resting system
Post by: Zarathustra217 on June 16, 2008, 09:29:40 AM
After discussions within the development team, we've agreed to experiment with revising how the resting system works. The motivation is mainly to make people feel less of an urge or need to hurry.

What we'll do for now is skip away with the three rest slot timer system and simply have one. The average time between rests will be considerably lowered, however, as you can see by this chart:

Code: [Select]
Level:    Duration between rests:

2-6       1 in-game hour/6 minutes

7-12      2 in-game hours/12 minutes

13+       3 in-game hours/18 minutes

As said, this is just an experiment for now, and we hope it won't cause any grief to you. Please try out in game how it feels and get back to us with your experiences.
Title: Re: Experimental Revision of the Resting system
Post by: Helaman on June 16, 2008, 09:39:18 AM
More realistic and cool on one hand but its a fact that some of the harder dungeons actually NEED parties to rest to regain spells, healing etc.

An 18 minute wait before proceeding to the next area in the Scrag caves or at the Demonologists is both dangerous and boring... sure we can shoot the breeze for 18 minutes... so we clear the next area and then need another 18 minute rest before the final room. Spiders will be a major challenge if you get 2 unlucky saves and your cleric is out of Lesser Restorations then you are screwed unless you have a crossbow (longbows are auto affected by lower str even if they aren't mighty).

You may find you need to remodify certain areas such as the Barovian Cyrpt lower levels, the Demonologist temple, the Scrag caves, the Ice Queen and the Lich tower... which more or less need you to rest in between 'stages'.

Not dissing the idea... in fact is cool and a bit more realistic, more prone to promote partying etc, but I think that re-adjustment is needed.
Title: Re: Experimental Revision of the Resting system
Post by: Zarathustra217 on June 16, 2008, 09:47:53 AM
Well, let's see how it goes for now. Time usually flies when fighting. These durations should allow you to buff up turn/level spells when you're done resting and you'll be able to rest again once they run out. I actually consider these values pretty lenient.
Title: Re: Experimental Revision of the Resting system
Post by: ThAnswr on June 16, 2008, 10:38:15 AM
More realistic and cool on one hand but its a fact that some of the harder dungeons actually NEED parties to rest to regain spells, healing etc.

An 18 minute wait before proceeding to the next area in the Scrag caves or at the Demonologists is both dangerous and boring... sure we can shoot the breeze for 18 minutes... so we clear the next area and then need another 18 minute rest before the final room. Spiders will be a major challenge if you get 2 unlucky saves and your cleric is out of Lesser Restorations then you are screwed unless you have a crossbow (longbows are auto affected by lower str even if they aren't mighty).

You may find you need to remodify certain areas such as the Barovian Cyrpt lower levels, the Demonologist temple, the Scrag caves, the Ice Queen and the Lich tower... which more or less need you to rest in between 'stages'.

Not dissing the idea... in fact is cool and a bit more realistic, more prone to promote partying etc, but I think that re-adjustment is needed.

This is a puzzlement:  If a cleric has limited spell slots and limited rest opportunities, how does that somehow promote partying?   If anything, it's promoting soloing or partying with someone who can take care of their own needs. 

My $0.02 worth.

Title: Re: Experimental Revision of the Resting system
Post by: Delphinidae on June 16, 2008, 10:51:19 AM
In game I haven't seen any changes to the rest system. Will it be effective on the next update?
Title: Re: Experimental Revision of the Resting system
Post by: Zarathustra217 on June 16, 2008, 11:03:32 AM
In game I haven't seen any changes to the rest system. Will it be effective on the next update?

Yup, working on it right now.
Title: Re: Experimental Revision of the Resting system
Post by: Ric on June 16, 2008, 11:47:02 AM
I like this idea, a lot.  This will make multi-classed casters a lot more enjoyable to play again, since they were becoming very painful with all the spell duration nerfs making adventuring limited.

I approve, highly.  :) :) :)

Edit:  And on another note, yes, this will make adventuring a lot less rush-feeling.
Title: Re: Experimental Revision of the Resting system
Post by: k_moustakas on June 16, 2008, 12:32:27 PM
I like the idea but let's see before we judge, yes?
Title: Re: Experimental Revision of the Resting system
Post by: Rex on June 16, 2008, 12:46:36 PM
I say Add components to spell casting, combined with a rest system like this, and maybe, just maybe, these casters will take a fighter along with them.  Looks like an interesting system, can't wait to try it out especially since I play pretty much a buffless fighter that doesn't even carry more then a handful of potions on him.

The Lost Dale server also has a very interesting Rest system (and a healing item system and a few other things) that someone on the dev team might want to hope over and take a look.  Very Nifty.

~Rex
Title: Re: Experimental Revision of the Resting system
Post by: Serevain on June 16, 2008, 06:25:48 PM
It's too bad a server like the Lost Dale is so dead with it's player base, the systems are nifty.
Title: Re: Experimental Revision of the Resting system
Post by: Rex on June 16, 2008, 09:58:50 PM
It's too bad a server like the Lost Dale is so dead with it's player base, the systems are nifty.

Haze had a lot of the same systems, And they have a very novel approach to descriptions, and Items as well.  The players that ARE there are top notch and I like to go there to play (RUN, it's the Chickens!) tend to be of a top notch quality, with the exception of 1 or 2 people.  That's a pretty good ratio.

I REALLY, like a lot of their systems though, but then I liked them back in the Haze days as well.

~Rex
Title: Re: Experimental Revision of the Resting system
Post by: Ellana Twiggy on June 16, 2008, 11:36:22 PM
I actually like it a great deal more, considering that before once you used up two to three rests  you were waiting an hour per level to rest, this is much more player friendly and realistic.   After all, it does premote partying in the sense that if you have one or two clerics and one or two mages then you can alternate forces of fire and healing as the warriors proceed. I think it will go a long ways to helping with team work.  Besides, would rather wait 18 minutes as opposed to 12+hours in game, which is. . oh. . .36+ minutes.
And, it will alot for some extra rp time as players are taking turns resting,guarding, and so forth.  Of course, all  could rest at once, wait for the monsters to eat them in thier sleep :-p
Title: Re: Experimental Revision of the Resting system
Post by: Rex on June 17, 2008, 02:56:50 AM
So far this is working out nicely for the unbuffed Fighter.  I still like the Lost Dale rest system a touch better but this one now is far superior to the old one.

~Rex
Title: Re: Experimental Revision of the Resting system
Post by: ethinos on June 17, 2008, 05:32:40 AM
Care to explain the Lost Dale system, in brief?
Title: Re: Experimental Revision of the Resting system
Post by: mayvind on June 17, 2008, 06:31:23 AM
I like the system.  :D
Title: Re: Experimental Revision of the Resting system
Post by: Serevain on June 17, 2008, 07:27:21 AM
The Lost Dale:

Gives options:

1. Take a ten-minute breather.
2. Take a half an hour to recuperate.
3. Rest an hour.
4. Take an hour to study spells or regain feats.


I believe every time you rest, a food item is used, and it disappears. Food is cookable, there, too. The screen blacks out, come back, and you're lying down on a prespawned bedroll, and you can't do anything.
Title: Re: Experimental Revision of the Resting system
Post by: Rex on June 17, 2008, 12:16:30 PM
The Lost Dale:

Gives options:

1. Take a ten-minute breather.
2. Take a half an hour to recuperate.
3. Rest an hour.
4. Take an hour to study spells or regain feats.


I believe every time you rest, a food item is used, and it disappears. Food is cookable, there, too. The screen blacks out, come back, and you're lying down on a prespawned bedroll, and you can't do anything.


Hitpoints recover differently based on which you pick, as well as Hunger Thirst and Fatigue, Also, seperates Spell recoverey from rest (at least it seems to).  I like it a lot.  Feels more DnDish less Console-ish.

Still, Like this new system we have here a lot better then the old one.  But I like detail.  :D

~Rex
Title: Re: Experimental Revision of the Resting system
Post by: shadymerchant on June 17, 2008, 01:55:54 PM
Quote
I say Add components to spell casting, combined with a rest system like this, and maybe, just maybe, these casters will take a fighter along with them.  Looks like an interesting system, can't wait to try it out especially since I play pretty much a buffless fighter that doesn't even carry more then a handful of potions on him.


Somewhat off topic, but I consider that an odd comment when many of your characters are hard to approach. One in particular, though a caster himself, screamed at someone for healing him. My mage in all likelyhood isn't going to take along any strangers that don't openly invite it. In other instance, there's a dwarf fighter I'd like to start using as my tank in many cases, but his reaction to being asked was to go into intimidation mode and chase off my rogue with an axe.

As a caster, I'm not approaching anyone that I wouldn't trust to be familiar with who he is and how he handles himself. That means there is a handful of people available. If those people aren't on and I don't see any prospects to work on, I'll solo.

Hard to comment on this system when I haven't played it yet, but it doesn't sound too bad.
Title: Re: Experimental Revision of the Resting system
Post by: ThAnswr on June 17, 2008, 02:40:06 PM
Quote
I say Add components to spell casting, combined with a rest system like this, and maybe, just maybe, these casters will take a fighter along with them.  Looks like an interesting system, can't wait to try it out especially since I play pretty much a buffless fighter that doesn't even carry more then a handful of potions on him.


Somewhat off topic, but I consider that an odd comment when many of your characters are hard to approach. One in particular, though a caster himself, screamed at someone for healing him. My mage in all likelyhood isn't going to take along any strangers that don't openly invite it. In other instance, there's a dwarf fighter I'd like to start using as my tank in many cases, but his reaction to being asked was to go into intimidation mode and chase off my rogue with an axe.

As a caster, I'm not approaching anyone that I wouldn't trust to be familiar with who he is and how he handles himself. That means there is a handful of people available. If those people aren't on and I don't see any prospects to work on, I'll solo.

Hard to comment on this system when I haven't played it yet, but it doesn't sound too bad.

>>>Raising hand<<<

I'm approachable.   :mrgreen:
Title: Re: Experimental Revision of the Resting system
Post by: Ellana Twiggy on June 17, 2008, 05:30:24 PM
heh, they could always switch it to a camping system, where in order to rest you would have to set up a tent/bedroll, make a fire, and eat. . .or rest in an inn in order to rest. I've seen that one in effect, and though it is irritating at first, it is more realistic and kinda of fun for rp when you have everyone in a party setting up thier tent and such.
Title: Re: Experimental Revision of the Resting system
Post by: Rex on June 17, 2008, 06:51:53 PM
Quote
I say Add components to spell casting, combined with a rest system like this, and maybe, just maybe, these casters will take a fighter along with them.  Looks like an interesting system, can't wait to try it out especially since I play pretty much a buffless fighter that doesn't even carry more then a handful of potions on him.


Somewhat off topic, but I consider that an odd comment when many of your characters are hard to approach. One in particular, though a caster himself, screamed at someone for healing him. My mage in all likelyhood isn't going to take along any strangers that don't openly invite it. In other instance, there's a dwarf fighter I'd like to start using as my tank in many cases, but his reaction to being asked was to go into intimidation mode and chase off my rogue with an axe.

As a caster, I'm not approaching anyone that I wouldn't trust to be familiar with who he is and how he handles himself. That means there is a handful of people available. If those people aren't on and I don't see any prospects to work on, I'll solo.

Hard to comment on this system when I haven't played it yet, but it doesn't sound too bad.

Try and keep the enviroment of the game involved where Drive by Healings and such are concerned.  My one Caster PC (volstagg) Doesn't care for the hands of opposing faithless Heretics upon him, Otto, frankly feels Pain is just weakness leaving the body and DESPISE's Most casters/non humans/non falkovnians/women/or Non Soldiers.

No one has EVER (well ONCE, but it may as well be Never), approached any of my PC's as a caster, and tried to RP anything out adventure wise (with the exception of a few Falkovnians, and a dwarf or two.) but they will Charge in, start slinging spells on them or around them,  Slam into the foray with flaming glowing weapons whirling about them, smashing everything in site and stealing the Kill so to speak, and then wonder why the native with the dislike of "non humans/humans" (depending on PC), Dislike of Magic/Opposing Faith, Dislike of Glory Stealers, Gets ANGRY at them.

Just Drive By Heals and Spell Flinging doesn't work for me.  More details on that available as a PM if needed.

That aside, I am liking the new rest system it seems far smootheer and less clunky then the old one.

~Rex
Title: Re: Experimental Revision of the Resting system
Post by: k_moustakas on June 18, 2008, 02:45:18 AM
Can we PLEASE make it possible so when you click on a bedroll/tent, it also has an option to *R E S T* (not only to repack it)? It would be sooo cool! We could also  -but not necessarily- make it so that you heal 1 hit point more if you use it. That would make bedrolls/campfires/tent more of a useful thing instead of just a cool graphic effect.
Title: Re: Experimental Revision of the Resting system
Post by: Ric on June 18, 2008, 03:39:06 AM
What I'd like to see personally is cold damage from weather being null if you're sitting close to a campfire.  Would be helpful for when you're up in the mountains and you're waiting still.
Title: Re: Experimental Revision of the Resting system
Post by: ThAnswr on June 18, 2008, 03:44:58 AM
What I'd like to see personally is cold damage from weather being null if you're sitting close to a campfire.  Would be helpful for when you're up in the mountains and you're waiting still.

That's a great idea.   :thumbup:
Title: Re: Experimental Revision of the Resting system
Post by: Ellana Twiggy on June 18, 2008, 04:12:57 AM
I've actually wondered about that, thinking to myself, "why am i still cold near my camp fire?"
I love the idea as well if it can some how be scripted in.
Title: Re: Experimental Revision of the Resting system
Post by: engelfire on June 18, 2008, 04:20:44 AM
someone once said that you do get bonus against cold if near campfire. its lowers the cold fort save dc i think.

if you start a fire in the open, on a -20 celsius outdoors, possibly windy, making it feel even more cold.. i dont really think the small fire you made would nullify the effects of cold. you might feel slightly warmer but you would still be freezing your ass off.

i bet all who been camping or in the army during winter knows that ;) atleast when i was, it was extremely cold winter day, we build a fire so those who were not in demolition training could atleast little warm up, but it didnt help much, and it was quite big fire too
Title: Re: Experimental Revision of the Resting system
Post by: Rex on June 18, 2008, 04:30:37 AM
Body heat works much better, and you have to Contain warmth for it to do any good.

~Rex, Taught Winter Survival.
Title: Re: Experimental Revision of the Resting system
Post by: Zarathustra217 on June 18, 2008, 05:28:00 AM
Sitting close to a campfire is calculated into the effective temperature damage already. Sitting just at the entrance of a tent protects you against the chill factor of the wind.

It might be a nice idea with the bedroll though...
Title: Re: Experimental Revision of the Resting system
Post by: Bad_Bud on June 18, 2008, 07:46:29 AM
A bit off topic, but speaking of temperature, the beetle cave is supposed to be rather hot, but when you open the rest menu it's only fifty-something degrees.
Title: Re: Experimental Revision of the Resting system
Post by: failed.bard on June 18, 2008, 07:51:57 AM
A bit off topic, but speaking of temperature, the beetle cave is supposed to be rather hot, but when you open the rest menu it's only fifty-something degrees.

50 celsius?  That's already into the lethal range of temperatures if it is.
Title: Re: Experimental Revision of the Resting system
Post by: Helaman on June 18, 2008, 07:56:02 AM
Sitting close to a campfire is calculated into the effective temperature damage already. Sitting just at the entrance of a tent protects you against the chill factor of the wind.

It might be a nice idea with the bedroll though...

Seriously? Never found that to be so... I have to test it.
Title: Re: Experimental Revision of the Resting system
Post by: Rex on June 18, 2008, 02:04:56 PM
Yeah I'm all over this too.  Definitly going to test that out.

Still, I miss the days when you could layer protective clothing, boots cloaks armor and gloves.  Could we bring that back please, perhaps add a simple system of making the stuff Weigh more?  Perhaps taking damage from Heat Prostration to in the right situations.  I hate, looking over at the person wearing next to no clothes, and no pants, yet because they have fur boots on, they are as toasty warm as the guy bundled up like sasquatch.

On topic though, I am liking the new system, keeps people from slot resting (That's Nuke the bad guy, cross a transition, rest, return Nuke again, repeat three times).  Should be adjusted though so you can't Rest in armor over Light.

~Rex
Title: Re: Experimental Revision of the Resting system
Post by: ethinos on June 18, 2008, 02:20:36 PM
Should be adjusted though so you can't Rest in armor over Light.

This really isn't something that'll be very useful here as donning armor takes nothing more than a click, and only in a few areas do you get attacked while trying to rest.
Title: Re: Experimental Revision of the Resting system
Post by: Rex on June 18, 2008, 03:03:25 PM
Ah HA....You haven't  been resting out in certain areas have you?.  Resting in certain places will draw a HORDE of monsters down on your head.  Especially Shadows.  And, once they are within Roll initiative range, you can't put the armor back on.

~Rex
Title: Re: Experimental Revision of the Resting system
Post by: ethinos on June 18, 2008, 03:07:01 PM
I know which ones draw critters, but not all do, so like I mentioned, only in certain areas will your recommendation even prove useful.

But, even then, it makes it handy to keep a couple PC's on watch/guard duty while others rest.
Title: Re: Experimental Revision of the Resting system
Post by: Rex on June 18, 2008, 05:52:17 PM
Very useful however if something like an Armor donning time to avoid discomfort modifiers is added.

~Rex
Title: Re: Experimental Revision of the Resting system
Post by: Ryltar/ Robert Archer on June 18, 2008, 05:54:17 PM
Very useful however if something like an Armor donning time to avoid discomfort modifiers is added.

~Rex


although i'm all for immerision and usually would agree with this there are times i myself just want to log in and slay things quick and easy before logging again

also on an unrelated matter i cant spell today
Title: Re: Experimental Revision of the Resting system
Post by: ethinos on June 18, 2008, 06:29:11 PM
I'm actually all for armor donning times, to prevent folks from switching instantly to rebuff or instantly arming up when something nasty pops out of the woodwork without warning, but that's a different recommendation for a different thread.
Title: Re: Experimental Revision of the Resting system
Post by: Rex on June 18, 2008, 10:21:34 PM
I'm actually all for armor donning times, to prevent folks from switching instantly to rebuff or instantly arming up when something nasty pops out of the woodwork without warning, but that's a different recommendation for a different thread.

It still ties into a rest system though if it's something that's potentially incorporated, so that folks don't get a comfy 8 hours sleep in platemail.  I think this current system, due to the fact that game time passes so quickly, could do with a touch more time in between rests though.

~Rex
Title: Re: Experimental Revision of the Resting system
Post by: ethinos on June 18, 2008, 11:29:30 PM
Eh, you are probably right about that. Maybe double the times? Or make more tiers.

As it stands, you are getting more rests in now than before.

Take the level 6 for example. He can get three rests in, in only 3 game hours. Used to take twice that long for the three rests.

Level 13+? Three rests in 9 hours... instead of the 13.

I guess maybe doubling it becomes harsh towards the higher end folks, but maybe that's a good thing to keep clerics and wizards from just burning all their spells, knowing they can rest two more times in a quick dungeon run.
Title: Re: Experimental Revision of the Resting system
Post by: Rex on June 19, 2008, 12:40:50 AM
Eh, you are probably right about that. Maybe double the times? Or make more tiers.

As it stands, you are getting more rests in now than before.

Take the level 6 for example. He can get three rests in, in only 3 game hours. Used to take twice that long for the three rests.

Level 13+? Three rests in 9 hours... instead of the 13.

I guess maybe doubling it becomes harsh towards the higher end folks, but maybe that's a good thing to keep clerics and wizards from just burning all their spells, knowing they can rest two more times in a quick dungeon run.

An EXTREMELY good thing.  Would be better to if you could seperate Rest from Prayer and or Spell Study, but that's just me.  I do think the time needs to be stretched between rests though.  What we have now just seems quick.

~Rex
Title: Re: Experimental Revision of the Resting system
Post by: ThAnswr on June 19, 2008, 02:36:52 AM
After discussions within the development team, we've agreed to experiment with revising how the resting system works. The motivation is mainly to make people feel less of an urge or need to hurry.

What we'll do for now is skip away with the three rest slot timer system and simply have one. The average time between rests will be considerably lowered, however, as you can see by this chart:

Code: [Select]
Level:    Duration between rests:

2-6       1 in-game hour/6 minutes

7-12      2 in-game hours/12 minutes

13+       3 in-game hours/18 minutes

As said, this is just an experiment for now, and we hope it won't cause any grief to you. Please try out in game how it feels and get back to us with your experiences.

Here's my experience:  I rested, wandered around then rested again in what seemed like the fastest 30 minutes I've ever seen.  No wonder:  It was probably 18 minutes.   :D

I gotta start reading the fine print. 
Title: Re: Experimental Revision of the Resting system
Post by: ethinos on June 19, 2008, 03:12:46 AM
See? If Calor is happy about one of the game systems, its obviously too lenient. :twisted: "To the pain!"
Title: Re: Experimental Revision of the Resting system
Post by: Ric on June 19, 2008, 10:26:18 AM
The way I see it, this makes multi-classed casters a lot less stressful to play in the long-run, since their buffs tend to run out quickly.  If you were to make, say, a level 10 fighter / 10 wizard, for example, it was stressful during the previous system, since the buffs would last for half the amount of what a level 20 wizard would cast.  If you maximized the time you had with your spells (aka resting only when the buffs go out), by the time you rested 3 times as the level 20 wizard, your 20 hours you had to wait were gone.  However, the level 10/10 caster would be stuck with many hours to go, becuase he had to rest twice as much as the wizard.

Now with the system, the 10/10 person's buffs last for 16 minutes (26 if he extends), which means that after the buffs run out, he actually can rest.

Now before anyone goes "That's unfair", they should consider that this means that level 10/10 person doesn't have to rush so much to get his job done.
Title: Re: Experimental Revision of the Resting system
Post by: ThAnswr on June 19, 2008, 11:13:44 AM
See? If Calor is happy about one of the game systems, its obviously too lenient. :twisted: "To the pain!"

This made me laugh.   :lol:

The new standard:  Calor's misery index.   
Title: Re: Experimental Revision of the Resting system
Post by: Rex on June 19, 2008, 11:20:38 AM
Still want to stretch out the times between rests a bit because frankly, and I'll be honest, I don't like seeing a bunch of buffed Dungeon Grinders wandering from Dungeon to dungeon constantly at their A game.  That's one of the reasons I'd like to see a separation between spell recovery, and resting.

On another hand, and I think a more important one, this type of rest implement helps out the people that can actually function somewhat without a buff, and makes stopping for a rest on a long hike to RP a bit, more of an option during a role crawl.

~Rex
Title: Re: Experimental Revision of the Resting system
Post by: k_moustakas on June 20, 2008, 12:28:09 PM
Actually, some clothes do stack. Try mountaineer's mask, elven winter cloak and ultra brand new secret thick fur clothing *not telling you where you get it*

Sure, you only get /10 resistance... but +6 saves vs cold bonus *tested and true* +2 for each piece of clothing
Title: Re: Experimental Revision of the Resting system
Post by: ethinos on June 20, 2008, 06:20:42 PM
The bonuses vs saves always stack, but the resistances don't, which is where it would be most useful. That +6 save vs cold doesn't help as much when those DC's jump into the 40's and 50's.
Title: Re: Experimental Revision of the Resting system
Post by: Rex on June 20, 2008, 06:26:17 PM
Yeah the winter clothing situation stinks.  I don't like the fact my Bundled up head to toes in furs guy, has exactly the same resistance to cold as the elf pin up girl wearing nothing but fur boots.  Not like we're in an Arctic environment or anything.

As for the resting one of the things I have liked a lot, is that you can't immediately stagger rest on a dungeon crawl.......though I maintain that a bit more time needs to be added between rests, it would be interesting to see Items like Bedrolls and such tied into the rest system to either grant a reduction in time periods between rests, or more benefits from resting with all the accoutrement's.

~Rex
Title: Re: Experimental Revision of the Resting system
Post by: ethinos on June 20, 2008, 06:34:21 PM
I played a bit last night, but barely rested (since I tend to be near inns). This made me think that we might want to put a restriction on how often we can use inns/safe rest zones. Being able to rest without limitation (because the inns are so cheap, and some places are free), is a bit much when certain inns are in near proximity to dungeons.
Title: Re: Experimental Revision of the Resting system
Post by: Lyrithean on June 20, 2008, 08:33:33 PM
maybe bonuses if you rest with a bedroll and tent and campfire while fully fed and without a full bladder.. Just because some people live their lives on the server doesn't mean I want it to be lifelike.. adding too much takes away from gameplay.. I'm not saying that making a few bonuses for props wouldn't be a bad idea.. but the day my character has to start taking a leak every so many hours is when the realism is way overdone and I think I'll find another server.

Anyways.. love the new rest system so far..
Title: Re: Experimental Revision of the Resting system
Post by: Rex on June 20, 2008, 08:40:31 PM
I played a bit last night, but barely rested (since I tend to be near inns). This made me think that we might want to put a restriction on how often we can use inns/safe rest zones. Being able to rest without limitation (because the inns are so cheap, and some places are free), is a bit much when certain inns are in near proximity to dungeons.

Yeah Half the time there is some sort of "Scene" going on in those room's, roughly 50% of the time I pay for a room I can't use it.

As for the realisim taking away from game play, Hell, Speed shifting armor changers, platemail shifted to look like an evening gown, and a host of other things I can list in another thread, that takes away from mine (and more then a few others) gameplay but we don't hurl it out into the teeth of the hell hounds every time a game mechanic is tweaked a bit.

THOUGH, some actual loot would be nice.  Topic for another thread.

It does stand to reason, that if you have Rest ITEMS, there should be some benifit to having them.  Tent is HEAVY.  Not a lot of people carry them.  A useful option, is that you can set it up so that you CAN'T rest in some areas, without the proper equipment, and or, having the Equipment, allows you to Rest In areas you normally would not be able to.

If it's there be nice for it to be useful.

~Rex
Title: Re: Experimental Revision of the Resting system
Post by: ethinos on June 20, 2008, 08:42:23 PM
I'd love to use a tent that had a way to port into it once set up. 8)
Title: Re: Experimental Revision of the Resting system
Post by: Ellana Twiggy on June 21, 2008, 09:12:46 PM
I actually have to disagree with the timing, but maybe it is longer with ellana. She is level 13 now, so, going into a dungeon, and trying to run back out from some of them and rest, well, still waiting several hours. I think the timing is fine honestly. Once you get to a point you can rest there then you should take a moment to do so, if you can. But otherwise, i have found that the most useful thing to have are lots of potions, you can rest all day long, but honestly, unless you are a caster trying to recover spells, it does no good unless you have a health supply of bandages and can heal up all the way.
Title: Re: Experimental Revision of the Resting system
Post by: Rex on June 21, 2008, 11:39:39 PM
I'd love to use a tent that had a way to port into it once set up. 8)

Actually being about to port into the tent to hide from really bad weather (like, night, winter, mountains) would be pretty cool.

I actually have to disagree with the timing, but maybe it is longer with ellana. She is level 13 now, so, going into a dungeon, and trying to run back out from some of them and rest, well, still waiting several hours. I think the timing is fine honestly. Once you get to a point you can rest there then you should take a moment to do so, if you can. But otherwise, i have found that the most useful thing to have are lots of potions, you can rest all day long, but honestly, unless you are a caster trying to recover spells, it does no good unless you have a health supply of bandages and can heal up all the way.

Bandages are smart.  Combined with the current rest system they are very useful, as for the potions, I REFUSE, to carry a back pack that has more liquid content then Shamu's Tank at Seaworld.  Getting to the point now with the potions, that the second a fight breaks out, the scene looks like an outtake from the Beerfest Movie.  Chug Chug.

Perhaps a bit more time between rests, and maybe, allow for more recovery, more hitpoints, with the presence of various items?

~Rex
Title: Re: Experimental Revision of the Resting system
Post by: Bad_Bud on June 22, 2008, 12:12:01 AM
I prefer the old rest system, actually.  I thought it was unique and allowed for groups to make a mistake and still be able to recover and keep going (at any time).  I don't think there are any dungeons that require more than three rests anyway.

I used to stop and think about when I used a rest.  I would do risky things at low health when I had no potions to try to string out my remaining rests.  Now, I rest as soon as I get the option to.  I even rest a lot of the time when I don't need to, because it feels like a waste to let the time go by when I could be resting.

As for the new system contributing to roleplay... I disagree.  On the old one, after a big dungeon run, you usually HAD to wait around for about an hour before you could do anything else.  Now, you can dungeon hop as often as you want, even with an 18 minute interval.
Title: Re: Experimental Revision of the Resting system
Post by: ethinos on June 22, 2008, 12:46:12 AM
Maybe, but that mandatory 18 minute interval means you can't burn through three rests worth of spells on one dungeon. Each rest has become more important, with spells being more carefully used. And even that 18 minute interval I think should be extended a bit. As it is, you can rest three times with 18 minute intervals far more often than you used to as a 13+ level in the old system.
Title: Re: Experimental Revision of the Resting system
Post by: Rex on June 22, 2008, 01:08:51 AM
Yeah but you can't do the Leap across the transition, pound on something get hurt leap back repeat.  So some people don't like it, because it slows down the repeat part.  Me, I like it, and in fact would like to see it tweaked out to a bit more time between the rests.  It's not bad now I think it could be better with the addition of rest items to enhance it a bit........I really think it now adds a bit more of an important element to the game, since you can't run skip run sit rest rejuv the spells whack something rest rejuv the spells run to the next fight and repeat.

~Rex
Title: Re: Experimental Revision of the Resting system
Post by: ThAnswr on June 22, 2008, 01:10:12 AM
maybe bonuses if you rest with a bedroll and tent and campfire while fully fed and without a full bladder.. Just because some people live their lives on the server doesn't mean I want it to be lifelike.. adding too much takes away from gameplay.. I'm not saying that making a few bonuses for props wouldn't be a bad idea.. but the day my character has to start taking a leak every so many hours is when the realism is way overdone and I think I'll find another server.

Anyways.. love the new rest system so far..

 :thumbup:

Some of us log on to the server to escape reality and not to find a new one. 
Title: Re: Experimental Revision of the Resting system
Post by: Bad_Bud on June 22, 2008, 01:11:07 AM
Maybe, but that mandatory 18 minute interval means you can't burn through three rests worth of spells on one dungeon. Each rest has become more important, with spells being more carefully used. And even that 18 minute interval I think should be extended a bit. As it is, you can rest three times with 18 minute intervals far more often than you used to as a 13+ level in the old system.

But you also don't get the option of doing something quickly, and like I said, if you screw something up, you're left waiting eighteen minutes.
Title: Re: Experimental Revision of the Resting system
Post by: ethinos on June 22, 2008, 01:41:59 AM
Then don't screw up. 8)

Basically now, you get one rest per dungeon instead of three. To me, that's an important step in the right direction.
Title: Re: Experimental Revision of the Resting system
Post by: Rex on June 22, 2008, 01:49:04 AM
Then don't screw up. 8)

Basically now, you get one rest per dungeon instead of three. To me, that's an important step in the right direction.

Which makes a lot more sense to me and If you are actually doing a Role Crawl, instead of scorched earth run and blast, you get more then One Rest per dungeon, especially if you are in a balanced party.

Maybe, but that mandatory 18 minute interval means you can't burn through three rests worth of spells on one dungeon. Each rest has become more important, with spells being more carefully used. And even that 18 minute interval I think should be extended a bit. As it is, you can rest three times with 18 minute intervals far more often than you used to as a 13+ level in the old system.

But you also don't get the option of doing something quickly, and like I said, if you screw something up, you're left waiting eighteen minutes.

So what are you playing a narcoleptic that falls asleep at the snap of someones fingers?  Seriously, even professional soldiers take years to learn that and it's not like you are actually asleep for the 8 game hours you should be.  Seems like a nice compromise.  Hell my fighter has actually been more efficiant with this rest system, less likely to die by stupid so to speak, and it's been fun to set up camp for a bit and get in more pure RP on the Role Crawl.

maybe bonuses if you rest with a bedroll and tent and campfire while fully fed and without a full bladder.. Just because some people live their lives on the server doesn't mean I want it to be lifelike.. adding too much takes away from gameplay.. I'm not saying that making a few bonuses for props wouldn't be a bad idea.. but the day my character has to start taking a leak every so many hours is when the realism is way overdone and I think I'll find another server.

Anyways.. love the new rest system so far..

 :thumbup:

Some of us log on to the server to escape reality and not to find a new one. 



And fine, I REALIZE, some people don't want to be bothered with such Minutia, but for every one of YOU, there is One of US, and as I pointed out above, Your not Asleep for 8 hours.  Your not hampered by heavy armor, or lugging 300 pounds of crap, Your stuff doesn't get broke if you fall over.  There is nothing wrong with a little bit of Structure, and if you are going to implement structure there is nothing wrong with debating what else could be added to it.

It's not like We're adding anything by talking about things like tent's and bedrolls, it's because we enjoy plumbing a game or even potential options in a game.  Just because you could care less, is no reason to constantly pop up with a bunch of "I'm Escaping Reality Not Looking for a New One!" and  :thumbup:(to the one person that said it)  or  :thumbdown: (to the 8 or 9 people looking for more).

IF you have a point beyond ambivalence, Please by all means jump in and present an opposite view.  To me, that whole "Some of Us" argument is right up there with my nephew trying to hold his breath until he gets what he wants.  Give me some facts beyond abstract.

I'm curious as to the actual view.  What's wrong, with a tent?  Is it to heavy, to light, to green, to wrong looking, doesn't blow away in the wind.  The items are IN the game, some people use them and some people don't but what's wrong with adding a few options that you don't even HAVE to take anyway, and most likely won't even get considered for implementation.  It seems to me, especially considering how few people actually voice the "I don't like Lifelike or what have you" are doing so simply because they don't like the people that are having fun batting ideas around, or they are supporting their own little circle of friends.

These are also the same people, that can't be bothered to use a tent, Yet, are all for some developer adding 23 new areas to an encampment in the woods somewhere, since it's structured into the background they'll use it but if they have to get together with 4 other players pop tents, bed rolls, camp fires, make their own small settlement, that's Bad?  To Much Reality?  It's not reality we are looking for those of us that bat around these Ideas.  It's the comraderie in discussing such with other people, it's the BALANCE, aspects of a dynamic system.

Oh, and no one mentioned having to take a leak.  The thread is about the revision of the rest system, we've been reporting in on that, even though others like to pop up with a sentence that basically has nothing to do with it, just ends at a shot fired across the bow of those that look a bit further ahead down the road, and even threats of leaving.

That's just wrong.  Remember there are multiple views on any subject.  Commentary on Rest Systems welcome I'm having a blast testing it out with different types of PC's (made a bunch JUST to test the rest impacts) and batting the ideas and results around with others.  Commentary on what you would like reality wise, another thread please.  Just my 2 cents.  PM if you want the Reply in it's original format.

~Rex
Title: Re: Experimental Revision of the Resting system
Post by: Ellana Twiggy on June 22, 2008, 08:51:25 PM
I would actually carry a tent on my chars, but saddly, my fighter is the only one strong enough to carry one and all her junk and not be encumbered.  lol, my poor caster there's no way. She'd be trying to drag it everywhere and then be exausted after the first mile of any trip.
Title: Re: Experimental Revision of the Resting system
Post by: ThAnswr on June 22, 2008, 10:25:46 PM
Quote
I'm curious as to the actual view.  What's wrong, with a tent?

It weighs too much.  That's what's wrong with it.  END OF STORY. 


Title: Re: Experimental Revision of the Resting system
Post by: failed.bard on June 22, 2008, 10:36:55 PM
Quote
I'm curious as to the actual view.  What's wrong, with a tent?

It weighs too much.  That's what's wrong with it.  END OF STORY. 

20 pounds isn't unreasonable for a tent weight.  Just set it up outside a dungeon before you go in.

  I do think the idea of being able to port into tent would be interesting, but the same could almost be accomplished simply by having the front side of it be able to be walked through.  Then you zoom right in and become oblivious to the outside world.
Title: Re: Experimental Revision of the Resting system
Post by: ethinos on June 22, 2008, 10:44:19 PM
Yeah, the tent is heavy, but just one more reason to have a burly fighter in the party. To share the tent and have the fighter lug it around. Bedrolls are all the typical adventurer needs anyways (excepting inclement weather), and are much more reasonable to carry around.

And enough with the "END OF STORIES". Remember, here, we beat the horses long past death. :lol:
Title: Re: Experimental Revision of the Resting system
Post by: archonzero on June 22, 2008, 10:50:09 PM
*attempts to ressurect the horse.. or failing that.. saws off the hooves and begins making glue*
Title: Re: Experimental Revision of the Resting system
Post by: ethinos on June 22, 2008, 10:50:46 PM
*attempts to ressurect the horse.. or failing that.. saws off the hooves and begins making glue*

Don't forget to make Jello from the hooves. Always room, you know.
Title: Re: Experimental Revision of the Resting system
Post by: ThAnswr on June 22, 2008, 10:51:09 PM
Yeah, the tent is heavy, but just one more reason to have a burly fighter in the party. To share the tent and have the fighter lug it around. Bedrolls are all the typical adventurer needs anyways (excepting inclement weather), and are much more reasonable to carry around.

And enough with the "END OF STORIES". Remember, here, we beat the horses long past death. :lol:

I've declared my explanation to be the "END Of STORY" and that's it.  It's the END.  No more discussion.  I've spoken the last world. The end.   :lol:



***Excuse me while I check to see what spike is in my diet 7-UP***
Title: Re: Experimental Revision of the Resting system
Post by: Rex on June 23, 2008, 05:33:30 AM
Yeah, the tent is heavy, but just one more reason to have a burly fighter in the party. To share the tent and have the fighter lug it around. Bedrolls are all the typical adventurer needs anyways (excepting inclement weather), and are much more reasonable to carry around.

And enough with the "END OF STORIES". Remember, here, we beat the horses long past death. :lol:

I've declared my explanation to be the "END Of STORY" and that's it.  It's the END.  No more discussion.  I've spoken the last world. The end.   :lol:



***Excuse me while I check to see what spike is in my diet 7-UP***

Proof of Gender, has to get the Last Word!   :lol:

Tent's beefy yes but 20 pounds is not unreasonable for the tech level.  Not getting any real benifit out of that 20 pounds can be a real pain, but if it were tweaked to say, allow shorter resting durations (ie: nice comphy tent, out of the weather), then expanding the duration would make for an interesting hook to get folks to pick up a tent, bedroll, pitch real camps, and generate a dynamic.

~Rex
Title: Re: Experimental Revision of the Resting system
Post by: failed.bard on June 23, 2008, 06:14:28 AM
Quote
Tent's beefy yes but 20 pounds is not unreasonable for the tech level.  Not getting any real benifit out of that 20 pounds can be a real pain, but if it were tweaked to say, allow shorter resting durations (ie: nice comphy tent, out of the weather), then expanding the duration would make for an interesting hook to get folks to pick up a tent, bedroll, pitch real camps, and generate a dynamic.

~Rex


  That would make for an interesting addition to the system.  Have a 2 hour quasi ready to rest time at the end, an hour each to be taken off by a tent and bedroll.
Title: Re: Experimental Revision of the Resting system
Post by: k_moustakas on June 23, 2008, 06:34:45 AM
I carry: bedroll, flint and steel, spare dried meat, dried rations, ink, quill, a doll and a top for my daughter, a waterskin, a canister of milk, usually a box full of different foodstuffs, a box of heavy winter clothing (clothes cloak mask), performance clothes (clothing cloak hat rings bracers lute throat lotions)

If the tent was clickable, even if it did nothing game-wise beyond a graphic, just an option to rest by clicking on it, I would carry one. For a while I was even carrying a cooking pot thinking I could set it up like it is in the greminshka/hobgoblin/ogre lairs so that I could cook in it. The bedroll I carry so I can leave stuff on it (like my daughter and her toys, when I carry her around)

And yes... I always walk with bull's strenght effect on. When I get level 12, I'll put a point there and I'll carry the tent too... I suppose.

Actually, tents and bedrolls DON'T need a in game effect. Just make it so when you click on it, it has 1) Rest, 2) Repack. It can't be THAAAAT ultra hard. And no, I don't know scripting to do it myself.

We want tents! We want tents!
Title: Re: Experimental Revision of the Resting system
Post by: Zarathustra217 on June 23, 2008, 06:42:25 AM
I'll be checking on the tent/campfire thing and how it reacts toward the weather. I'll also be adding an advantage to resting with a bedroll, most likely giving some extra hit points restored.
Title: Re: Experimental Revision of the Resting system
Post by: ThAnswr on June 23, 2008, 11:34:42 AM
Yeah, the tent is heavy, but just one more reason to have a burly fighter in the party. To share the tent and have the fighter lug it around. Bedrolls are all the typical adventurer needs anyways (excepting inclement weather), and are much more reasonable to carry around.

And enough with the "END OF STORIES". Remember, here, we beat the horses long past death. :lol:

I've declared my explanation to be the "END Of STORY" and that's it.  It's the END.  No more discussion.  I've spoken the last world. The end.   :lol:



***Excuse me while I check to see what spike is in my diet 7-UP***

Proof of Gender, has to get the Last Word!   :lol:

Tent's beefy yes but 20 pounds is not unreasonable for the tech level.  Not getting any real benifit out of that 20 pounds can be a real pain, but if it were tweaked to say, allow shorter resting durations (ie: nice comphy tent, out of the weather), then expanding the duration would make for an interesting hook to get folks to pick up a tent, bedroll, pitch real camps, and generate a dynamic.

~Rex


You can always spot the married guys.   :lol:

Title: Re: Experimental Revision of the Resting system
Post by: Ryoga on June 23, 2008, 02:12:30 PM
i like the rest system i can now calculate how much time i need to run a dungeon with out worry that i can only rest for 3 times, now i can take my time  :).

other interesting thing would be if we could go inside a tent and been big enough for 4 or 5 people could be interesting.

Title: Re: Experimental Revision of the Resting system
Post by: Rex on June 23, 2008, 02:19:21 PM
i like the rest system i can now calculate how much time i need to run a dungeon with out worry that i can only rest for 3 times, now i can take my time  :).

other interesting thing would be if we could go inside a tent and been big enough for 4 or 5 people could be interesting.



Exactly and when you can stagger like that it opens up more opportunity for Role Crawl as well.  As opposed to OK line up Buff Buff Buff Buff ....CHARGE!

~Rex
Title: Re: Experimental Revision of the Resting system
Post by: Lyrithean on June 23, 2008, 02:24:29 PM
Would love to see the tent create a trans to a "tent area" where while in the tent users get rest as if in an Inn room, however have it a No Magic area.

Tent would have to be only pitchable in wilderness areas and only accessible from the rest menu (so you can't pitch a tent while werewolves are ripping you apart). Also a time delay depending on weather conditions (hard to pitch a tent in heavy winds)

Tent area would me an area big enough to sport maybe 10 to 15 tent 'rooms' and each pitched tent instance would tag to an empty room (if that's even possible) so that characters wouldn't all be arriving in the same tent room even if they pitched it in two seperate parts of the game world.

Anyways, that's how I'd like to see tents working
Title: Re: Experimental Revision of the Resting system
Post by: shadymerchant on June 23, 2008, 04:01:57 PM
I like the new system. It makes things simpler and easier quite frankly. As Ric said, the "rush!" mentality is somewhat lessened. I'd prefer more system changes like this, and less towards the end of "realistic" or  "closer to pnp." It's much better for roleplay when a person can act at their leisure, rather than playing it safe which eliminates a lot of opportunities.
Title: Re: Experimental Revision of the Resting system
Post by: Heretic on June 23, 2008, 04:09:07 PM
Quote
I like the new system. It makes things simpler and easier quite frankly. As Ric said, the "rush!" mentality is somewhat lessened.

There's still a lot of group-rushing going on through dungeons. Perhaps this system takes time for players to adapt with for the said mentality of rushing to be lessened? Perhaps the other system was fine and the arguments presented by those who rush dungeons weren't valid as they still keep doing it. (My observations in the console.)

I think there will always be rushing through dungeons, no matter the system you've got in place.
Title: Re: Experimental Revision of the Resting system
Post by: kenpen on June 23, 2008, 04:17:22 PM
Some dungeons still have to be rushed through. The system doesn't really help for the Alhoon, since your spells still wear off half-way through and you've got two levels where you can't rest.

Overall, the system seems good though. Only times where it's been different have been those times where you're used to being able to really blow your load and go all out, and immediately rest, and then blow it again. Now, you have to stop a bit... which is fine, and the only urge to rush comes from the thought that you might get jacked up by a DM. ;)
Title: Re: Experimental Revision of the Resting system
Post by: Rex on June 23, 2008, 11:30:34 PM
Quote
I like the new system. It makes things simpler and easier quite frankly. As Ric said, the "rush!" mentality is somewhat lessened.

There's still a lot of group-rushing going on through dungeons. Perhaps this system takes time for players to adapt with for the said mentality of rushing to be lessened? Perhaps the other system was fine and the arguments presented by those who rush dungeons weren't valid as they still keep doing it. (My observations in the console.)

I think there will always be rushing through dungeons, no matter the system you've got in place.

DM's a pretty good detriment to Dungeon Flushers.  I do agree though the Dungeon Campers/Rushers are always going to do such regardless of rest system.  This one does though, Slow them down Just a touch, Unless of course they are carrying a few hundred gallons of the new potions then it's just a brutal sprint to the finish.

For the generalist though, those of us that aren't camping, it adds a few more opportunities to the buffet so to speak.  If Items like the tent and such are in play I was actually thinking if others would find it interesting that a Camp Option be added to the Rest Menu which would automatically set things like that up?

Anyway, still think it needs to be tweaked out a bit longer between stages since one of the things about it I really like, is in PvP situations you don't have a pile of people leaping across the safe transitions, resting, rebuffing, jumping back out, then repeating.  That's a good thing.

~Rex  :twisted:

Title: Re: Experimental Revision of the Resting system
Post by: shadymerchant on June 24, 2008, 01:57:26 PM
Quote
I like the new system. It makes things simpler and easier quite frankly. As Ric said, the "rush!" mentality is somewhat lessened.

There's still a lot of group-rushing going on through dungeons. Perhaps this system takes time for players to adapt with for the said mentality of rushing to be lessened? Perhaps the other system was fine and the arguments presented by those who rush dungeons weren't valid as they still keep doing it. (My observations in the console.)

I think there will always be rushing through dungeons, no matter the system you've got in place.

You have a point. But then again, when I play my fighter, who doesn't need to rest, it is a much different run than with my casters. I don't have to take time variables into account, or worry about using up that weapon. It is the rest system which pushes one to get as far as they can as fast as they can. This doesn't eliminate it completely, but that's not really the goal. There is a valid reason to have the rest system and a valid means of pressuring casters. It's when it's pushed to new extremes that it becomes uncomfortable, and I gladly welcome any changes that roll those factors back a little.

Title: Re: Experimental Revision of the Resting system
Post by: Rex on June 24, 2008, 03:47:13 PM
I find that the new system benefits my fighter greatly, especially considering now Casters have been bringing the poor fighters along with them to help out becase they can't do the duck duck goose 3 rest insta recharge spells crap anymore.......

Well they CAN, if they time the crawl.  :)  Which is why I think it needs to be bumped out a bit more.  Not much just a bit.  That way it generates more thought and planning instead of the generic Cast Cast Cast Cast Cast ....CHARGE!

Hell if I had my way, Wizards and Clerics would have an section in the Rest menu, that Sticks them in one spot Studying/praying for ONE GAME HOUR.  Apart from the normal Rest Cycle.  Gives Bards and Sorcerers their main advantage (they don't have to prep spells just sleep), and Clerics and Wizards have the Drawback, that goes with their Advantage (sheer number of spells and versatility).  I'd even back off the One Hour portion of the "my way" and allow them the brief time of a rest cycle at the expense of Study/Prayer eating up a rest cycle, and NOT returning hit points.  I'll address that more in another thread.

~Rex
Title: Re: Experimental Revision of the Resting system
Post by: ethinos on June 24, 2008, 04:14:23 PM
You mean, have the wizard/cleric sitting still for six RL minutes just to rememorize their spells?

Huh. Sounds boring, but I think I'm always having Kurgh read a book anyways, so it wouldn't really affect me. :lol:
Title: Re: Experimental Revision of the Resting system
Post by: Rex on June 25, 2008, 03:09:28 AM
You mean, have the wizard/cleric sitting still for six RL minutes just to rememorize their spells?

Huh. Sounds boring, but I think I'm always having Kurgh read a book anyways, so it wouldn't really affect me. :lol:

Exactly.  It's EXCEPTIONALLY non limiting for those that RP being a Wizard or a Cleric.  The only people it would hamper, are the Dungeon Mulchers.  It's Great atmosphere wise, and in a balanced party would lead to tons of RP potential as well.  I've seen these casters go AFK for Hours, so what's wrong with a 6 minute option factored into the current rest cycle?  Want BORING.  11th level Fighter Stuck with either A:  Chatting in a Bar.  B: Rats.  C: Spiders.   A: Spiders are scorched earth half the time, B: Rats should be for low levels, C:  Bars empty half the time.

Honestly, it's a low magic setting.  Fighters don't get Gear of Impact and Importance, the LEAST casters should be required to have to balance out their now Nigh Godlike impact on the environment, is to have those that require Prep, to Prep, and if I could make it happen, to have them Use components so they don't spam spells that normally require a 1000 gp gem as a component, while Fighter Joe and Barbarian Bob scour the lands for a silver dagger.

~Rex
Title: Re: Experimental Revision of the Resting system
Post by: Zarathustra217 on June 25, 2008, 03:26:20 AM
Not sure I can relate to the fact that wizards being superior to sorcerers at current. We don't want system that penalize the player more than it promotes balanced play and roleplay.

However, in all honesty, I do personally agree with Rex that the optimal value for rest intervals is a bit higher - just an IG hour more would do. It'll result in a small few minutes break in rampage concerning turn/level spells. Experience tells me to be cautious when implementing changes though, but at this point, how would it feel to you if it was just those six minutes longer in between?
Title: Re: Experimental Revision of the Resting system
Post by: JipK on June 25, 2008, 04:33:21 AM
As far as I've been able to experience this system, I wouldn't mind.
Title: Re: Experimental Revision of the Resting system
Post by: Helaman on June 25, 2008, 04:39:39 AM
So far so good - sure - add an extra minute.

I REALLY like Rex's idea on STUDY or PRAYER - it shouldnt give back HPs and it should be maybe an RL minute or two... (6 is a bit long)
Title: Re: Experimental Revision of the Resting system
Post by: DM Macabre on June 25, 2008, 04:42:53 AM
That is a great idea Rex!  :thumbup:
Title: Re: Experimental Revision of the Resting system
Post by: k_moustakas on June 25, 2008, 06:39:38 AM
Yeap. I agree that it should be higher... maybe even more than that.

I still didn't have a single occurance I wanted to rest and couldn't. With the old system, I had it happen a couple of times >> deadly!
Title: Re: Experimental Revision of the Resting system
Post by: engelfire on June 25, 2008, 07:21:48 AM
interesting idea Rex. im willing to try it out. though its common that lag cancels rest and your character just sits there untill you hit rest again.

it could be frustrating to make your wizard/cleric character rest for 6 minutes and then at some point your rest gets cancelled. you dont know that untill about 6 minutes has passed, then you need to do it again and wait another 6 minutes. in worst cases parties with wizards along might gave to wait very long periods if the rest gets cancelled all the time

 not to mention when people wouldnt necessary rp that 6 minute period of sudying or pryaing, but it would be more of a sitting and chatting with rest of the party for that amount of time.

first it gets rp'd but over time it just gets forgotten


though nothing stops casters take the rp initiative now and rp that reading/praying and so on. i dont think those casters that move alone would much rp anyway, but those in party could. but what the rp would be like, emoting the turning of pages or what hehe ?

Title: Re: Experimental Revision of the Resting system
Post by: failed.bard on June 25, 2008, 07:38:37 AM
  I can't remember having to wait to rest under the new system yet either, though Dribo, my Dwarf, and Wilhelm can all buff twice per rest, so there's little chance of running out of spells unless they're doing full party buffs.  Since none of them end up being the primary casters in most crawls they're on, it's not a problem.

  I still think an extra hour that's offset by having a tent and bedroll there is the way to go.  By the time everything is unpacked and repacked it's probably close to the 6 minutes real time anyways.
Title: Re: Experimental Revision of the Resting system
Post by: shadymerchant on June 25, 2008, 09:43:09 AM
I think it's fine as it is. Currently I wait 3 IG hours to get my spells back, and this is long enough to accomplish any roleplay. It becomes a matter of standing around, usually with fellow casters, counting the minutes until we can rest and move on. Four hours wouldn't really hurt anything, but I don't think it would accomplish anything either.