View previous topic :: View next topic |
Author |
Message |
ballegator
Joined: 21 Jul 2015 Posts: 19 Location: Daytona Beach
|
Posted: Tue Jan 29, 2019 5:15 pm Post subject: Vials and Death |
|
|
I came up with a thought today. It seemed plausible. It seemed fair. And, after talking to someone else, it may even fix a problem that's been around for awhile. I took a break from the game for awhile so this may have already been addressed, so I apologize if this is a rehash.
My current character has 200 hp. I was in a fight with my mercenary beside me against the NPC's that carry tokens. I got low on hp's (down to about 90 I think) so I drank about 3-4 white kits. My mercenary started to cast a spell (to heal me I was hoping). I got to -30 hp's and THEN my kits kicked in as well as my merc's heal. It even showed 200 hp. Then the death scene started scrolling. LOL
I'm not afraid of dying in the game. I love that aspect. That's why I almost always play evil, non-human races. I love the interaction and RP.
I started thinking, however. I've died with -1 hp in the past! Why is that? I'm sure there is some history as to why the interaction between kits, fights and death are what they are.
But we play in a fantasy setting. Magics, kits, etc. Why do you HAVE to die when you're in a fight, down to almost nothing in hp, you drink vials and/or someone attempts to heal you and then you go down? Shouldn't there be some SLIGHT chance you survive?
First, I was thinking the easiest thing would be to put a delay on the mobs using the HIT command. Some random amount of seconds like between 1-3 seconds? My understanding is that MIGHT fix the problem when it's PvP and you're dragging them around and a NPC/mob hits them and they die. Don't now for sure, but it's an interesting thought.
Second, I was thinking about a scale if you go negative hp's:
1-10% of you hp's into the negative = 50% chance of the HIT being delayed and your vials and/or healing spell kicking in
11-20% = 35%
21-30% = 20%
>30% = no success
For example, in my case:
I have 200 hp. I went -30. That's 15%. I would have a 35% chance of the mobs not killing me and the 3-4 kits I drank plus my party members heal spell going off.
This still doesn't mean you're going to survive. If you have no healer there and your kits weren't enough to bring you to >1 hp, the mobs could then still hit you and you die. (this would also work the same way with idea #1)
Just an idea... |
|
Back to top |
|
|
Nienne Immortal
Joined: 17 Nov 2006 Posts: 2764 Location: Aussieland
|
Posted: Wed Jan 30, 2019 5:09 am Post subject: |
|
|
To my understanding, this is more difficult to fix than it looks - it's due to the timing on heartbeat running your death sequence after the round ends, even if you died part-way through it. Otherwise you'd die and stay dead. Not to say it can't be done - someone with enough lib skillz could, I imagine. Very little is impossible to code, there's only degrees of difficulty/effort. That said, and I'm not speaking for admin, I suspect the amount of work this would take puts it in the low priority basket, and would also be why it hasn't already been addressed in some form. |
|
Back to top |
|
|
Lujke Immortal
Joined: 18 Nov 2006 Posts: 642
|
|
Back to top |
|
|
Nienne Immortal
Joined: 17 Nov 2006 Posts: 2764 Location: Aussieland
|
Posted: Mon Feb 04, 2019 9:56 pm Post subject: |
|
|
Shoulda predicted it'd take a draconian awesome, I think this has been something various folks have wanted for years and years... |
|
Back to top |
|
|
Lujke Immortal
Joined: 18 Nov 2006 Posts: 642
|
|
Back to top |
|
|
|