Underdark Entrance

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Brar
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Underdark Entrance

Post by Brar » Mon Jan 03, 2011 7:30 am

Simple suggestion, put a big red sign and a command (like the iamsure in Skullport) before jumping in entering the underdark, because character of too low level don't even have the stamina to go back the way they came in.

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Re: Underdark Entrance

Post by Nysan » Mon Jan 03, 2011 2:52 pm

Besides the efforts of some players to make the population aware of the dangers, how would you go about this and remain IC?

Some places make sense for room description warning signs (cities, sewers, and well travelled ruins come to mind). A dungeon or creepy crawlie filled cave? I don't see a flashy warning sign posted at scary points.

I am all for safeguarding the unaware from the extremely dangerous. If we can keep it IC, so much the better.
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Re: Underdark Entrance

Post by Brar » Mon Jan 03, 2011 3:23 pm

When trying to go down : "This exit seems to lead to a larger damp cave with no easy turning back" Are you sure you want to go there? (ooc: type iamsure to confirm and go)
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Re: Underdark Entrance

Post by Eltsac » Mon Jan 03, 2011 9:28 pm

Problem here is stamina consumed by movement in the underdark.

Wouldn't it be more IC and a good idea to have the consumed stamina based on the room you are heading too instead on on the room you are in.

In this specific case, for example, people with low stamina won't be able to go down because of the stamina required to travel in the underdark room is too high. And one down would only need a few stamina to go back up.

Just my idea :)

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Re: Underdark Entrance

Post by Nysan » Mon Jan 03, 2011 11:20 pm

Restricting this conversation to the new Underdark expansion areas, is a rewrite of the movement in/out code necessary? Couldn't a level check (think Blue Alley) serve the same purpose to prevent the under-stamina'ed (new word) from becoming trapped?
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Re: Underdark Entrance

Post by Eltsac » Wed Jan 05, 2011 9:06 am

Well it depends on 2 things :
- is it a rewrite of the movement code or just a little easy check change? (Mask?)
- i don't know if the problem here could show up in other places (other entrance to the underdark, ...) ?

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Re: Underdark Entrance

Post by Harroghty » Wed Jan 05, 2011 11:15 am

This is a simple soft (area) code change that could be applied to the Underdark entrances, I think. This doesn't look to be something drastic.
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Re: Underdark Entrance

Post by Raona » Wed Jan 05, 2011 11:20 am

To clarify: I believe a check at the underdark entrances to ensure any PC traversing them had sufficient stamina to get back out would be straightforward to put in with soft (area) code. However, changing the move system to base stamina consumed on the destination square would be a hard code change, I'm pretty sure. A worthwhile one, to my mind, however! I'll support that as the best solution, long term, though a short-term area patch is probably also worth doing.

Thanks for the good suggestion!

If anyone sees a pitfall to either of these proposed changes, please speak up now.
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Re: Underdark Entrance

Post by Gwain » Thu Jan 06, 2011 3:18 am

If they're in a group, can it be an exception? Most people should in theory be in groups when trying to enter this area.
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Re: Underdark Entrance

Post by Nysan » Thu Jan 06, 2011 3:35 am

If this topic was generated from what I think it was, it involved a group where several members where basically stuck at an Underdark entry point, unable to move anywhere. What exception would you suggest?
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Re: Underdark Entrance

Post by Gwain » Thu Jan 06, 2011 5:43 am

I see the merit of leaving group member behind if revive and renewal spells are not working for them, maybe the option of an echo to tell them to take those group members to a more appropriate area.
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Re: Underdark Entrance

Post by Brar » Thu Jan 06, 2011 11:45 am

Nysan wrote:If this topic was generated from what I think it was, it involved a group where several members where basically stuck at an Underdark entry point, unable to move anywhere. What exception would you suggest?
That's the place you think, but not for the reason you think :)

I was thinking about a new players typing 3 type down by mistake and being stuck in a place where he can't move at all waiting for death to come to him which is quite stupid, if he went down the tunnels to get there, then he should at least be able to go back. But as it's requires more hard code, the short-term solution sounds good to me to avoid problems with new characters exploring a low-level zone.

For the particuliar instance you're speaking of, there is no excuse nor ICly, nor OOCly to have brought character so low level (I'm speaking under 20 here) there.
It was irresponsible both ICly and OOCly from everyone involved but that's how we learn and don't do the same mistakes next time :)

But with a command you have to type with knowing about it, then you have no excuse for being stuck and you won't be able to say "Oh but it as unfair I do not knew" and takes precious imm times for sheer stupidity. (And yes, I'm feeling very guilty for the other night because I suspected we will get stuck because of level problems and I told it to my wife OOCly as a joke and did dare say it in game which was stupid and would have save half an hour for everyone (bothered imms included).)


Just my usual rambling,
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