Stun mode, particularly in PvP

For the discussion of general topics about the game.
Post Reply
faylen
Sword Novice
Sword Novice
Posts: 43
Joined: Fri Oct 17, 2014 12:32 am

Stun mode, particularly in PvP

Post by faylen » Fri Apr 17, 2015 4:48 pm

First and foremost, I would like to offer sincere apologies for the several deaths that happened in last night's pvp. I went back to look over the log in detail, and everyone was indeed on stun mode. Unfortunately, we didn't manage to aid people in time to prevent the deaths. While I can't speak for anyone else, for me it was so chaotic that by the time I realized the combat was truly over, it was too late. Also, I'm new at this kind of situation and didn't know when it would be right to aid them, so I held back.

I've seen situations like this happen before. From what I was seeing in the logs, there wasn't one specific thing that caused the people to go from stunned to mortally wounded, though most of it had to do with spells. I've also seen this happen with npcs while in stun mode, and it's broken a quest or two.

I don't know if this is possible, but would there be any way to tighten up stun mode a bit to help prevent these kinds of deaths? In a pk situation that isn't a spar but true pvp, it's a bit unrealistic to expect the combatants not to use the spells they have available. Note that I'm not talking instant death spells here, but ones that do a good amount of damage. I know it can be said that those going into pk know the risks, and that is true, but it is still really unfortunate to see people die when that was not the ooc intent of anyone involved.
Yemin
Sword Grand Master
Sword Grand Master
Posts: 1589
Joined: Fri Feb 07, 2014 3:08 pm
Location: On the back of castle oblivion

Re: Stun mode, particularly in PvP

Post by Yemin » Fri Apr 17, 2015 5:40 pm

To my knowledge, most of the spells that cause these kinds of issues have already been reported and are pending fixing / people with the time or know how to fix them.

Probably the most major issue was the shield spells and acid fog. any spell with a round by round damage count and the like
I trained up double-edged bananas because the uber-plantain of doom I scored from the beehive quest was the best weapon in the game. Now it's being treated like a bug and they have gimped its damage! That's not fair! My character is ruined!
faylen
Sword Novice
Sword Novice
Posts: 43
Joined: Fri Oct 17, 2014 12:32 am

Re: Stun mode, particularly in PvP

Post by faylen » Fri Apr 17, 2015 11:18 pm

From looking at the logs, three of the mortal wounds came from area spells that do continue damage, however at least two of those it was the first hit of those spells that directly preceeded the message that the person was mortally wounded.

Of the rest, two showed up as mortally wounded directly after a punch, and another was after a slash, while the fourth was after a thrusting attack, so not due to spells at all.

Now it is entirely possible that things that didn't show up but happened behind the scenes caused the mortal wounds, no way for me to know. With big group combat like that, anything is possible.

I'm not really sure what we as players can do in the meantime to try to avoid deaths in pk situations where that has been ooc agreement to only stun. I applaud the commitment to roleplay here in that the vast majority if not all players are really trying to enhance rp for all, not just screw over the other person's character. I suppose the one thing is to try to aid right away and trust the aided character not to just jump back into combat again or something.

So again, major apologies to those who did die.
dolifer

Re: Stun mode, particularly in PvP

Post by dolifer » Sat Apr 18, 2015 5:08 am

Faylen wrote: I'm not really sure what we as players can do in the meantime to try to avoid deaths in pk situations where that has been ooc agreement to only stun.
Avoid PvP altogether is best bet, really... I love PvP and wish there weren't so many problems with it, but right now there are so many code issues and OOC disagreements that almost every PvP situation ends up being frustrating and not at all fun.

The only successful PvPs in which I've participated were friendly spars with minimal spell use. Every "real" PvP encounter (i.e., those involving killmode kill or heavy spell use, etc.) has failed miserably in some way or another. And as you pointed out, even regular melee attacks can cause accidental death if the victor(s) is not fast/skilled enough to aid before the loser dies.

That's not to say good PvP can't happen, of course, but it seems to be very difficult to avoid any issues. For those who don't want a chance of accidental death (including myself for a while), safest bet is just don't do PvP.
User avatar
Gwain
Sword Grand Master
Sword Grand Master
Posts: 2354
Joined: Tue Nov 01, 2005 9:25 pm
Location: Waterdeep

Re: Stun mode, particularly in PvP

Post by Gwain » Sat Apr 18, 2015 12:01 pm

Yemin wrote:To my knowledge, most of the spells that cause these kinds of issues have already been reported and are pending fixing / people with the time or know how to fix them.

Probably the most major issue was the shield spells and acid fog. any spell with a round by round damage count and the like
Just because a whole bunch of these are being reported, does not mean that newer reports are unwelcome. The bug forum is mostly hidden from the eyes of players unless they're part of that council.
Justice is not neccesarily honourable, it is a tolerable business, in essence you tolerate honour until it impedes justice, then you do what is right.

Spelling is not necessarily correct :)
User avatar
Lylena
Sword Grand Master
Sword Grand Master
Posts: 597
Joined: Wed Aug 31, 2011 7:50 am

Re: Stun mode, particularly in PvP

Post by Lylena » Sat Apr 18, 2015 7:13 pm

dolifer wrote:For those who don't want a chance of accidental death (including myself for a while), safest bet is just don't do PvP.

Thank you. PvP isn't for everyone. Some will do any to avoid loss (break their own laid out rules, run away continually, etc. etc.) but still play as if there's every intention to bring it about by some action our discussion. I enjoy PvP (even the ones I lose!), however I don't actively go out and seek it. I feel like I'm a very passive Tempuran at best with my RP at times because I understand not everyone enjoys PvP encounters. My character will make it very clear ICly when she's on edge, and what the next steps'll be, and unfortunately, she's very stubborn/difficult in that she would have to follow through or swear your end one way or another. Enough time passes and I may forget. But, she's a Tempuran, or tries her very best to be a decent one. Tempus isn't a faith that's full of pacifists.

I understand not every situation calls for PvP, I feel generally I'm a good judge at another players comfort level. But the bare bones, if you don't like the possibility of death (it can be really messy and time consuming), avoid PvP like the plague. When IC warnings are given, that lead to OOC warnings, it's a time where you may decide then if it's worth it to carry along on that line of RP if OOCly you cannot mentally stomach the thought of the possibilities of what's to come.


To remain a bit OT, I participated in this specific PvP in another capacity, my character was blind when the deaths occured and I was surprised that the people who were dying weren't on my side due to sheer fact of who we faced. >_> Not to say I expected foul play, but to say rather, those involved are very intimidating names IC and knowing their strengths, assumed the worst. xD A field of fallen enemies was the goal (as is with any PvP), but a field of fallen enemies who could pick themselves up and walk away. Apologies for that not being the end result.
faylen wrote:Now it is entirely possible that things that didn't show up but happened behind the scenes caused the mortal wounds, no way for me to know. With big group combat like that, anything is possible.
Extreme hunger/thirst can cause that even when stunned.


My thoughts, and I'm not certain how special this could be...but I've seen "Arena"s in other muds before. I don't see it as a possible thing here, to be transferred to an arena, but perhaps the idea I'm trying to offer is if we can set room flags to be a no kill zone. Where even if someone was about to die due to hunger/thirst, they just remain at 0% and affected by stun? It's probably not as easy as it sounds to my uncoding ears. Maybe have it be like the INVITE command. You type ARENA and all parties have to agree that yes, it's an arena and no death will happen in this room? But then, that may leave it open to abuse as well. Hm.
For a wounded man shall say to his assailant, "If I die, you are forgiven. If I live, I will kill you."
Such is the rule of honor.
Trillarel
Sword Grand Master
Sword Grand Master
Posts: 287
Joined: Sat Feb 18, 2012 1:08 pm

Re: Stun mode, particularly in PvP

Post by Trillarel » Sun Apr 19, 2015 1:37 pm

I like the arena idea. Sounds like it'd solve the problem.
Post Reply