Player Poll: Crit timers.

Started by Shabago, August 22, 2020, 04:19:37 PM

As the name of the thread suggests, we'd like to hear some player feedback when it comes to critical/mortally wounded states that PCs can find themselves in.

At current, the code is designed in a certain way that allows checks and balances, various chances for players to either go up (in HP for recovery) or down and into ye olde mantis head. However this can lead to, we feel, OOCly punishing idle times while these take place. And by punishing, as some of you may have witnessed first hand, we're talking upwards of 2 RL hours in certain cases.

Pro: Chance of someone rescuing you. Chance for think(dream) character growth, and RPing out your state if that's your thing.
Con: RL time factors and potential boredom.

We can change this, so that the process is faster. Quicker deaths, quicker recovery, depending on N factors.

Pro: Less OOC wait/idle time for an outcome.
Con: You could die in far shorter fashion before your rescue or char growth can take place.

Given it's you all that obviously put the investment into each of your PCs, we didn't want to blindly change this without some manner of majority. Please comment below with your preference.

TL;DR: - Yes or no to shorter crit/mort times?
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Yes. 15 mins max.
Quote from: Fathi on March 08, 2018, 06:40:45 PMAnd then I sat there going "really? that was it? that's so stupid."

I still think the best closure you get in Armageddon is just moving on to the next character.

I honestly feel like recuperation rates without being bandaged are fine enough as they are but waiting like 30 minutes to 2 irl hours for someone who's gotten medical attention and their last 3 points of hp to regen is really annoying. Not everyone has the time to spare there so... let bandaged people heal faster so its less of a sit-and-wait thing?

After being bandaged, going from critical to 1hp should be much much quicker.

Waiting 2 hours to see if you're going to 'pop back up' is rough. Personally, I would say the upper limit should be 45minutes.

Quit die works, sure, but "what if I come out of this" is a powerful motivator.
Quote from: IAmJacksOpinion on May 20, 2013, 11:16:52 PM
Masks are the Armageddon equivalent of Ed Hardy shirts.

No.  I think people who don't want to wait it out have the means to leave.  I am assuming there is still a "quit die" command or failing that they can drop link.

I would personally say that somewhere in the range of half an hour would be a good mix of time to see what happens, without being too terribly indisposed in your RL schedule.  Allow medical attention to make it much quicker. Perhaps shorter time comes with some lingering stat penalties for an in game day or two, to kind of hammer in that effect of, "Hot damn, I almost died!".


I do think if the time decreases between negative HP and positive HP, that there should be a hit to endurance, or some other visible aspect to the near death experience. It's already easy enough to get a bandage on, sleep, and recover health super quickly. The near death experience should be harrowing if survived.

I agree that 30 minutes seems a reasonable time to figure out if you will live or die.

I'd suggest to speed it up x2, to see if people notice.   If it still feels "too long" we can make it x3 or x4.
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Quote from: Morgenes on April 01, 2011, 10:33:11 PM
You win Armageddon, congratulations!  Type 'credits', then store your character and make a new one

Off-topic but to respond to a statement in this thread, I don't think there should be any perms or 'hits to endurance' for having a near death experience. Surviving it and roleplaying it is enough, considering how often hitting negative hp by yourself ends up in death as it is.

On topic, shorten it! While I have definitely waited around 2 hours before and found out I survived (I was really grateful), it also seems unfair to someone in the same situation that didn't have 2 hours to cook RL and hang out and wait around that long. I like the shortened time idea, as it still gives you 15-30 minutes to hope someone comes around and wonder if you'll survive, but in a less punishing OOC timeframe.

tl;dr shorten the time
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30 minutes seems perfect, long enough to lose your mind, short enough to not be motivation to just go idle.

I think 1/2 hour from max-minus to +1 hp is reasonable. This gives the player plenty of time to decide if he wants his character to die, with the quit-death option, or if he wants to give people a chance to rescue him or finish him off.
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Delirium said: Notice to all: do not mess with Lizzie's soap. She will cut you.

Has the process always been the way it is now?
If not, when and how and why did it change to the way it is now?
"Never do today what you can put off till tomorrow."

-Aaron Burr

I'm on team fine as is, with maybe a consideration to improving heal rates when bandaged. I've seen some interesting scenes involving people on the verge of death for more than an hour, that's how long it sometimes takes for a rescue party to find someone, etc.

I'm willing to compromise with a rate tweak like mansa mentions if there is a strong call to speed this up.
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This seems like a super rare edge case. I don't care too much either way, but I'd prefer to just leave it as it is.

I'd rather leave it as it is.  As long as people can opt-out (via quit die), giving people the option of being rescued is good.  It can take forever to get a group of people organised for a mundane trip, so an emergency one is not any less involved, plus time at the other end to RP, not just rushing to get to code as quickly as possible is a benefit.

There are lots of things that feel 'too fast'...having a lingering period to RP out what could be a character's final hours (as the character, as those racing to save, as the villain monologuing that caused it), is preferably to allow RP.

This is based on players being able to opt-out if they wish though.
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Quote from: Kyviantre on August 22, 2020, 06:47:10 PM
I'd rather leave it as it is.  As long as people can opt-out (via quit die), giving people the option of being rescued is good.  It can take forever to get a group of people organised for a mundane trip, so an emergency one is not any less involved, plus time at the other end to RP, not just rushing to get to code as quickly as possible is a benefit.

There are lots of things that feel 'too fast'...having a lingering period to RP out what could be a character's final hours (as the character, as those racing to save, as the villain monologuing that caused it), is preferably to allow RP.

This is based on players being able to opt-out if they wish though.

Problem is, that if your character is somewhere that it won't die of thirst before the HPs go back up, the HPs *will* eventually go back up. If you (the player) just flat out don't have time to wait it out, you have to kill off your character. Reducing the time between -7 (or whatever the negative is that's just 1 before beep) to +1 will help *players* make better use of their login time.
Talia said: Notice to all: Do not mess with Lizzie's GDB. She will cut you.
Delirium said: Notice to all: do not mess with Lizzie's soap. She will cut you.

August 22, 2020, 08:00:52 PM #18 Last Edit: August 22, 2020, 08:06:22 PM by Heade
I don't want to see it faster. Currently, there is the possibility of rescue during that window. Making it faster would just make people die faster and significantly reduce the chance of rescue by a PC, which, if you want to die and kill off your PC, you can. For the people comfortable with not having that longer window of possible PC rescue, they already have the option to end their PC much quicker.

I've seen some really awesome RP come out of the possibility of being rescued by another PC. Anything that reduces the possibility of RP is bad, in my opinion. Particularly when the alternative already exists.

EDIT: Do the timers changing necessarily have to be equal? What I mean by that is, if a PC is recovering and likely to heal to a point where they could wake up, is it absolutely necessary in speeding that process up to also speed up the process if the HP are going the other direction(negative)? I wouldn't mind the 30 minute max wait for healing, while keeping the longer time in a situation where HP are slowly dropping to allow the possibility of PC intervention/rescue.
I used to have a funny signature, but I felt like no one took me seriously, so it's time to put on my serious face.

Maybe there could be some sort of option added to self terminate once in that range of HP for people not in a situation that could.... Eh. Even as I say that i'm thinking about all the random encounters out there.


August 22, 2020, 08:57:40 PM #20 Last Edit: August 22, 2020, 09:22:14 PM by mansa
Quote from: Aruven on August 22, 2020, 08:16:52 PM
Maybe there could be some sort of option added to self terminate once in that range of HP for people not in a situation that could.... Eh. Even as I say that i'm thinking about all the random encounters out there.

This already exists.   It's "quit die"

If you quit while your character is at negative hit points, the
character will die.  Note that as a safety feature, you must type
'quit die'.  You will receive a warning and instructions if you just
type 'quit' or 'quit test'




Question:

Do different classes have different crit timers?   Like, warriors might generate hit points at a quicker than pickpockets, and thus pickpockets might have a 2 hour CRIT TIME compared to warriors who might have a 30 minute timer... simply because warriors have a faster 'hit point regen' and it interacts with the crit rolls more frequently?
New Players Guide: http://gdb.armageddon.org/index.php/topic,33512.0.html


Quote from: Morgenes on April 01, 2011, 10:33:11 PM
You win Armageddon, congratulations!  Type 'credits', then store your character and make a new one

I am more for a "second wind" Option like you have when starving/thirst.

Wake, still neg HP but have a few seconds to slap on a bandage, take a cure, way somebody...maybe even move a room or two...Though moving should cost you something like causing more damage...But might be worth it if shelter is only a room or two away.

Otherwise, I do not see a problem with current crit timers. Mansa beat me to it, but there is always quit die.
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Quote from: X-D on August 22, 2020, 09:36:28 PM
I am more for a "second wind" Option like you have when starving/thirst.

Wake, still neg HP but have a few seconds to slap on a bandage, take a cure, way somebody...maybe even move a room or two...Though moving should cost you something like causing more damage...But might be worth it if shelter is only a room or two away.

Otherwise, I do not see a problem with current crit timers. Mansa beat me to it, but there is always quit die.

Perhaps an endurance roll to see of you lose conciousness every tick while in negatives.


I don't think a permanent hit to endurance, but more akin to spice recovery and poison recovery. It drops your maximum HP 10-15, and makes recovering health without bandaging properly more difficult until you can sleep for a prolonged period of time/get properly bandaged.

Yes to 'less time', particularly if bandaged into a recovery mode.

No, to 'keep the same, unchanged'.