Could a ranger's campfire designate a temporary quit room?

Started by armandhammer, March 26, 2010, 05:43:59 PM

Delayed? Used by party members?

Ponder the possibilities, discuss the directions not to go in.

Go!

I would LOVE to be able to go on an adventure exploring a new area with a group without having to worry about finding a quit room or spamming back to a city/camp.

I've always wanted a way for a group to "make" a quit room without having to ride around in the wagon.
I can't really see a good way of doing it without it either being abused or crazy coplicated. (what if one of your party doesn't log in for a week after you get back from exploring?
Quote from: Twilight on January 22, 2013, 08:17:47 PMGreb - To scavenge, forage, and if Whira is with you, loot the dead.
Grebber - One who grebs.

Quote from: armandhammer on March 26, 2010, 05:43:59 PM
Delayed? Used by party members?

Ponder the possibilities, discuss the directions not to go in.

Go!

I would love if when a ranger made a camp, it turned the room into a quit room that anyone could use for the duration of the fire.

I would also love if rangers had to make a camp before they themselves could quit.

I would also love if rangers didn't need "wood and stuff" to make a camp. They could just do it implicitly, with a time delay, based on skill. (It would be a skill - not mgick)

I would also love if anyone could quit anywhere in the outdoors as soon as they wanted, but if they did so without a ranger camp when they came back in game they got a message that said "your time in the wastes has caused you to suffer" and their health + stam were reduced by 50% (requiring sleep to heal) and their hunger + thirst levels increased by 50%.
If you gaze for long enough into the abyss, the abyss gazes also into you.

www.j03m.com

I like it.  Helps reinforce the rangers-as-desert-guides thing which some feel was lessened by the storm navigation changes.
Quote from: Synthesis
Quote from: lordcooper
You go south and one of the other directions that isn't north.  That is seriously the limit of my geographical knowledge of Arm.
Sarge?

How does 'quit' work, codewise, in Diku?
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

Quote from: mansa on March 26, 2010, 07:59:54 PM
How does 'quit' work, codewise, in Diku?

I could be mistaken but if I recall from previous Diku experiences. You could quit anywhere and at anytime. Unless otherwise engaged in combat, etc.



Total package:

1. Whenever a ranger wilderness-quits, make that room quit safe for everyone who was in it at the time he left...until they move out of it.
2. Whenever anyone logs in, make the room in which he ENTERED the game quit-safe for him until he leaves it.  You can log back in to wait for your ranger friend, but you can't go anywhere on your own.

So, rangers can lead whole parties anywhere and let them quit.  But the party is paralyzed until one of its rangers comes back.  Talk about highly-employable...

How about "quit city". You quit in the wilderness, but you log back in in the city. It would have a time delay of about 10 seconds to prevent abuse, and you'd have to be logged out for a certain amount of time in order to re-arrive in the city. You also need to be a certain distance from the city as well for it to work. Along with some other restrictions, perhaps.

Quote from: A Dry, Quiet War on March 26, 2010, 11:31:09 PM
Total package:

1. Whenever a ranger wilderness-quits, make that room quit safe for everyone who was in it at the time he left...until they move out of it.
2. Whenever anyone logs in, make the room in which he ENTERED the game quit-safe for him until he leaves it.  You can log back in to wait for your ranger friend, but you can't go anywhere on your own.

So, rangers can lead whole parties anywhere and let them quit.  But the party is paralyzed until one of its rangers comes back.  Talk about highly-employable...

VERY NICE!
Quote from: Twilight on January 22, 2013, 08:17:47 PMGreb - To scavenge, forage, and if Whira is with you, loot the dead.
Grebber - One who grebs.

Quote from: MeTekillot on March 27, 2010, 01:29:29 AM
How about "quit city". You quit in the wilderness, but you log back in in the city. It would have a time delay of about 10 seconds to prevent abuse, and you'd have to be logged out for a certain amount of time in order to re-arrive in the city. You also need to be a certain distance from the city as well for it to work. Along with some other restrictions, perhaps.

Highly abuseable.

Some places you can travel to are much harder to get back from in the world. One example being- Mountain tops.   ;)
It matters not how strait the gate,
How charged with punishments the scroll,
I am the master of my fate:
I am the captain of my soul.

Quote from: Dan on March 27, 2010, 10:50:48 AM
Quote from: MeTekillot on March 27, 2010, 01:29:29 AM
How about "quit city". You quit in the wilderness, but you log back in in the city. It would have a time delay of about 10 seconds to prevent abuse, and you'd have to be logged out for a certain amount of time in order to re-arrive in the city. You also need to be a certain distance from the city as well for it to work. Along with some other restrictions, perhaps.

Highly abuseable.

Some places you can travel to are much harder to get back from in the world. One example being- Mountain tops.   ;)

Different parts of the world have different city-return delays.  Out on the salt flats?  You have to stay logged out for more than an hour (6 IC hours).  Middle of the tablelands?  Give yourself a few hours (a couple IC days).  Top of the mountains north of the Grey Forest?  Good luck getting home buddy, you've got to wait 12 hours (like 8 IC days) before your next log in....

Having to wait to play, would send a lot of people nerves grinding. Especially if they have to wait 12 hours.

Quote from: A20B on March 28, 2010, 01:57:39 PM
Quote from: Dan on March 27, 2010, 10:50:48 AM
Quote from: MeTekillot on March 27, 2010, 01:29:29 AM
How about "quit city". You quit in the wilderness, but you log back in in the city. It would have a time delay of about 10 seconds to prevent abuse, and you'd have to be logged out for a certain amount of time in order to re-arrive in the city. You also need to be a certain distance from the city as well for it to work. Along with some other restrictions, perhaps.

Highly abuseable.

Some places you can travel to are much harder to get back from in the world. One example being- Mountain tops.   ;)

Different parts of the world have different city-return delays.  Out on the salt flats?  You have to stay logged out for more than an hour (6 IC hours).  Middle of the tablelands?  Give yourself a few hours (a couple IC days).  Top of the mountains north of the Grey Forest?  Good luck getting home buddy, you've got to wait 12 hours (like 8 IC days) before your next log in....

I don't think distance is the main factor.  Rather, this command allows one to skip dangerous terrain and dangerous critters.  Would the command check to make sure you had enough water and food to survive the trek back?  Would the command check that there isn't a pack of Soh rangers hot on your trail, just a few leagues away?  Would the command check that there wasn't a small army of gith between you and your city? 

The fact of the matter is that it's pretty easy to wander out far in the wilds.  Getting back is what separates the skilled from the mantis-food. 


Quote from: Synthesis
Quote from: lordcooper
You go south and one of the other directions that isn't north.  That is seriously the limit of my geographical knowledge of Arm.
Sarge?

Rindin had an idea a while back where a party could "quit on" a group leader. Essentially it would allow for a mobile spawnpoint during an rpt where players can log in and off as they need to.

Example: Sergeant Talia embarks on a 3 rl day mission to the orbital vestric space station. Amos and Malik don't need to worry about finding a quit room as the rpt follows into the wee hours of the night. They can log off on Talia and log on again the next day and rejoin her immediately.

It would lead to all sorts a of adventuring possibilities without the real life time management headaches that seem to come with Armageddon.

The downside is that Amos is going to have a hard time explaining how he survived the space vestric's gravitron beams after the entire party had been wiped when he logs back on.
Now you're looking for the secret. But you won't find it because of course, you're not really looking. You don't really want to work it out. You want to be fooled.

Quote from: Jingo on March 29, 2010, 02:30:56 AM
Rindin had an idea a while back where a party could "quit on" a group leader. Essentially it would allow for a mobile spawnpoint during an rpt where players can log in and off as they need to.

Good idea, but it should only work with rangers. Want your minions to be able to quit out with you? Shouldn't have picked warrior then, should you?

(Which, uh, makes it pretty nearly equivalent to my idea.)

Quote from: MeTekillot on March 27, 2010, 01:29:29 AM
How about "quit city". You quit in the wilderness, but you log back in in the city. It would have a time delay of about 10 seconds to prevent abuse, and you'd have to be logged out for a certain amount of time in order to re-arrive in the city. You also need to be a certain distance from the city as well for it to work. Along with some other restrictions, perhaps.

How about you just go back to the city, like the rest of us? :)
Quote from: Morrolan on July 16, 2013, 01:43:41 AM
And there was some dwarf smoking spice, and I thought that was so scandalous because I'd only been playing in 'nak.


Quote from: Jingo on March 29, 2010, 02:30:56 AM
The downside is that Amos is going to have a hard time explaining how he survived the space vestric's gravitron beams after the entire party had been wiped when he logs back on.

If Talia dies, anyone using her as a quit point should die too.
Also, logging in while she is mudsexxing the the many-tentacled alien leader of the vestrics in his private chamber o' love would be awkward at best.
Quote from: Twilight on January 22, 2013, 08:17:47 PMGreb - To scavenge, forage, and if Whira is with you, loot the dead.
Grebber - One who grebs.

Heh, Quit safe tents maybe?  
    Just throwing this out there, but if you did quit safe tents that were awarded by staff to the player base (via karma, house roles, bad assery, etc).  This takes away most of the abuse problem, as well as the urge for everyone to app for rangers.  As for said tent getting destroyed, it treats it as if you attempted to flee, with a wonderful little room that you log into that says either: A) You managed to find an opening and retreated to the nearest town or last known location that's fairly safe, or B) You fought valiantly, but just when you were about to make a break for it, that pesky (insert baddy here) hit you viciously with no hope of surviving like a merciful head blow or something).
    As for others using the tent, maybe do a portible shelter type thing, but with keywords to prevent from quitting (As in, an active search of your character for being a member of (insert group here)).
"The fear of death is the most unjustified of all fears, for there's no risk of accident for someone who's dead."
-Albert Einstein

No. To any of these.

If you can die being logged out. It shouldn't be inputed. I am sorry.
"Don't take life too seriously, nobody ever makes it out alive anyway."

Quote from: BlackMagic0 on March 29, 2010, 04:08:35 PM
If you can die being logged out. It shouldn't be inputed. I am sorry.

Not sure clarify..Main screen turn on?

Quote from: BlackMagic0 on March 29, 2010, 04:08:35 PM
No. To any of these.

If you can die being logged out. It shouldn't be inputed. I am sorry.
\

I agree. There shouldn't be a potential of my PC dying while i'm not logged in.

Quit safe tent is the closest thing i've seen to a coherent idea. If it gets destroyed, you should just log into the room outside of the tent.
"You will have useful work: the destruction of evil men. What work could be more useful? This is Beyond; you will find that your work is never done -- So therefore you may never know a life of peace."

~Jack Vance~

Quote from: janeshephard on March 29, 2010, 10:43:58 AM
Quote from: MeTekillot on March 27, 2010, 01:29:29 AM
How about "quit city". You quit in the wilderness, but you log back in in the city. It would have a time delay of about 10 seconds to prevent abuse, and you'd have to be logged out for a certain amount of time in order to re-arrive in the city. You also need to be a certain distance from the city as well for it to work. Along with some other restrictions, perhaps.

How about you just go back to the city, like the rest of us? :)


some people have highly unpredictable schedules that maay require them to quit at a moment`s notice.


Wasn`t there a camp idea that was like a delayed quit command, where it would take about a rl minute for you to quit?

Quote from: Reiloth on March 29, 2010, 04:27:03 PM
Quit safe tent is the closest thing i've seen to a coherent idea. If it gets destroyed, you should just log into the room outside of the tent.

In some cases this could make it very easy for A to kill B as soon as B logs in, even for some time after A has left.  I don't know whether that's a strength or a weakness of this idea.

Quote from: A Dry, Quiet War on March 29, 2010, 04:36:56 PM
Quote from: Reiloth on March 29, 2010, 04:27:03 PM
Quit safe tent is the closest thing i've seen to a coherent idea. If it gets destroyed, you should just log into the room outside of the tent.

In some cases this could make it very easy for A to kill B as soon as B logs in, even for some time after A has left.  I don't know whether that's a strength or a weakness of this idea.

Raiding 101, camping outside a tent even now (without quit-safe tents) is a favorite raider trick.

Gotta have -some- drawbacks and risks to getting a "quit anywhere in the desert" ticket, yeah?

IMHO: The best way to fix this would be to add more quit room (I don't think these should be "save" rooms, either).
Quote from: Twilight on January 22, 2013, 08:17:47 PMGreb - To scavenge, forage, and if Whira is with you, loot the dead.
Grebber - One who grebs.


Quote from: Pantoufle on March 30, 2010, 12:59:25 PM
Quitting is an OOC action.

Precisely.

And that's why I think you should be able to do it from anywhere.
Quote from: Wug
No one on staff is just waiting for the opportunity to get revenge on someone who killed one of their characters years ago.

Except me. I remember every death. And I am coming for you bastards.

March 30, 2010, 02:27:18 PM #28 Last Edit: March 30, 2010, 02:30:37 PM by jmordetsky
Quote from: AmandaGreathouse on March 30, 2010, 01:54:56 PM
Quote from: Pantoufle on March 30, 2010, 12:59:25 PM
Quitting is an OOC action.

Precisely.

And that's why I think you should be able to do it from anywhere.

Yar!

For me it's a big issue - because without it I can't just casually play arm. It's like I have marital arguments because my wife needs me to go somewhere but I'm stuck in a storm 3 f-ing rooms from a wagon I want to quit in but I can't get there. So I'm like - looks like you have to wait. Great. So, I don't even log in unless I know have 3 hours to burn, which if you are an big person with responsibilities isn't all that often.

Then there's the usual arguments - wish up, play a ranger etc. None of which hold water. Doc me 50% of my health, stam, hunger, thirst and let me quit. When I log back in I pick up my RP as though I've been suffering in a storm for a few days. The game goes on wonderfully. :)

Oh yea, and make it a skill :)





If you gaze for long enough into the abyss, the abyss gazes also into you.

www.j03m.com


Quote from: jmordetsky on March 30, 2010, 02:27:18 PM
Quote from: AmandaGreathouse on March 30, 2010, 01:54:56 PM
Quote from: Pantoufle on March 30, 2010, 12:59:25 PM
Quitting is an OOC action.

Precisely.

And that's why I think you should be able to do it from anywhere.

Yar!

For me it's a big issue - because without it I can't just casually play arm. It's like I have marital arguments because my wife needs me to go somewhere but I'm stuck in a storm 3 f-ing rooms from a wagon I want to quit in but I can't get there. So I'm like - looks like you have to wait. Great. So, I don't even log in unless I know have 3 hours to burn, which if you are an big person with responsibilities isn't all that often.

Then there's the usual arguments - wish up, play a ranger etc. None of which hold water. Doc me 50% of my health, stam, hunger, thirst and let me quit. When I log back in I pick up my RP as though I've been suffering in a storm for a few days. The game goes on wonderfully. :)

Oh yea, and make it a skill :)

don't the most recent changes to storm navigation pretty well invalidate the 'three rooms away from a quit safe' argument?
Morgenes

Producer
Armageddon Staff

Quote from: MeTekillot on March 29, 2010, 04:31:47 PM
some people have highly unpredictable schedules that maay require them to quit at a moment`s notice.


Wasn`t there a camp idea that was like a delayed quit command, where it would take about a rl minute for you to quit?

wish all Sorry, I have to logout immediately. Can you please log me out?
You may wait for a little while (not so long most of the time), but works all the time..  ;)
A foreign presence contacts your mind.

You think:
"No! Please leave me be whoever you are."

You sense a foreign presence withdraw from your mind.

wishing up is not an acceptable solution when the problem occurs every play time.


It helps to a degree, Morg, although that helps more with the being able to get around in game. For people who don't have the whole map of the known world (many don't, I admit I had one for a couple months in '08, before we switched computers), or new players, or players who haven't thoroughly explored and memorized every quit spot in the wilds, quitting out is still a problem at times. Because you might well be able to move the X rooms to a quit room (and in some cases, I've seen it be more than 20-30 rooms, or an entire AREA with no quit rooms) without getting lost, that doesn't mean you'll have the stamina to do so (sandstorm regen), or the time to do so (OOC emergency/urgent situation/etc). I've explored the wilderness on Arm extensively, and I still don't know what people mean by 'not having a room that's more than 10 rooms from a quit room'.

While I like the idea that it helps people get around, it doesn't actually touch the problem of not being able to log out when one needs to. (And I say this as a fan, though I still think scavengers should have it, perhaps even have "In order to find objects out of reach of others they have learned to find paths that aren't apparent to the casual observer," mean direction sense rather than what it alludes to now.)
Quote from: Wug
No one on staff is just waiting for the opportunity to get revenge on someone who killed one of their characters years ago.

Except me. I remember every death. And I am coming for you bastards.

March 30, 2010, 09:18:39 PM #34 Last Edit: March 30, 2010, 09:58:06 PM by jmordetsky
Quote from: Morgenes on March 30, 2010, 03:42:05 PM
don't the most recent changes to storm navigation pretty well invalidate the 'three rooms away from a quit safe' argument?

They certainly do! But only if you have the skill, yea? (when I apped my current I couldn't know they were going in).

But - that said if I had the skill - I think it's a separate issue from navigation. For example - I've found myself in this situation recently and the skies were completely clear. This character had ridden south from Luirs with the intention of doing something in the salt flats.

Getting through the storms were brutal, but when I got far enough south things cleared up and I was resting my mount when the wife came home. She needed help with something for school and I'm sitting there very far away from any quit room that I know of with an exhausted mount. It was 30-40 minutes (i think?) before it was rested enough for me to feel comfortable enough that I could get back and avoid any baddies if I need to.  Needless to say - the wife is very forgiving, but she was not pleased :(.

Unfortunately - this happens to me *all* the time. Sometimes it's work and a server goes down, sometimes it's a phone call cuz my dad's computer stopped working :), it's just life. I can't imagine being able to play if you have kids :).  It is huge pain in the ass to get out of the game if you're not a ranger and you decide to venture out of a city. I'm all for penalties for quitting in the desert- harsh, terrible penalties. Bring them on, but man - it's game. I should be able to stop playing when I want to stop and start playing again later. Rangers are the only class that has this magickal ability. I put it in the same category as storm nav. It is one of the fuzzy categories of abilities that should arguably be available to all at varying levels of effectiveness.

In terms of quit rooms in general - they's are largely OOC as well. Like - I know a bunch of them, because I've been playing forever. But, is that fair? That if I happen to be south of CITY A I can get out of game, but some other dude who has only been playing for a few weeks has no idea and is totally f-ed? Edit: And it's not like my character knows them - *I* know them because of old maps I've made.

My 2 sids. Quitting would be the next giant leap for me in playability. Storm nav is the first :). The Ranger Contingent probably wants to kill me right now :).



If you gaze for long enough into the abyss, the abyss gazes also into you.

www.j03m.com


March 30, 2010, 09:53:56 PM #36 Last Edit: March 30, 2010, 09:56:15 PM by jmordetsky
Here is quick mock up of what I'm thinking:


*****Scenario 1 - Ranger makes a quit room for a warrior

The brown-haired man is here.
The black-haired man is here.

The brown-haired man says, "I'm not feeling so good."
The brown-haired man OOCs: "I actually have to run, sorry dude."

> say (to ~brown) No worries, let's camp out here. Find my mind when you are feeling better.

> make camp

You begin making a camp.

[Time passes]

You make a crude, yet functional camp.

> look

In the Desert [N S E W]

It's really dry here. There's a bunch of sand.

A makeshift camp has been set up here.

>

The brown-haired man says, "Okay. Thanks man."

The brown-haired man has departed Zalanthas. [Brown quits with no penalty or lessened penalty based on Black's skill]





*****Scenario 1 - Warrior tries to quit (he has no, or low Desert Quit skill)

The brown-haired man is here.
The black-haired man is here.

[ Something OOC comes up.]

80/80 80/80> say "I'm not feeling so good."
The brown-haired man says, "I'm not feeling so good."

80/80 80/80> ooc I actually have to run, sorry dude.
The brown-haired man OOCs: "I actually have to run, sorry dude."

80/80 80/80>

The black-haired man says, "Okay, rest here - I'll meet you back in Luirs tomorrow. Find my mind if you need help."

80/80 80/80> say Got it. See you then.
The brown-haired man says, "Got it. See you then."

The black-haired man walks east.

80/80 80/80> make camp

[time passes]

The camp you create will barely support your life.

80/80 80/80> think Well, that going to have to do.

80/80 80/80> Quit

Goodbye!

[Comes back a few hours later after OOC issue is handled

> E (enter zalanthas)

Your time in the desert has caused you to suffer.

40/80 40/80> stat

You are very hungry.
You are very thirsty.

> Think Shit, I need to find *real* shelter. I'm in a bad way.



I'd be happy enough without the "make camp" as well. Just to be able to quit would be nice enough.
If you gaze for long enough into the abyss, the abyss gazes also into you.

www.j03m.com

Why force people to wait for a skill delay in order to orchestrate an OOC command? Not to be snarky, but would it be any different if there were a delay for the help files?

Quote from: jmordetsky on March 30, 2010, 09:18:39 PM
Unfortunately - this happens to me *all* the time. Sometimes it's work and a server goes down, sometimes it's a phone call cuz my dad's computer stopped working :), it's just life. I can't imagine being able to play if you have kids :).  It is huge pain in the ass to get out of the game if you're not a ranger and you decide to venture out of a city. I'm all for penalties for quitting in the desert- harsh, terrible penalties. Bring them on, but man - it's game. I should be able to stop playing when I want to stop and start playing again later. Rangers are the only class that has this magickal ability. I put it in the same category as storm nav. It is one of the fuzzy categories of abilities that should arguably be available to all at varying levels of effectiveness.

I agree 100%.  And I love me the rangers.

I would not agree if Armageddon was not a permadeath game.

Quote from: Pantoufle on March 30, 2010, 10:01:48 PM
Why force people to wait for a skill delay in order to orchestrate an OOC command? Not to be snarky, but would it be any different if there were a delay for the help files?

I guess mostly because when characters run away from my raiders and auto-magically poof and disappear sort of irritates me. At least with a delay and a temporary camp marker I'd know they poofed. It wouldn't make it less lame but....at least it's something. The delay I'm thinking about is the same delay as craft. Like maybe 30-60 seconds. Perhaps the "quit" could occur directly after you made camp like > make camp quit so you didn't have to wait around if you wanted to bolt.

It would also stop people from quitting away from an oncoming carru or something (which is lame and I've seen rangers do it).
If you gaze for long enough into the abyss, the abyss gazes also into you.

www.j03m.com

In my opinion,

It doesn't matter which class / skills you have, when you need to quit the game, you should be able to stop playing.  Forcing people to find a quit zone to do an Out-Of-Character action is harmful to new players, as it gives them another thing to learn in the huge list of thousand things to learn to play the game.  (When we shorten that dreaded list, more players will play)


A good example was the 20 second countdown to quit that WoW has/had.


When you want to meet up with people, you go to the bars/clan halls/bazaar.  You don't need to make a specific quit zone in order to create an artificial "hangout" zone.  People will always and naturally go to places where other people are, it's human nature.

If you're considering the IC actions to quiting, please stop right there.  There's no need to justify anything about deserts, campfires, animals, food, coins, etc.  When you currently quit, none of those things matter.  Why are you trying to make it matter now?
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

Quote from: mansa on March 31, 2010, 02:20:41 AM
In my opinion,

It doesn't matter which class / skills you have, when you need to quit the game, you should be able to stop playing.  Forcing people to find a quit zone to do an Out-Of-Character action is harmful to new players, as it gives them another thing to learn in the huge list of thousand things to learn to play the game.  (When we shorten that dreaded list, more players will play)


A good example was the 20 second countdown to quit that WoW has/had.


When you want to meet up with people, you go to the bars/clan halls/bazaar.  You don't need to make a specific quit zone in order to create an artificial "hangout" zone.  People will always and naturally go to places where other people are, it's human nature.

If you're considering the IC actions to quiting, please stop right there.  There's no need to justify anything about deserts, campfires, animals, food, coins, etc.  When you currently quit, none of those things matter.  Why are you trying to make it matter now?


My feelings on the matter is that though quitting is an OOC action, it is essentially the act of you (the player) oocly leaving the game and while your character becomes a virtual npc and continues to live your "in-game" life until you log in again and become a person of note and actively participate in the story.

If you quit out in the city, your pay continues, your rent continues, in theory you need to eat and drink (though we assume that is virtual for playability), but all in all while you live in the city you can go about a (relatively) normal, healthy life as a virtual city dweller with no additional skills required.

However, living in the desert as a VNPC is another matter entirely. If you leave a city and venture out into the wastes, you need to be prepared and savvy and skilled. We don't want to lose that, otherwise the desert loses some of it's teeth. A VNPC without the right skills and without proper shelter (read: a quit room) living in the wastes  is going to eventually die and if you decide to become a VNPC in this environment, my personal opinion is that we should treat this accordingly while attempting to maintain playability.

The idea that you cannot quit in the wastes right now in some ways benefits the game. You have to plan a desert trip. Non-rangers are more careful about the desert. They hire guides, escorts etc. If anyone could waltz into the wastes and quit out at will without penalty I feel we've lost something in Arm that is very important. The desert would have lost some a large piece of what makes it scary and dangerous. It is important that we continue to cultivate a healthy respect for dangers that lie in the desert and you ability to get lost, stranded and left drying on a dune.

As much as I am adamantly *for* the ability to quit the game when and where I want - if I was able to do this without consequence with lets say - a warrior/guard - I feel we have certainly lost something that makes the game what it is. The ability to quit, as a skill, with penalties levied on the unskilled is the best way to balance realism and a healthy respect for the dangers of the Zalanthan wilds with playability.
If you gaze for long enough into the abyss, the abyss gazes also into you.

www.j03m.com

I call it the "Thac0 Effect."  We become so accustomed to certain things that they become self-evident.  When they are changed, it seems CRAZY.  And then a little while later, we look back, scratch our heads, and say, "Why did we take that for granted?"  Such as, "Only rangers could skin?  Really?"

That said, I feel ambivalent about being able to quit anywhere.  The Quit restriction is an OOC game mechanism that creates danger and if it is removed there needs to be a compensatory mechanism (IC or OOC) to take its place.  We dislike it because it is inconvenient and creates IC danger through OOC restrictions.  So, any solution needs to allow convenience (easier quitting) but also maintain IC danger through IC means.  The wastes need to feel dangerous because they're the wastes - not just because they're full of gith, but also because of the environmental dangers.

Delay-timers solve the dilemma of npc/pc dangers.  If it takes you a minute or two to log out, that gives the gortoks, Soh tracking party, and the Guild time to catch up to you.  What remains is the "environment" danger.  There's needs to be heavy pressure to manage resources like mounts, stamina, food, and water.  Being able to quit out anywhere and then log back in later (possibly when friends or other resources or more easily accessed) takes much of the sting out of the wastes, in my opinion.  So, something would need to be done to compensate.

Edit: Jmordetsky nailed it.   What about quit in the desert costing water?

Quote from: Synthesis
Quote from: lordcooper
You go south and one of the other directions that isn't north.  That is seriously the limit of my geographical knowledge of Arm.
Sarge?

March 31, 2010, 02:56:43 AM #43 Last Edit: March 31, 2010, 02:58:52 AM by jmordetsky
Quote from: Thunkkin on March 31, 2010, 02:42:05 AM

Edit: Jmordetsky nailed it.   What about quit in the desert costing water?


Agree with your post as well. Re: costing water - yea definitely, but I think having it force you to be thirsty and hungry does that to an extent while still letting you make the decision to eat/drink when you log in.

The way I would justify penalties:

1) Hunger/Thirst - In cities you have access to virtual food/water, so your hunger/thirst will not increase while logged out. But in the desert, you do not and so in theory you should only be using the stores you carry on you. As a result, when you log back in your hunger/thirst levels will be adjust accordingly forcing you to take IC action.

2) Stam Drain - Same deal here. If the cities, you can go lounge at the Gaj. But in the wastes not so much. As a result, your stamina is drained accordingly.

3) Hp Drain - In theory, even though they don't in game, storm winds and exposure would start to sap your health. Also, various baddies could scurry your way forcing you to fight them off. A health drain would reflect these dangers.

My personal thoughts - your stam should halved and your hp should get halved so that you cannot recover it without sleep. Hunger and thirst should be elevated to the "very" level so that dehydration or starvation was imminent. Those penalties (for me - I realize it's subjective to some extent) would be severe enough that I would definitely think twice before logging out in the wastes without a quit room or that I would only use it when I had to.

I feel like this would prevent random folks from wandering outside without concern. My greatest fear is that merchant/jeweler noble aides can't waltz out into the salt flats and survive for months without ever having to find shelter or return to the city. If there wasn't a severe penalty this would totally be possible

If you gaze for long enough into the abyss, the abyss gazes also into you.

www.j03m.com

Alright, First off, quit rooms are ALL OVER THE PLACE....I mean really, there are Maybe 3 areas where a quit room might be more then ten rooms from you, and if you are in those places and have to log off...Well, you should have planned better. You should not be there alone as a non-ranger anyway.

So, I am against giving everybody wilderness quit. BUT, if it was to happen, I think it should be at a HEAVY cost. And the type room should matter as well.

Forest, grass, scrub, 10 minute delay, log back in, 25% thirst/hunger HP/stam loss. Normal desert rooms, 15 minute delay, 50% loss, Other types, like mountain, canyons, salt flats, 20 min and 75% loss.

Otherwise, play a ranger.
A gaunt, yellow-skinned gith shrieks in fear, and hauls ass.
Lizzie:
If you -want- me to think that your character is a hybrid of a black kryl and a white push-broom shaped like a penis, then you've done a great job

Quote from: X-D on March 31, 2010, 04:36:13 AM
Alright, First off, quit rooms are ALL OVER THE PLACE....I mean really, there are Maybe 3 areas where a quit room might be more then ten rooms from you, and if you are in those places and have to log off...Well, you should have planned better. You should not be there alone as a non-ranger anyway.


Ok, so we're no more a few leagues away from a quit room.  Ok, let's say that I have reached that 2nd level of employment that allows me to go out and about from the city on my own on a patrol/resource gathering mission for my clan (I can think of at least 3 groups that use this level system).  I get out, things are going good, and oh look, my mom comes in and I have to help with the groceries.  In all the patrols i've been on, few people have told me where quit rooms are.  The fact is, most patrols don't cover quit rooms.  I know what the obvious answer is here: "clan leaders should take time to note where the quit rooms are". OK, I  can live with that one.  But what if mine hasn't?  Should I, the player be penalized?  The other route to take is providing a detailed map that says "quit rooms are here, here, here, EVERYWHERE!", but isn't that IC info?  The only way that I could see to possibly placate this is by doing a command that gives you something like: "A quit room is 3 rooms west, and 5 rooms north." But even still, what if my character was resting, and planning to return to the city?
I understand that you've been playing for a while (or forever?) and while I do respect that you have a formidable understanding of the world, did you start the game with this knowledge?  I don't think you went out and about with the general thoughts of: "Ok, quit room #134 should just be over this ridge, and, oh yes, down the valley with the wonderful desc. of carniverous plants."  I'm sorry X-D, but quitting is strictly an OOC action, and as such, should be readily available to people on an OOC schedule.
I honestly think the best solution to this is for quit to be a skill, learnable by all, mastered by few (rangers having the highest cap of course  ;)).
"The fear of death is the most unjustified of all fears, for there's no risk of accident for someone who's dead."
-Albert Einstein

Yes, quitting -is- an ooc command to leave the game. In some games, quitting doesn't save upon exit. Meaning, when you return, you return with no equipment. No locker, no apartment, no nothing. In some games, you can type "recall" and go back to the spawn room to save your equipment in your inventory before logging out. Except, then you still have to wander all the way out to the other side of the game again when you log back in, to continue on the auto-quest that you MUST finish in order to get to level 13.

All different games have all different methods of assisting in immersion, and accommodating RL needs. Armageddon has chosen the quit-safe room vs. ranger-quit as their option. It could be a whole lot worse. You could be required to lose all your stuff when you quit, but be able to quit anywhere, like some games do. The only thing I'd like to see, is a few more quit-safe rooms. One or two -inside- the Allanak merchant gate, one more in the Red, another one in the tablelands, one in the western wastes, one in the southeast corner of Tuluk, one inside the plains gates of Tuluk, and now that the IC thing has happened, one somewhere within 10 rooms of the western Tuluk gate.
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.

Quote from: X-D on March 31, 2010, 04:36:13 AM
Alright, First off, quit rooms are ALL OVER THE PLACE....I mean really, there are Maybe 3 areas where a quit room might be more then ten rooms from you, and if you are in those places and have to log off...Well, you should have planned better. You should not be there alone as a non-ranger anyway.

You say that because your an old player. Quit rooms are OOC knowledge you carry with you as a player. In terms of planning, that's OOC as well. RL events in my RL life shouldn't have a bearing on my characters life. In the example I gave Morg, my plan was sound. RL events like a server going down at work can't be planned for. You might as well tell people like me "don't play" or "don't go outside". Even if I had a ranger, it would have still be 30 minutes before I could quit.

Quote from: X-D on March 31, 2010, 04:36:13 AM
Forest, grass, scrub, 10 minute delay, log back in, 25% thirst/hunger HP/stam loss. Normal desert rooms, 15 minute delay, 50% loss, Other types, like mountain, canyons, salt flats, 20 min and 75% loss.

Agree on penalties. But, a 10-15 minute delay would border on comical.


If you gaze for long enough into the abyss, the abyss gazes also into you.

www.j03m.com

First, I don't see how that arguement even has a point, if the server goes down or my power suddenly goes out, it does not matter if I have ranger quit or not, I'm still hosed till it comes back up, and policy right now is, If an outside mud event, such as mentioned above causes your PCs death you don't get a res.  Sooo...

And that kind of delay to a non-ranger does not border on comical, it IS comical, but then I think if you are exploring or patrolling the wilderness etc with a non-ranger PC alone, that is even more comical. Many things about the game are about planning, if you fail to do so, that is your problem. Planning is anything from making sure your city PC has friends with him when he leaves the safety of the walls or making a wilderness PC to start. IE, ranger.
A gaunt, yellow-skinned gith shrieks in fear, and hauls ass.
Lizzie:
If you -want- me to think that your character is a hybrid of a black kryl and a white push-broom shaped like a penis, then you've done a great job

March 31, 2010, 02:57:36 PM #49 Last Edit: March 31, 2010, 03:56:25 PM by jmordetsky
Quote from: X-D on March 31, 2010, 02:17:53 PM
if the server goes down or my power suddenly goes out

:) I meant a server at my job as an example of RL life things in your life coming up being OOC events and not having anything to do with RL life planning or lack there of..Not Ginka.

Quote from: X-D on March 31, 2010, 02:17:53 PM
Planning is anything from making sure your city PC has friends with him when he leaves the safety of the walls or making a wilderness PC to start. IE, ranger.

IC planning has nothing to do with whether or not I get called away from the computer. Again, I'm all for penalties. We'll have to agree to disagree on whether or not 15 minutes for any in-game command is at all reasonable.
If you gaze for long enough into the abyss, the abyss gazes also into you.

www.j03m.com

I would like it if there were a "temporary relocation" room you could go to (like the scar room) when you just need to go AFK for 10-15 minutes to grab a sandwich/take a dump/answer the phone/see who's at the door/take the dogs out/run and see what your kids are screaming about.

After 15 minutes it would automatically dump you back into the room you started from.  Abuse would be dealt with severely.
Quote from: WarriorPoet
I play this game to pretend to chop muthafuckaz up with bone swords.
Quote from: SmuzI come to the GDB to roleplay being deep and wise.
Quote from: VanthSynthesis, you scare me a little bit.

Quote from: Synthesis on March 31, 2010, 03:03:17 PM
I would like it if there were a "temporary relocation" room you could go to (like the scar room) when you just need to go AFK for 10-15 minutes to grab a sandwich/take a dump/answer the phone/see who's at the door/take the dogs out/run and see what your kids are screaming about.

After 15 minutes it would automatically dump you back into the room you started from.  Abuse would be dealt with severely.

This is a good idea for those of us with the inability to sit quietly at the computer for stretches due to family, pets, and RL issues.  :)
"When it is dark enough, you can see the stars."

Quote from: jmordetsky on March 30, 2010, 09:18:39 PM
The Ranger Contingent probably wants to kill me right now :).
Right, I want to kill you right now :P

Frankly, as a ranger-lover and an Arm-addict I agree with your point. However there's a real strong point making me not wanting people to be allowed to quit when they want. True story here, one of my d-elf PC's was chasing another PC in the wilds with the intention to kill. I wounded them badly and they were running all around to make me lose the track. But no, I kept following them and found the tracks end in a quit room. Then I issued a complaint and the staff told me that the other player had to quit because of OOC reasons. I'm really fine with that now. But that really bothered me back then.

With this change you want, there will be lots of bothered players. And I guess that's why X-D strongly disaggrees with that.

Those OOC reasons you gave are very solid. And I'm giving you another OOC reason, which is pretty lame and would make some people to abuse this. "I don't want my PC to die."

As for the penalties you said, I got my HP and moves halved and get hungry and thirsty when I quit. Then I came back hoping to Arm and bam! My mother calls for my help again, which would force me to quit once again at the very same no-quit room. What now? I got my HP and moves halved again (to a quarter) and get hungrier and more thirsty? What about after another miscalculated playing time? I'll be famished and dehydrated?

Quote from: Lizzie on March 31, 2010, 09:07:07 AM
The only thing I'd like to see, is a few more quit-safe rooms. One or two -inside- the Allanak merchant gate, one more in the Red, another one in the tablelands, one in the western wastes, one in the southeast corner of Tuluk, one inside the plains gates of Tuluk, and now that the IC thing has happened, one somewhere within 10 rooms of the western Tuluk gate.

Thus I am with Lizzie's idea here. There should be a few more quit safe rooms scattered all around. Maybe one somewhere in the Salt Flats as well.
A foreign presence contacts your mind.

You think:
"No! Please leave me be whoever you are."

You sense a foreign presence withdraw from your mind.

Quote from: eska on March 31, 2010, 07:08:32 PM
Quote from: Lizzie on March 31, 2010, 09:07:07 AM
The only thing I'd like to see, is a few more quit-safe rooms. One or two -inside- the Allanak merchant gate, one more in the Red, another one in the tablelands, one in the western wastes, one in the southeast corner of Tuluk, one inside the plains gates of Tuluk, and now that the IC thing has happened, one somewhere within 10 rooms of the western Tuluk gate.

Thus I am with Lizzie's idea here. There should be a few more quit safe rooms scattered all around. Maybe one somewhere in the Salt Flats as well.

And some sort of OOC markers denoting their location as you wander around...when you've not quit-restricted because of combat delay or whatnot...maybe double or triple the combat delay for PC vs PC Combat delay...

The whole point of having more quit rooms is to make it take -less- time to quit out if you're not a ranger, not more time. So adding penalties to the already-long combat delay would defeat the purpose. I don't know why things have to be so complicated. Just add a few more quit-safe rooms where there are particularly long stretches that don't currently have them.

They are marked, OOCly, with the "quit" notation in the room title already. No need for elaborate mdescs that tell the -character- that the -player- can exit the game. As long as the rooms are generally appropriate (such as a cave, or a niche between bushes, or a grove, or a spot in a tunnel, etc) then it doesn't need any special marker other than that handy "Quit" notation.
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.

Quote from: Lizzie on March 31, 2010, 10:44:23 PM
The whole point of having more quit rooms is to make it take -less- time to quit out if you're not a ranger, not more time. So adding penalties to the already-long combat delay would defeat the purpose. I don't know why things have to be so complicated. Just add a few more quit-safe rooms where there are particularly long stretches that don't currently have them.

They are marked, OOCly, with the "quit" notation in the room title already. No need for elaborate mdescs that tell the -character- that the -player- can exit the game. As long as the rooms are generally appropriate (such as a cave, or a niche between bushes, or a grove, or a spot in a tunnel, etc) then it doesn't need any special marker other than that handy "Quit" notation.


That doesn't help from 1, 2, or even 3 rooms away...Let's assume, as has been said, that you are never more than 10 rooms from a Quit room.  Let's then assume that the world room layout is a perfect 2-dimensional grid (NESW only, and we all know it's not only that, nor a perfect grid).  If you don't know the closest Quit room is 4n4e from your current location, the only way to find it is to start out on a grid-search...which means you could visit up to 220 rooms before you find the closet Quit room, without an OOC hint as to which direction it's in...unless you're one of the old fart characters who has the entire world mapped and memorized, and bring that OOC knowledge and are using it IC to find that perfect bush that's on the other side of that thicket and over the hill to quit in.

April 01, 2010, 01:56:01 AM #56 Last Edit: April 01, 2010, 02:11:48 AM by jmordetsky
Quote from: Lizzie on March 31, 2010, 10:44:23 PM
I don't know why things have to be so complicated. Just add a few more quit-safe rooms where there are particularly long stretches that don't currently have them.

I would counter that argument by stating that *right now*, this minute as I post this - it's 10:53 pm PST. It's night time in game and I can't see a thing. I'm actually right outside a city and I would really like to go to bed but I can't because I'm addicted to this f-ing game (:) I mean that with all the love in the world). So, I get to siit here and stare at my screen instead.

My mount is shot and the closest quit room (that I know of, and I know them all) is 26 rooms away. If I could even find it at night. And in theory if I had the proper subguild, I could find it - but that's me abusing OOC info because my character would honestly have NO idea where this was.

Times like this make me choose xbox over arm. I literally have to plan my time on arm closer then I do my professional life.

I would happily take a delay, health penalty, anything - I just want to quit.

Edit: Okay, so there was a quit room really close *blink* but I didn't know about it - so there. Scenario still stands :/
If you gaze for long enough into the abyss, the abyss gazes also into you.

www.j03m.com

Quote from: Synthesis on March 31, 2010, 03:03:17 PM
I would like it if there were a "temporary relocation" room you could go to (like the scar room) when you just need to go AFK for 10-15 minutes to grab a sandwich/take a dump/answer the phone/see who's at the door/take the dogs out/run and see what your kids are screaming about.

After 15 minutes it would automatically dump you back into the room you started from.  Abuse would be dealt with severely.
This is a really good idea.
Wynning since October 25, 2008.

Quote from: Ami on November 23, 2010, 03:40:39 PM
>craft newbie into good player

You accidentally snap newbie into useless pieces.


Discord:The7DeadlyVenomz#3870

I want everybody to be able to quit anytime whenever they need to.

I've already dealt with people abusing the normal quit command as-is. It happens; it's dealt with. We haven't taken that away, have we?
Quote from: Oryxin a land...where nothing is as it seems
lol
wait wait
in a harsh desert..wait
in a world...where everything's out to kill you
one man (or woman) stands sort of alone
only not really
lol
KURAC

Quote from: Spice Spice Baby on April 04, 2010, 02:41:54 AM
I want everybody to be able to quit anytime whenever they need to.

I've already dealt with people abusing the normal quit command as-is. It happens; it's dealt with. We haven't taken that away, have we?

I would look at ways to increase quit rooms in the wild to help with this.

I would also look at providing documentation in the quit help file to help ease players through logging "into" each other.

If you quit by some bush in the desert, then RP that you emerged from something hidden, for example.

I would also agree with SSB: abuse can be handled by player complaints. It may increase player complaints but isn't that better than making people go link dead because of something suddenly happening OOC?

I don't like the "temporary" safe room. Even if people don't abuse it, someone "shadowing" a player is suddenly left lost.

Quote from: Morrolan on July 16, 2013, 01:43:41 AM
And there was some dwarf smoking spice, and I thought that was so scandalous because I'd only been playing in 'nak.