Temporary Quit Rooms

Started by Pheonix, July 15, 2010, 10:52:53 PM

Allow rangers to make temporary quit-rooms in the wilderness?

Better yet, allowing campfires built in the wilds make that room a temporary quit-room so long as the campfire is lit?

I believe it's been mentioned before, but I wondered what the answer to it was, if any was given.

There was no official, "This will not be done," from on high, no.  They never do tell us these things until it's just about to be implemented anyway.
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In favor of this suggestion.
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August 20, 2010, 01:04:30 AM #3 Last Edit: August 20, 2010, 01:10:39 AM by jalden
Yep. It would be really cool if rangers got a  'set camp' ability that allowed followers to quit.

"Rangers are already powerful enough" :) Heh

Agreed. Although, I don't think it would overpower rangers and it would encourage them to be used as guides instead of solo hunters.

In the help docs it specifically says rangers are setting camp when they quit, so it isn't too much of a stretch to allow other players to quit at the camp the ranger creates. Although, where food/water could need to be gathered for long periods of time the number of players that quit with the ranger should probably be capped.

Quitting is ooc, why is everyone here trying to justify it through IC? It makes like zero sense.
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Quote from: FightClub on August 23, 2010, 05:06:33 AM
Quitting is ooc, why is everyone here trying to justify it through IC? It makes like zero sense.

Quitting is an ooc action which can have IC consequences, however.

Quote from: Qzzrbl on August 23, 2010, 05:12:53 AM
Quote from: FightClub on August 23, 2010, 05:06:33 AM
Quitting is ooc, why is everyone here trying to justify it through IC? It makes like zero sense.

Quitting is an ooc action which can have IC consequences, however.

Only if you're taking ooc ic, ooooh.
"rogues do it from behind"
Quote[19:40] FightClub: tremendous sandstorm i can't move.
[19:40] Clearsighted: Good
[19:41] Clearsighted: Tremendous sandstorms are gods way of saving the mud from you.

August 23, 2010, 05:41:18 AM #9 Last Edit: August 23, 2010, 05:44:59 AM by Qzzrbl
Quote from: FightClub on August 23, 2010, 05:23:30 AM
Quote from: Qzzrbl on August 23, 2010, 05:12:53 AM
Quote from: FightClub on August 23, 2010, 05:06:33 AM
Quitting is ooc, why is everyone here trying to justify it through IC? It makes like zero sense.

Quitting is an ooc action which can have IC consequences, however.

Only if you're taking ooc ic, ooooh.

Aw snap....

::Edited to add::

Anyhow, just noting.... When your character is offline, I can't interact with it, I can't steal from it, I can't kill it, I can't poison it.... Can't do -anything- with it.

Which could potentially lead to IC stuff for other PCs.

Probably a weak argument, but food for thought if nothing else.

I've said before that I also believe that quitting is not entirely OOC.  The face that it can only be done in quit rooms (or elsewhere by rangers) should be evidence enough that there are IC requirements for quitting (primarily, the ability for a character to virtually sustain themselves indefinitely).


Anyway, back on topic, I do kind of like this idea of rangers setting up a camp that people can quit in (though maybe as a skill that has to be branched). 

What kind of duration on the effect are we talking about, though?  A few minutes?  Hours?  RL days?

Quote from: Marauder Moe on August 23, 2010, 11:25:01 AM
I've said before that I also believe that quitting is not entirely OOC.  The face that it can only be done in quit rooms (or elsewhere by rangers) should be evidence enough that there are IC requirements for quitting (primarily, the ability for a character to virtually sustain themselves indefinitely).


Anyway, back on topic, I do kind of like this idea of rangers setting up a camp that people can quit in (though maybe as a skill that has to be branched). 

What kind of duration on the effect are we talking about, though?  A few minutes?  Hours?  RL days?

Until the ranger leaves the room or quits.
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Quote from: Marauder Moe on August 23, 2010, 11:25:01 AM
What kind of duration on the effect are we talking about, though?  A few minutes?  Hours?  RL days?

For ten minutes (one IC hour) after the camp was created.

If you log into the game in a non-quit-safe room (i.e. you quit in a ranger's camp), you may quit back out in the same room, as long as you don't move to another room.
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Quote from: brytta.leofa on August 23, 2010, 04:47:03 PMIf you log into the game in a non-quit-safe room (i.e. you quit in a ranger's camp), you may quit back out in the same room, as long as you don't move to another room.
I like this addendum too. 

Though, I might suggest that if the ranger himself leaves the area, people logging in later should no longer be able to quit out (unless another ranger has re-established a camp).