Tangent: Quit Revamp that has nothing to do with Rangers

Started by Taven, April 20, 2011, 01:39:06 PM

Back on topic...

I love this idea! And, I think 'leave the area' is a much, much better Quit Tag than 'departed the land of Zalanthas'. I find it, still, very jarring.
"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~

I've advocated a "quit timer" for a long time. A "force quit" that will say, "You will quit the game as soon as you are eligible to do so, unless your character is the target of hostilities in the meantime."

This is perfect for those situations where you MUST leave after doing some sparring or hunting but you're safely hunkered down in the clan barracks. For other situations where it might be possible to abuse, the only difference with the current code is it doesn't require the PC to sit at the keyboard and spam quit until his timer is up.

Quote from: hyzhenhok on April 30, 2011, 07:55:46 AM
I've advocated a "quit timer" for a long time. A "force quit" that will say, "You will quit the game as soon as you are eligible to do so, unless your character is the target of hostilities in the meantime."

This is perfect for those situations where you MUST leave after doing some sparring or hunting but you're safely hunkered down in the clan barracks. For other situations where it might be possible to abuse, the only difference with the current code is it doesn't require the PC to sit at the keyboard and spam quit until his timer is up.

Well, I think the argument is that if you're doing safe sparring anyway, why have the quit-delay at all? What does it bring the game to have my PC stand there 10 minutes (or whatever the timer is) when they're LD? There's not going to be an NPC to hassle you, if you're in your own barracks. Any other PC can't interact with you, because you're LD. If they do attack you, a link dead PC, then that's a major no-no.

Something like a quit timer would make more sense for the outdoors, if you suddenly had to leave, but that's sort of what the whole discussion in the other thread was about. It seems like Staff won't be implementing it in Arm 1, and I don't remember what the conclusion about Arm 2 was. But yeah, something like that in the wilderness would be neat.
As of February 2017, I no longer play Armageddon.

April 30, 2011, 12:39:39 PM #28 Last Edit: April 30, 2011, 12:41:11 PM by hyzhenhok
Quote from: Taven on April 30, 2011, 12:20:11 PM
Quote from: hyzhenhok on April 30, 2011, 07:55:46 AM
I've advocated a "quit timer" for a long time. A "force quit" that will say, "You will quit the game as soon as you are eligible to do so, unless your character is the target of hostilities in the meantime."

This is perfect for those situations where you MUST leave after doing some sparring or hunting but you're safely hunkered down in the clan barracks. For other situations where it might be possible to abuse, the only difference with the current code is it doesn't require the PC to sit at the keyboard and spam quit until his timer is up.

Well, I think the argument is that if you're doing safe sparring anyway, why have the quit-delay at all? What does it bring the game to have my PC stand there 10 minutes (or whatever the timer is) when they're LD? There's not going to be an NPC to hassle you, if you're in your own barracks. Any other PC can't interact with you, because you're LD. If they do attack you, a link dead PC, then that's a major no-no.

Something like a quit timer would make more sense for the outdoors, if you suddenly had to leave, but that's sort of what the whole discussion in the other thread was about. It seems like Staff won't be implementing it in Arm 1, and I don't remember what the conclusion about Arm 2 was. But yeah, something like that in the wilderness would be neat.

People in clans might be theoretically perfectly safe going linkdead, but what about someone in an apartment? If he goes linkdead instead of quitting, and someone breaks in, he's vulnerable. Or someone who doesn't own their own apartment? Going linkdead in a street, or in a public quit room, might be more risky than we'd like to admit. And while usually you'd be perfectly safe resting in that wilderness hidey-hole and then quitting out, would you even consider going linkdead there? These are all situations where the combat timer is serving as nothing but a 5-10 minute inconvenience for the player. I'd like to see a way around that.

Unfortunately I'm not assuaged by the idea that PCs aren't supposed to mess with linkdead people. If your PC is still in the game, other PCs have the right to act ICly. It's not okay to do stuff to you because you are linkdead, but generally linkdeadness is explained away as an IC phenomenon and anything that happens to your linkdead PC, happens.

I'm not really interested in giving PCs a regular way to circumvent wilderness quit restrictions. Staff might be nice and log you out for you, but it's not something I'd want to put in the hands of PCs.

Quote from: hyzhenhok on April 30, 2011, 12:39:39 PM
People in clans might be theoretically perfectly safe going linkdead, but what about someone in an apartment? If he goes linkdead instead of quitting, and someone breaks in, he's vulnerable. Or someone who doesn't own their own apartment? Going linkdead in a street, or in a public quit room, might be more risky than we'd like to admit. And while usually you'd be perfectly safe resting in that wilderness hidey-hole and then quitting out, would you even consider going linkdead there? These are all situations where the combat timer is serving as nothing but a 5-10 minute inconvenience for the player. I'd like to see a way around that.

I think that the function of marking an area as a training zone, if that's the best option, would be primarily to help out clans. I think that it should be put in, as there's no real argument against it, that I've heard.

I think what you're suggesting, a quit-delay thing, could be helpful for a city or an area that was marked as "safe". What do I mean by that? I mean an area where you won't encounter hostile NPCs. IE, the streets of the rinth maybe not, but the streets of the city, sure. I'd also argue that if you're in a "quit out" spot and go LD, that that would count as a "safe" spot. For "unsafe" areas, I think that the quit-delay should be longer. If it was something like an hour, then nobody would want to put their PC at risk by intentionally going LD, but if it was an emergency, you'd have some level of assurance that your PC might be fine.


QuoteUnfortunately I'm not assuaged by the idea that PCs aren't supposed to mess with linkdead people. If your PC is still in the game, other PCs have the right to act ICly. It's not okay to do stuff to you because you are linkdead, but generally linkdeadness is explained away as an IC phenomenon and anything that happens to your linkdead PC, happens.

I'm unclear on the distinction that you're making. If a PC is LD, they cannot respond. It might be IC for your PC to have a conversation with them, and order an item, but it's simply impossible to do with a linkdead PC. Likewise, it makes no sense to me to do bad things to a LD PC. The exception could be if you had no idea they were linkdead, and wanted to do a bad thing before they had the chance to react. Then you didn't know, and if you had an IC reason for acting fast, then that's fine. But generally, you should leave LD PCs alone. Likewise, going LD to avoid conflict or something is a huge no-no. I think we, as players, understand that sometimes LDness happens, and it's only fair to make allowances for it. However, abusing that treatment is absolutely horrible. I know I'd file a player complaint over someone going LD just to avoid situations.

QuoteI'm not really interested in giving PCs a regular way to circumvent wilderness quit restrictions. Staff might be nice and log you out for you, but it's not something I'd want to put in the hands of PCs.

I'd just like is something that would work when you have an emergency or extenuating circumstances.
As of February 2017, I no longer play Armageddon.

Quote from: hyzhenhok on April 30, 2011, 07:55:46 AM
I've advocated a "quit timer" for a long time. A "force quit" that will say, "You will quit the game as soon as you are eligible to do so, unless your character is the target of hostilities in the meantime."

This is perfect for those situations where you MUST leave after doing some sparring or hunting but you're safely hunkered down in the clan barracks. For other situations where it might be possible to abuse, the only difference with the current code is it doesn't require the PC to sit at the keyboard and spam quit until his timer is up.

I like this. It may not be that useful in safe areas, but in places like outdoors (with a ranger) or in the rinth (hiding in a quit room), it's far more useful.
Quote from: Rahnevyn on March 09, 2009, 03:39:45 PM
Clans can give stat bonuses and penalties, too. The Byn drop in wisdom is particularly notorious.

You can add a quit delay clientside, as far as I know, so I don't see any unique harm in it.