Disallow logging out in combat online/server settings
Prod
Member Posts: 8
I hope we see this added in future updates, it is a rather large issue with Persistent worlds online servers when players can logout to avoid death.
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I think, if you want to stop people gaming the system, you need to script the disincentive on the server side. Anyone leaving combat by logging out could receive a warning, then on recurrence a XP penalty, and so on.
Personally I do logout when I get Feared because if I wanted to do nothing but stare at a character running for 10 minutes i'd watch Melody's Escape gameplay videos. If I could do an ingame suicide and the suicide loss was less than 10 minutes of work I would.
From a retention perspective the last thing I would want is for the player to even consider logging off. The carrot vastly outweighs the stick here. If people bit off more than they can chew, the time they spend fighting a losing battle instead of doing something rewarding is already a penalty. The lost opportunity because the boss despawned and took their loot with them is punishment enough.
Now, if they logout in a dungeon or boss room where the aim was to boss camp I'd just record the timestamp, do some math on login and force port the player back to town or the dungeon entrance.
If it was a short duration logout frankly I'd give the benefit of the doubt. Maybe they were on wifi behind a wall with a family member downloading questionable content at the same time. Make sure their HP and spells aren't replenished, that's all that's really needed.
If it's to catch level 2 Monks logging off because they started too low to get Weapon Finesse and can't get a good roll on a Dire Rat barely worth a few XP... I don't care how hardcore the world is, that player wasn't cheating, they were on their way off to the next server! There's bigger things to worry about than playing policeman for the 1% of cheater at the expense of 99% legit players
It should be a feasible system since some death systems do something similar, leaving a corpse copy behind that can be raised and transporting the actual player to an afterlife location. It should be fairly straight forward to do.
So, depending on your design. There are some things you can do to solve this:
1) If there is a boss or keyholding npc, make them despawn after some time. Also make them spawn in way player cannot just spawn them without actual progress of dungeon - this is how dungeons in my module are designed, spawns are set up inside one-way trip doors. Such design however requires easily accessable teleport scrolls or special exit at the dungeon end.
2) Alternatively, you can move player at the start of the dungeon or outside dungeon, if he was logged out for too long. This is quite harsh though as player could just have connection drop so some time limit maybe 10 minutes would be fair.
3) Or penalty. I hate penalty, but you can remove all buffs from player, you can also put 100% spell failure and other penalties preventing combat removable by rest (if resting is even possible).
4) Best solution would be to make players copy. This istricky as normally OnClientLeave fires after player is out (not sure if this was´already changed in NWN:EE now) so you would need nwnx to get OnClientLeave fired when player is still valid to copy him or completely workaround it by maintaining PC copy each minute or so in some system area and spawn it when PC exits (his HP at the time of logout are known). This would simulate most MMO's logout behavior. This is probably only solution if your server has harsh death penalties and you want to make sure player doesnt avoid dying as the previous options deal rather with progress in dungeon than this).
In all incarnations of my PW characters always log back in where the logged off at the HP level they logged off with + any conditions/effects. Their spells/and feat uses are cleared. If they wait till a hard server reset then they get sent back to their bind stones.
However, I also provide a recall ability usable once per day that sends them to their bindstone. Death is "punished" with some xp debt that they must pay off before advancing again. They don't lose anything.
NWN had/has enough long running issues with content, group infighting and all the other issues that come with a "community", lets not bring back the biggest killer of all "Force feeding rules". Just my $.02, not trying to start an argument so please don't take it that way.
That said some games are praised for being unforgiving and even in the most forgiving version of D&D character death tends to be permanent without magic. So harsher rules than the NWN defaults is not necessarily bad design.
If death is meaningless then adventure is meaningless.
We used a simple timer with a small xp/gp penalty death system before and the problem was that players always just took the hit and got right back into the action.
After much trial I figured if they wouldn't respect death then they would learn to respect time. So I made a series of ever increasing, ever more complicated, ever more monotonous set of mazes linked to player level that the player would respawn into.
Low level players could be in and out in a minute or two but 30+ would be a 10-15 minute affair.
There was no perma haste and spells were not reset on death so if you died... you had no other choice but to take a walk.
If you wanted to get back to playing your character then you either had to complete the maze or wait for the server to reset.
Players began to take death very seriously very quickly. There were lots of complaints but these were always met with "Then don't die..."
Some people threatened to quit but no one actually did.
Instead we had an uptick in RP as people made low level characters to hang around in town with because they were not ready to face the maze and get their main back.
After a month or so, being terrified of dying became the norm. And when we put in the new system is was greeted with cheers and much rejoicing.
Heavy XP penalty with potential level loss above 10th level.
No GP penalty.
Scaling wait time with a 5 minute cap.
Teleport to the underworld with a 3 screen walk to the nearest fast travel.
Players loved it. They had a healthy respect for death penalties. They embraced the new system because it seemed light in comparison. We had a ton of new RP characters made. New stories were told. Most of all we never had the problem again.
Operant conditioning is a powerful tool.
I'm sure there are still people who hate my face with the fury of a thousand suns for wasting hours and hours of their life. But I look at the whole thing as a massive success.