PlaneShift

Gameplay => Wish list => Topic started by: Sahraa on October 17, 2006, 08:56:29 pm

Title: Faint when your energy drops to zero
Post by: Sahraa on October 17, 2006, 08:56:29 pm
This is an idea that I have thought of for some time now. When your energy goes empty, there simply appears a message along the lines 'you are too exhausted to move' on the screen. But in order to make Planeshift more realistic, your character could faint when your energy drops to zero. The fainting could last for, say around 10-15 seconds, and your character would fall to the ground. While the player is fainted, energy could be restored again, but at 1/2 or 1/4 of the normal rate. There could aslo be added the option of a 'help' action for other players so they can get the fainted player to his/her feet again and in that way shorten the 'faint mode' a little.

What do you think of this idea?
Title: Re: Faint when your energy drops to zero
Post by: Gharan on October 17, 2006, 09:00:08 pm
I'd like to see that  ;D
Title: Re: Faint when your energy drops to zero
Post by: Nikodemus on October 17, 2006, 09:22:32 pm
generally, when in combat, each swing and defence attempt should consume a bit of stamina. I'm not sure if it is a good idea to faint i the middle of combat ;P erm... it just can't happen x)
Title: Re: Faint when your energy drops to zero
Post by: Karyuu on October 17, 2006, 09:24:06 pm
Perhaps not faint for a few seconds, but stumble to the ground? :}
Title: Re: Faint when your energy drops to zero
Post by: Sahraa on October 17, 2006, 09:33:57 pm
Oh, yes of course. I completely forgot about in combat.  :oops: But would there be a possibility to at least add a /faint command for use in RPs?
Title: Re: Faint when your energy drops to zero
Post by: Kezzik on October 17, 2006, 09:36:31 pm
idealistically the 0% of stamina that our gui shows is not that of total exhaustion to the point of collapse, but actually the highest amount our body can withstand before feeling immense strain or lack of energy to possible continue tasks at a constant speed/rate

ie, you run your ass off for 100 meters, then have to slow to a walk to catch your breath, thats your stamina gone, but you don't collapse... well, not unless you're very unhealthy :]

it is a good idea indeed, but perhaps after the main stamina bar there would be that reserve 'danger' bar, or a negative amount, kind of like Moons idea (was it moon? with the -45% = total death) the further into the negatioves your emergency stamina goes the closer to collapse you get, and then if you managed to push it to such a far point, unconciousness.


typos fixed.. I need to stop hitting ; instead of ' ><

edit: there are many things like fainting that would be ever so helpful for RP, I'd love to see faint and several others, but it's getting the animations and such thats tricky :s
Title: Re: Faint when your energy drops to zero
Post by: Sahraa on October 17, 2006, 10:00:16 pm
The idea of a danger bar/negative values seems like very a good one to me.  :) Perhaps something similar could be done about the will and the mental bars, for instance: great mental exhaustion = headache?
Title: Re: Faint when your energy drops to zero
Post by: Kezzik on October 17, 2006, 10:05:38 pm
indeed, of which puts a negative impact on your overall mental effect through spells, etc.

Perhaps not faint for a few seconds, but stumble to the ground? :}

you can also do that if you're an idiot like me xP

/me is the Yliakum champion for landing on his head
Title: Re: Faint when your energy drops to zero
Post by: Araye on October 17, 2006, 10:54:19 pm
This sounds like a pretty good idea.  I would however like to see the stamina be more realistic before I stumbled.  As it is right now, I can barely run for 10 minutes before I'm exhausted (with an empty backpack and the current max. stamina).  I guess I'll never run a marathon.   ;D
Title: Re: Faint when your energy drops to zero
Post by: zorbels on October 17, 2006, 10:59:28 pm
Quote from: Karyuu
Perhaps not faint for a few seconds, but stumble to the ground? :}

I totally love the idea. :whistling: Though my keyboard might not stand up to it when I am frustrated pounding on my shortcut key willing my character to get up and move.
Title: Re: Faint when your energy drops to zero
Post by: neko kyouran on October 17, 2006, 11:57:54 pm
This sounds like a pretty good idea.  I would however like to see the stamina be more realistic before I stumbled.  As it is right now, I can barely run for 10 minutes before I'm exhausted (with an empty backpack and the current max. stamina).  I guess I'll never run a marathon.   ;D

You forget the difference between in game time and RL time.  While it's only 10 minutes RL time, it's much more IG time.  Since every hour in game is something like 20 minutes RL time.  So putting it in to character, running for 10 minutes RL time, well, you've been running for quite some time in game wise.  I think that makes sense.  (/me is still sleeping from his nap)
Title: Re: Faint when your energy drops to zero
Post by: Nikodemus on October 18, 2006, 12:36:43 am
the in game time is exactly the same as real world time. 1s=1s, 1h=1h and so on.
Why? because you dont move slower or faster than you would in real
you don't swing a weapon faster or slower than in real
everything what you see on monitor is happeing at exactly the ame speed as in real.
Although i see why you want to see this the way you do, you are wrong.
Title: Re: Faint when your energy drops to zero
Post by: Einnol on October 18, 2006, 01:20:51 am
@Nickodemus:  Then an in-game hour is 10 minutes long not 60 (or an in-game minute lasts 10 seconds), because 6 in-game hours pass for every real life hour.  This could be a possibility since there is nothing that says the the time increments in Yliakum have to be the same as ours.  Furthermore, the usage of AM (Ante Meridian) and PM (Post Meridian) for time keeping in Yliakum seems odd since they depend on the perceived position of our sun in the sky.

As for the actual topic on hand, well ... ummm ... I got nothing.  Sorry.   :-[  Some of the ideas here sound pretty good tho.
Title: Re: Faint when your energy drops to zero
Post by: Siteri Kidachi on October 18, 2006, 01:58:39 am
Exactly. Time goes at the same rate in Yliakum, it's just measured differently. So an Yliakum resident could go to work for two Yliakum days straight and it would be fair because 2 Yliakum days = 8 Earth hours.

Hmm, I wonder how someone from Earth would adjust to this if they had to live in Yliakum...

Anyway, hopefully there will be an in-game calendar and more accurate clock, so that people will stop ignoring the in-game clock, for example saying something happened yesterday when it really happened 6 Yliakum days ago... That happens a lot.
Title: Re: Faint when your energy drops to zero
Post by: Kezzik on October 18, 2006, 02:10:03 am
as the time moves so fast it's easier to say "oh, I bumped into the waffley king yesterday" instead of "hey i saw the waffley king earlier!" when like, 10 Yliakum hours have ticked by, if anything i think the Yliakum time shoudl be slowed to either half or the same as real time, sure some peopel would then be playing at night al lthe time, but hey, someones gotta lvie nightshift at the bar ;)

this is going way O to the T anyways, make an ew thread? waffley :)
Title: Re: Faint when your energy drops to zero
Post by: Natrina on October 18, 2006, 03:54:48 am
 The only rpg in which I've seen something like this effect to stamina was Arcanum, which, if I may add, was a totally wonderful rpg. The system worked in such way that you would fall to the ground when the bar reached zero or bellow and you would remain on the ground until you'd have recoreved at least one positive point of stamina. To the idea of dying out of tireness, I don't like it. The combat thingy was as it was. You either took potions for your stamina or, as a mage for example, would risk falling to the ground, losing your summons and being kicked to death. Was one of the most funny things ever, and quite realistic, I think.

 Anyway, the falling to the ground animation should be implemented. Refering to the same rpg as above, they used it to make you fall when running over snow (ahaha, right before a freaking white wolf comes jumping at ya, of course, as it isn't a problem of stamina you would get up right away and slice the wolfy) and using a prostitute, you'd wake up the next day near bed, stripped down to your trousers and with a few negatives of stamina, the female getting, also in her underware, out of the room and saying something I can't recall an example of.
 Not saying PlaneShift should even get close to those features, just saying a falling animation should sooner or later be implemented and that it's uses can be quite extensive and, well, funny.
Title: Re: Faint when your energy drops to zero
Post by: nightwolf on June 30, 2007, 07:34:25 pm
Maybe the character should not faint,but its so unrealistic,whan your energy goes to 0,you should be teleported 3 meters back...
Title: Re: Faint when your energy drops to zero
Post by: Karyuu on June 30, 2007, 07:40:21 pm
That is indeed very unrealistic. Why would you want that as an alternative to fainting or stumbling?
Title: Re: Faint when your energy drops to zero
Post by: bilbous on June 30, 2007, 09:04:47 pm
That would appear to be a description of the effect of lag on a moving character Karyuu. I've seen it happen myself when I was careless about running out of stamina.
Title: Re: Faint when your energy drops to zero
Post by: Karyuu on June 30, 2007, 09:14:32 pm
Ah, I thought it was a feature request ;)
Title: Re: Faint when your energy drops to zero
Post by: The Shadow Nose on July 01, 2007, 04:19:38 am
Well, we already have the 'sit down' animation done. Perhaps when running for a long time or doing something else that physically exhausts then once you hit zero you automatically sit down. (It might be kind of cool if it also creates little Zzz's over your head like you're sleeping... to show that is exhaustion and not just sitting down. Though that might not be in the flavor of the game. More like Final Fantasy stuff...)

While sitting down you recover stamina at twice the normal speed. So you can run at top speed for a bit, rest, then run again and be about the same speed as just constantly walking at a normal pace.

Not sure how sitting down in the middle of combat would work... perhaps people 'must' be sitting down if their stamina reaches negatives. But once they get into positives they have the ability to get up and walk. So, resting would be good for exhaustion for long trips, but bad for combat and if you 'did' exhaust from combat its more of a "I'd better get up and retreat for now till I get my breath." If you can't regain stamina quickly (like if your backpack is stuffed full of twice your own weight in gold bars) then you can get into serious trouble because there is no way to move quickly without stopping to rest and combat can spell trouble.

So yeah, just recycle the 'sitting down' animation should do fine.
Title: Re: Faint when your energy drops to zero
Post by: Unnamed_Source on July 01, 2007, 06:59:06 pm
Weakness or other similar spells could subtract from mental/physical stamina and cause fainting/stumbling. A roll between the the level of the victims will the the level of the casters spell. A failure by the caster would have no effect.

On to the main subject, which stamina would affect a faint, mental, physical or a combination of both?
Title: Re: Faint when your energy drops to zero
Post by: nightwolf on July 01, 2007, 11:31:13 pm
sitting down is realistic but with Zzz?whan u run a kilometer nonstop do you fall asleep?no,you need a pause and sit bown,maybe lay down on ur knees
Title: Re: Faint when your energy drops to zero
Post by: pseudoprometheus on February 28, 2009, 06:25:22 pm
Forgive me for reviving this inactive thread, but I love the idea of having a stamina danger bar, and have always wanted my character to automatically do something more realistic than mere stand still when exhausted.  Perhaps exhaustion could work this way:

When a character is running and reaches physical stamina '0' (aka, the threshold between normal physical stamina and the danger zone), the character stops running, takes a mental stamina hit, and automatically sits down.  The player then has two options:  continue to rest and recover stamina, or get up and keep running.

If the player opts to stand up and continue running, then the character runs at half-speed (unless chased by a creature/opponent, due to adrenaline), his/her/kra physical stamina moves into the danger zone and his/her/kra mental stamina drains as well.  If the player stops running while in the danger zone, the character automatically sits.  If the player pushes the character to absolute 0 physical stamina (danger bar depleted), then the character falls forward and remains immobile for a few seconds, and then sits up and remains sitting until told to stand.

The same system could probably apply to mining to exhaustion (as some players are apt to do), but with the character falling backwards instead (since they're not moving forward and since the dying animation could be reused), and with the likelihood of finding minerals being reduced while mining in the danger zone (due to delirium).  It would certainly help to highlight the absurdity of constantly mining to exhaustion.

(For those concerned about the inconvenience of collapsing while mining or being in combat, complete exhaustion should probably already be something you'd avoid anyway, fainting or no fainting.  But hey, all the better to ask for food to provide a stamina boost, and for stamina potions to be added to the game.)

True, this would require more work than mere code adjustment, especially since we don't have falling-forward animations for any of the character races.  However, applying this sitting/'fainting' behavior would greatly improve the realism of Planeshift, especially for me since 'You're too exhausted to move' is likely the most frequent prompt I see in the game.   ;)