Author Topic: Death Relam  (Read 768 times)

Miev

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Death Relam
« on: January 06, 2005, 10:03:03 am »
I think you should remove the spawn action in the death relam.
I think that it should be harder to go trough the death relam, I mean, easier to fall down, the way splits up in two and so on.

Erinys

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« Reply #1 on: January 06, 2005, 11:32:06 am »
The devs posted this in the news section a while ago, it\'s usefull to read that :P

In CB we will have a first implementation of the Death Realm (DR). When a character dies, his body lays on the ground, lifeless. No one can touch the body since it\'s surrounded by a magic death aura. Touching that aura can be fatal to anyone. The spirit separates from the body and asks to the gods to be resurrected. The Death God, being evil and greedy, asks a magical item to bring him back to the world of the living. If he refuses or has nothing to give, he is thrown to the Death Realm. In the realm of death everything is dim and shadow and the spirits of the dead cannot die again, they may be knocked out but never die no matter how badly they are wounded. Here he must find an exit from DR to come back to life.

In first CB release the request from the gods will not be present, so players will be directly thrown in DR. The DR world available in CB is quite small and will be expanded later.

Our vision of DR is a lot wider than this. DR will become a world by itself, where evil NPC have their home and where evil aligned players can decide to live. In the future DR will give many opportunities for quests, guilds and exploration.
Erinys Erestir-guildless (active)
Alcyone Aldaval-guildless (retired)
Jerede Nenid-member of Fighters guild (vanished).

Kwip

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« Reply #2 on: January 06, 2005, 01:23:35 pm »
The only reason for the spawn command at all is for debug purposes.  And obviously you have never been traped some where in the DR if you think you should not be able to use spawn.
Lurking in that space between -             \The\____
 trying to see what is off both ends -        -----\Mad\_____
  but the confusion and chaos looks so fun -     ------\Bard\
   that I must now jump down twixt them both and dance the dance

confused

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« Reply #3 on: January 06, 2005, 05:19:07 pm »
Until the DR spawn spot is even out to prevent one from getting stuck (which happens 9/10 spawns), the /spawn is the only way to get unstuck.

lyistra

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/spawn
« Reply #4 on: January 06, 2005, 10:14:53 pm »
Perhaps rather than removing /spawn, you can set it up so /spawn has a check on the currently loaded area, and drops you back to a \'safe\' spawn location, within the current area?  Or possibly the \'nearest\' \'safe\' spawn location in the given area. (safe being defined as \'not stuck in walls\' instead of as \'not going to get killed)

confused

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« Reply #5 on: January 07, 2005, 05:33:22 am »
OR maybe respawn about 1 meter back. Move target back 1 m with current viewpoint direction, check to see if target is valid, check if barriers was congressed, if so angle viewpoint angle by 45 degrees and set target again at 1 meter, repeat the check.

Repeat the process untill a full 360 degrees in a 1 meter circle is done, at which the main spawn (return from DR) of the area is used or nearest area with a DR spawn.

This method should prevent much of the /spawn abuse (used for travel).