Veilan wrote:Maybe that sounds harsh, but it is just a common human instinct, and nothing I condemn (I caught myself thinking along those lines here and there); I just wish we would let some insights about human nature influence our decision making process.
Would tend to agree; I'm just not sure that such can be translated into action in a reasonable way. We would effectively have to place a policy of "mommy knows best, and you cute widdle peoples can't overcome your cognitive biases! *blows on tummy*" (emote mandatory, I presume). And also comes with the assumption that folk making that call had successfully overcome their own cognitive biases (and, of course, folk who know about cognitive biases tend to believe that they've overcome them, whether or not they've been successful).
Ronan wrote:Would anyone not prefer a -25 (or some high number) bleed limit to the floor?
Couple little things--
-- chances of stabilizing when dropped basically in the negatives increase from 61% to 92%. (though, admittedly, this is easy to solve. 4% chance of stabilizing per round makes it 62% over 24 rounds)
-- it looks like Foam quit ALFA before giving us his solution here, so all we've got is mine (and mine is crashy). Of course, ragequits tend to not be permanent. We could wait until summer and see if it resolves itself. Or we can try again through CLRScript, which tends to eventually become more stable, at the cost of more work and being harder for new people to figure out.
And then real things--
-- A level 1 greataxe-wielding orcish warrior who gets a crit (14 base strength, assuming this is one of those nameless mook NPCs with a 25 point build, +4 racial is 18. So +6 damage from strength, +6 from OE power attack because that's the one that works with the OE AI, 6.5 average roll from a d12 = 18.5. *3 for crits is 55.5 damage) blasts that away. We'd have to make that number pretty implausibly high to make this still serve in the "insulate careful players who roleplay well and travel in groups from one instance of bad luck" sense that we've heard the "change nothing" folk support. And even then, we heard the "having a death system which catches death magic is a feature, not a bug" line-- which you'd said yourself, and I'd tend to agree. It's weird having it be inconsistent with petrification like it is, sure, but tbh I'd rather change petrification in that context.
-- The proposal includes that servers would have to reduce the amount of death magic in their build, which I don't think is a safe assumption to make. Servers have a terrible track record for updating their build in response to ACR changes. Folk complain about losing messages in spam, but who uses acr_notifiactions? Just me. Folk complain about bad AI, but who's using the new one? Only shadows, and only some of them (just the ones that absolutely refuse to work without taking the new AI). Folk wanted the ability to instance areas, and we provide it, and then two wagons in all of ALFA use it. Folk wanted more-diverse hazards in their dungeons, and we got a handful of swimming holes and one water-based trap (which I made) for it. Fix pChests and no one restores backups. That's not to say that servers don't do build-- the FTP (or, in the case of our one version-controlled module, the repository) is proof enough of that; it's just that builders seem to expect to be able to ignore the ACR, and I have no reason to believe that will change. So I'd rather not rely on it.