Zelknolf wrote:Ronan-- I must've missed Ander's tech rezz (and there may be logging and/or parser problems in there; I think he's on the reports as still dead). So yeah, my numbers are off by one, and with last month as a reference, hitting the floor in party is slightly less grim (a third instead of half).
The rest I shug at. It's anecdote. We started logging this stuff so we could have data. Data is better than anecdote, and data looks like this is far from immunity to death while still blasting the majority of those ding dang dirty soloers. Mission accomplished?
I'm aware you have data; I added the log to the death floor for this very purpose. I would compare the number of times the floor saves someone (if it kicks in and they still die its the same as not having a floor) to the total number of party deaths. A 2:1 ratio of saves:deaths as indicated from last month is lower than I'd of guessed but strikes me as believable.
And yes I realize anecdotal evidence is anecdotal, but anecdotes are still data points. I know I've seen more near-death NWN2 combats (from both sides of the screen) than probably everyone else in this thread combined, so I've quite a bit more data than 5 points to go off of. Hell I've knocked out more PCs than that in a single session. I'm not saying your wrong, I'm just saying 5 points ain't data.
SwordSaintMusashi wrote:Something could be said for putting the -6 cap on a cooldown after it fires once, but I have not seen that presented: If I missed it, I apologize.
I suggested it above, though I was thinking more like a random "no-mo'-floor" cooldown lasting as long as a RL week. IMO being saved from death should be a pretty big deal which PCs would not want to repeat any time soon. But hey, maybe not. Maeredhel was certainly semi-suicidal.
SwordSaintMusashi wrote:However, AoE is always more dangerous than single targeting in dungeons and dragons, and its no different in NWN2: It either softens up a huge array of foes, or finishes off multiple at a time. Its why you don't 'clump up', a practice that even follows into most gaming.
All true, but with the floor in place consider that direct-damage opponents are incapable of killing anyone in a party unless the party is routed or out of healing. The result is that a truly dangerous encounter for a prepared party leaves one or more PCs in the negatives, as a routine. It can get pretty silly after a while.
SwordSaintMusashi wrote:Zelk: Hypothetically, would something like a 5 minute cooldown on the -6 cap after it fires once be possible, or is that a bit far fetched?
While the death system is a giant mess as Zelk says, this would probably be trivial. If you were concerned over testing you could simply have the change cause only textual output to the combat log for a patch, make sure the flags were as they should be, then make it have real effects. The harder bit on longer intervals/penalties would be giving DMs some interface to reset the timing in case of a 'tech KO'.
Anyway, if Zelk didn't want to make a change I suppose I could. I spend about 70 hours a week writing code, and when I take breaks the last thing I want to do is write more in NWN... But this is simple enough. I do need to do some crafting stuff first, bleh.
t-ice wrote:I do think, however, that a "recovery time" where the floor is deactivated after a save would only lead to metaing, particularly metagaming by not playing until the floor is surely back, which is a loss to the community.
This is why I suggested a random "recovery time", but I like the idea of an 'injury' too, though like SSM I think your penalties are a bit much when a DM isn't around to adjudicate.
Really, anything to give a near-death experience some weight to it. I don't think I'm proposing anything drastic or cruel. I just think having your brains smashed in with a mace only to be saved in the nick of time by a healing potion should maybe have some lasting consequences and affect RP?
HEEGZ wrote:Can we just leave well enough alone please? I'd rather not make it easier for PCs to die to be completely honest. The DM client is buggy enough, and determining combat encounter difficulty is hard enough, that I think our PCs should have the extra protection we already grant them via the safety net. There are some good arguments for changing the system I suppose, but SSM's post (three up) is pretty spot on. It'd be nice to have something a bit better, but at this point in the game, there is not a compelling reason to change. Especially something that will increase PC deaths. I'm probably just an old softy but nothing I've read seems convincing enough to adjust this now.
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Also, I'd like to think that players are okay with keeping the net as is, and that they are okay with a DM manually making a NPC commit a coup de grace if it has the IC motive to do so.
Well, I'm not all that ok with having to manually kill PCs. I'd rather the game do it. I've done it twice and I think I've seen OGR try to kill one of my PCs once, but other than that I haven't seen it in-combat.
IMO the issue of 'difficulty' is a red herring. Staff will adjust difficulty as they wish. What we really want out of the floor is to incentivize group play, let lowbies survive with highbies and take some of the randomness out of PC death in our slow-advancement world.