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Location saver

Im not sure exactly how it works so i cant really help out there. I can only say that ive seen it on other servers so i know its possible.

The general idea is to put the players on the server back in exactly the same place as they were when they logged, through resets and crashes alike. It would make it more realistic and much easier if your in the middle of a conversation for example.

I make this suggestion in the belief that there are ways of kinda making quest areas restricted so that if you are in the middle of a quest when the reset/crash hits an you wanna log in after you'll just be ported right outside or something.

Im ofcourse aware that you dms are most likely really busy, what with the server change (and lots of other projects, im sure) but i think it is something worth considering in the future.

.... yeah.

This would be nice, but some changes would be required. You dont want to spawn in on the EXACT point you quit at - you may have been right at the end of a particularly nasty spawn which then respawns right into your face, or on a spot which was occupied by a trap, or whatever. However, setting respawn to last resting spot would be interesting.

I believe this was discussed previously in a variety of ways, and that it just wasn't that desirable for a number of reasons, from potential for exploiting QA's to players getting caught in bugged areas, or areas only reachable with a DM's help. Such as when someone logs off during a DM quest in the middle of Dark Lake or whatnot.

Even from "last rest", you usually have to clear monsters out of the area to be able to rest, and who's to say you didn't pitch a tent right on top of the troll spawn? If this happened at an inn, I imagine a lot of logging into occupied rooms.

That said, I've always liked the idea of breaking the world into major regions that, when you enter them, override your default spawn point with the nearest settlement / "safe" cave / etc., for those really far-away quests / events / exploration. Not really sure how much work that would take, defining regions, at least - not right after waking up.

What's being said in this thread is what was echoed before. This is something that we could do, but we don't feel it is desirable. A little thought was put into a kind of 'checkpoint' system, where if you start to explore out in the underdark, you get to certain areas that 'save' your progress, so if the server resets you aren't sent -all- the way back to sanctuary, just back to those checkpoint areas. Custom spawnpoints are also something that has been discussed before.

There are a variety of little issues that can pop up. One thing is efu being a dynamic world where our builders frequently modify areas and make small changes. Since persistent locations aren't actually saved with the module itself, it would put restraints on our freedom to make changes to areas which we don't particularly want.

I know of several safe spots in the underdark that have no spawns....why not set folks to reappear in those places if they log while in the underdark?

Seriously though, I honestly think this could be bad also, here's why.

What if I had to log for OOC reasons right after we finished the , say, the Seer quest? Normally, and ICly, I'd have been able to walk back with my group. But now, Im stuck in the underdark alone because of an OOC event.

While I wish there was some solution ot this question in general, I like what it is currently implemented.

*pokes a item wigit that could be added to your inventory that allows the character to choose if he wishes to stay in this "Safe zone" or not.*

While this makes things slightly more immersing, I really don't think it's desirable at all. djspectre pretty much summed it up with the example of people having to log due to RL circumstances after an extended DM quest or just an extended vanilla quest that they grossly miscalculated the time on. A widget giving you the option to choose kind of nullifies the realistic point of it all.