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Post by Rekov on Aug 29, 2016 14:24:52 GMT -5
I'm putting this here even though this is at least partly bugged, but even the bugs aside, I don't think this matter has been fully solved to a satisfying degree.
I just ran Factory with Kaybrie, and she was downed. Since I am a stealth character, I entered stealth to disengage, which prompted Kaybrie's countdown to death clock (other party members can't see this though, so it doesn't help too much anyways). I immediately left stealth right over the body in a room with no enemies, and she died and respawned anyways a few rounds later.
Obviously something isn't working as intended here, but that aside, I still think you should be able to keep people from respawning while in stealth. There is just nothing a ranged character can do once the front line goes down other than stealth out, and I don't think that should mean the death of the party. I also don't understand the IC motivation for not counting stealthed characters as being able to stabilize their comrades. I believe this was initially done to prevent some kind of OOC gimmickry?
As I said, I think this needs to be something of a discussion in addition to just a bug report, so lemme know what y'all think.
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Post by drunkensolamnic on Aug 29, 2016 19:24:10 GMT -5
Agreed with above.
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Post by Kaybrie on Aug 29, 2016 19:27:26 GMT -5
I have lost an absurd amount of EXP and cash to going down with an AI companion with me, then the countdown timer ticking away and it counts as being abandoned because they were LoS'd by a plant, or standing literally on top of me but didn't finish the fight within 5 rounds. This applies to PC party member's as well.
Whatever ground was made in making soloing/small parties more friendly in the past couple months of beta, was annihilated by the 'abandoned' change.
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Post by Psionic-Entity on Aug 29, 2016 19:47:52 GMT -5
Going to put in a fix for the bug in the OP and also relax the limitations in time and also LOS. There does still need to be some limitation where fully disengaging (supposedly to heal up, wait for backup, watch a full feature movie, etc.) is not viable. The current system is intended to drop people only if their party actively stops trying to kill the hostiles for an extended period of time.
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Post by Lugwy on Aug 29, 2016 20:43:36 GMT -5
Out of curiosity, would there be a way to raise downed PCs after combat ends, like what happens with companions and pets? It seems awkward for surviving members to stand around and shuffle their feet around a downed party member because none of the survivors were carrying a defibrillator.
You could attach limitations on it, such as "smelling salts" that can only be used outside of combat and take a few rounds to take effect, and puts a hefty Toxicity tax on the revived member to mitigate relying on it too much. Defib and the Defibrillation tree from Medicology would still be useful for in-combat revivals.
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Post by Psionic-Entity on Aug 29, 2016 20:55:22 GMT -5
Downed PCs are supposed to get up after the enemies are wiped. Is that not working?
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Post by Lugwy on Aug 29, 2016 20:57:43 GMT -5
I'll have to check when a party goes belly-up next time.
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Post by Psionic-Entity on Aug 29, 2016 21:06:49 GMT -5
I'm currently testing all these systems in my test build so if I come across anything I'll fix it.
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Post by Rekov on Aug 30, 2016 18:31:01 GMT -5
I was the last person alive in my part. I attempted to draw the mobs around the corner and away from the fallen party members, but I was struck down. For some reason, I was ported out of the dungeon, but everyone else got up and was fine.
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Post by Psionic-Entity on Aug 30, 2016 21:06:44 GMT -5
Fixed a bug that may have had you tagged as alive immediately after respawning but before leaving the area.
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