NS5 Resting Restrictions
- Flailer
- -2 Penalty in Daylight
- Posts: 2503
- Joined: Wed Oct 08, 2003 11:54 am
- Location: Central Virginia
NS5 Resting Restrictions
So here goes, another poll.
Another aspect of gameplay that's customizable is the resting system.
Resting isn't just recharging your character after a fight, it's also possibly a way of balancing caster and melee classes.
Meleer's essentially don't need rest - they can get by with healing potions if they need to. Casting classes however have to rest if they want to restore all their spells.
So, are any resting changes needed to balance classes? Do casting classes need a way or restoring their spells without resting, like meleers drinking a potion restores their HP? Or, should there be negative consequences to resting (or potions or spells) such as negative stats that balance the melee and caster classes?
Any other ideas, feel free to post them.
Another aspect of gameplay that's customizable is the resting system.
Resting isn't just recharging your character after a fight, it's also possibly a way of balancing caster and melee classes.
Meleer's essentially don't need rest - they can get by with healing potions if they need to. Casting classes however have to rest if they want to restore all their spells.
So, are any resting changes needed to balance classes? Do casting classes need a way or restoring their spells without resting, like meleers drinking a potion restores their HP? Or, should there be negative consequences to resting (or potions or spells) such as negative stats that balance the melee and caster classes?
Any other ideas, feel free to post them.
Flailer
NS Developer
None of us is as dumb as all of us.
NS Developer
None of us is as dumb as all of us.
-
- Relic Raider
- Posts: 820
- Joined: Thu Jan 15, 2009 7:55 pm
Re: NS5 Resting Restrictions
I havnet voted yet, unaware of spirit meter system.
But I like the first one with the following adjustments.
Make the enconter not definate but random and do so with one the following system.
>Resting nest to transition or on/next to a road/river incurrs the highest chance of being disturbed.
>The further you are from roads, dock, rivers, buildings, or anything else that would logicaly have a higher chance of trafic. The lower the chance of encounter.
>Tucked up in one of those depression in the cliffs face. next to zero.
_______________________ OR_________________________________
>Create a campsite kit.
Cant be used or has no effect on roads etc. But elsewhere the tent and/or fire created makes a rest safe zone in the immediate vicinity. Activation duration of 2-5 turns, same for deactivation. If you dont deactive when done, you've left your gear behind and have to buy new. Kit icon in inventory either dissappers upon exiting the area, or ceases to function and has no resale value.
Options for this system:
>For X+ ammount of lvls as Ranger or Barbarian = Reduced time for set up and repacking of gear.... Could even scale it to lvl.
>Diffrent size/weight of campsites with coresponding sized safe zones.
From a personal 1 toon size at 15 lbs to a war tent that houses 6-10 but weights 500+ lbs. A party could take turns resting one at a time in a sinble tent, if they wish to spend the time.
If the diffrent sized kits and safe zones are difficult to script then make them all personal and activation grants the activating toon sancturaly like from any wandering NPC hostiles while they are resting.
But I like the first one with the following adjustments.
Make the enconter not definate but random and do so with one the following system.
>Resting nest to transition or on/next to a road/river incurrs the highest chance of being disturbed.
>The further you are from roads, dock, rivers, buildings, or anything else that would logicaly have a higher chance of trafic. The lower the chance of encounter.
>Tucked up in one of those depression in the cliffs face. next to zero.
_______________________ OR_________________________________
>Create a campsite kit.
Cant be used or has no effect on roads etc. But elsewhere the tent and/or fire created makes a rest safe zone in the immediate vicinity. Activation duration of 2-5 turns, same for deactivation. If you dont deactive when done, you've left your gear behind and have to buy new. Kit icon in inventory either dissappers upon exiting the area, or ceases to function and has no resale value.
Options for this system:
>For X+ ammount of lvls as Ranger or Barbarian = Reduced time for set up and repacking of gear.... Could even scale it to lvl.
>Diffrent size/weight of campsites with coresponding sized safe zones.
From a personal 1 toon size at 15 lbs to a war tent that houses 6-10 but weights 500+ lbs. A party could take turns resting one at a time in a sinble tent, if they wish to spend the time.
If the diffrent sized kits and safe zones are difficult to script then make them all personal and activation grants the activating toon sancturaly like from any wandering NPC hostiles while they are resting.
Twig (TSS) - Twig [CLAD] - Twigs -Fury- - SyNfully Rotted Twig - Twig'lee -Down Under- - Twig'zilla
Fergus Glonshire [FoN] - Sakij Lovac [FoN] - Zatharus Rivermoon (TSS) - Bumble (TSS) - Body built for SyN
Fergus Glonshire [FoN] - Sakij Lovac [FoN] - Zatharus Rivermoon (TSS) - Bumble (TSS) - Body built for SyN
-
- Noob
- Posts: 49
- Joined: Sat Nov 10, 2007 10:39 pm
- Location: 5 miles east of the Mighty Mississippi
- Contact:
Re: NS5 Resting Restrictions
Three words: Leomund's Tiny Hut!
Oooooooo!
I can't stop at three words.
If there is a chance of wandering monsters, what happens if there is one person resting while the rest of the party stands on guard? Could one high-level person in a party frequently resting cause some sort of mob spawning exploit for a bunch of lowbies to have an infinite source of mobs with a predictable level? If party members take turns resting, can they guard each other's back and prevent any random spawns?
Oooooooo!
I can't stop at three words.
If there is a chance of wandering monsters, what happens if there is one person resting while the rest of the party stands on guard? Could one high-level person in a party frequently resting cause some sort of mob spawning exploit for a bunch of lowbies to have an infinite source of mobs with a predictable level? If party members take turns resting, can they guard each other's back and prevent any random spawns?
TSS Toons: Quillaryl [fletcher] / Lotus Path [tailor] / Reverend Oak [scrolls] / Squire Ashe [armor] / Ratto Slyhand [locksmith]
CLAD Toons: Sanctus Lux [paragon of virtue]
Non-guild crafters: Verdant Arboreus [leather] & Newton Spellbender [arcane]
Does the Silver Strider possess the Power Cosmic?
CLAD Toons: Sanctus Lux [paragon of virtue]
Non-guild crafters: Verdant Arboreus [leather] & Newton Spellbender [arcane]
Does the Silver Strider possess the Power Cosmic?
Re: NS5 Resting Restrictions
I don't see a problem with resting how it is on NS4. When Anubis added the "random" encounters on resting to NS4 it caused a lot of issues and problems and added nothing to the game.
However, if you do decide to do something like that I think it's only right that monsters cannot sneak up on you if one of your party is not resting. So resting in turns should prevent random encounters.
Also, I don't see why these random groups that sneak up on you wouldn't give experience. I'm not really sure what the logic beyond that is.
This is a little off-topic and I'm not sure if it's possible but one thing I'd love to see in NS5 is mobs that don't attack you when you're 30 levels above them. It never made sense to me that low level mobs would attack someone who could kill them in a single swing. Also it'd be neat if when you were shifted in say an animal form, other animals wouldn't attack you. They don't attack each other (well with a few exceptions), so why would they attack you when you look just like them? Anyway, way off topic.
However, if you do decide to do something like that I think it's only right that monsters cannot sneak up on you if one of your party is not resting. So resting in turns should prevent random encounters.
Also, I don't see why these random groups that sneak up on you wouldn't give experience. I'm not really sure what the logic beyond that is.
This is a little off-topic and I'm not sure if it's possible but one thing I'd love to see in NS5 is mobs that don't attack you when you're 30 levels above them. It never made sense to me that low level mobs would attack someone who could kill them in a single swing. Also it'd be neat if when you were shifted in say an animal form, other animals wouldn't attack you. They don't attack each other (well with a few exceptions), so why would they attack you when you look just like them? Anyway, way off topic.
PWnD by Squishee
LinuxPup wrote:you probably just didn't realize your builds sucked
Re: NS5 Resting Restrictions
I woted for the first option. I loved how monsters could attack when you where resting. While it lasted :p I think it should give xp tho, and be avoidble if a toon within viewing distance of the rester is not resting. Meaning you can stand guard if you like. Make encounters area spesific so you cant use em to forse mobs not suposed to be there attack and also make it so that week mobs will not atack a higher lvl toon. I doudt your 0.5 lvl gobs would ever try to ambush Raistlin no mater how deep he sleeps... I think double xp since you should definatly lern something if not more from an unprepared fight as oposed to one you are totaly prepered for and know is comming 

Best Regards
VagaStorm
VagaStorm
Why would I want to count 12 hours twice? I’m perfectly capable of counting to 24, and while we’re at it, can someone go shoot named time zones. GMT+x is all we need!
Amoenotep wrote:if you die to harper that just means your build sucks.
-
- PKer
- Posts: 1237
- Joined: Sat Oct 28, 2006 7:14 am
Re: NS5 Resting Restrictions
I can't remeber what I voted for ...
I hate resting restrictions. Having to buy rations, camping gear, find a campsite, wait 8 hours before you can rest again, all that is the blues. I want to get on with the game. So I didn't vote for any of those choices.
Chance of random encounters when your resting - well, as long as it's not too frequent, I think it adds some spice, and I kind of liked it when it came up for a short while on NS4 (it wasn't random, lol, and it was new, and therefore the frequency was a tad high. Just a tad, especially one night in fire plane ...). Maybe safe areas where there's no random spawn on rest, otherwise there's a chance (maybe about at the same frequency that books drop on NS4
). Likewise, I don't get the rational for no XP. Fianlly, what, no coup-de-grace, lol? That'd give them gobs a chance, Vaga.
Avoiding the random spawn if you rest in shifts - meh, seems an unnecessary complication. Shifts would be wise, but bad guys are still going to attack when their chances are best - they'd likely even target the watchman first ...
I hate resting restrictions. Having to buy rations, camping gear, find a campsite, wait 8 hours before you can rest again, all that is the blues. I want to get on with the game. So I didn't vote for any of those choices.
Chance of random encounters when your resting - well, as long as it's not too frequent, I think it adds some spice, and I kind of liked it when it came up for a short while on NS4 (it wasn't random, lol, and it was new, and therefore the frequency was a tad high. Just a tad, especially one night in fire plane ...). Maybe safe areas where there's no random spawn on rest, otherwise there's a chance (maybe about at the same frequency that books drop on NS4

Avoiding the random spawn if you rest in shifts - meh, seems an unnecessary complication. Shifts would be wise, but bad guys are still going to attack when their chances are best - they'd likely even target the watchman first ...
Three years of nursery school and you think you know it all.
- Dr. Michael Hfuhruhurr
- Dr. Michael Hfuhruhurr
Re: NS5 Resting Restrictions
I'm all for 8 game hours between resting. It would make the game a tad bit more congruent with the P&P RPG.

Aiya Mielikki! CELEB ALCONTARI CUYO ANANN!
For the Glory of Torm! Clericus Liberatus Anno Dominis - Gloria Triadis!
Re: NS5 Resting Restrictions
What about elves then, does it get reduced to 4 for them (or 2, whatever time it takes for them to meditate).
Amoenotep wrote:korr is the greatest


Re: NS5 Resting Restrictions
No... It was 8 hours BETWEEN resting. You can't take another nap for 8 hours after your last one. ie.. your not tired enough to get any rest. This is a reasonable suggestion but its a pain in the butt for players. Don't forget that spell cause you can't rerest to pick it up etc... I like the random encounters outside of town and free rest in town or in protected areas. Like NS4 you can always make some areas "no rest" as well.Korr wrote:What about elves then, does it get reduced to 4 for them (or 2, whatever time it takes for them to meditate).
Amoenotep wrote:i want your toon to be useless
Re: NS5 Resting Restrictions
What's the name of those super sleeping bags?
Resting to recover hit points (1/hit die per 8 hours rest, double somewhere civilized usually) can be done anytime I think. But PnP you buy/make a wand of CLW or vigor for recovering hit points.
Divine spell caster's spells are refreshed at a set time each day during which you do whatever is appropriate for your class (pray, plant a tree, whatever). Arcanes are different. You need some time after rest to study your spells (book casters, and they can prepare a spell later if they have an open slot with 15 minutes). Then there's spontaneous casters...
Anyway, PnP isn't exactly clear. And this isn't PnP, you don't click the wrong thing and memorize the wrong spell in PnP.
So the challenge is to come up with something that says you can't rest just anywhere at any time that doesn't get tedious because of interface or whatever.
Resting to recover hit points (1/hit die per 8 hours rest, double somewhere civilized usually) can be done anytime I think. But PnP you buy/make a wand of CLW or vigor for recovering hit points.
Divine spell caster's spells are refreshed at a set time each day during which you do whatever is appropriate for your class (pray, plant a tree, whatever). Arcanes are different. You need some time after rest to study your spells (book casters, and they can prepare a spell later if they have an open slot with 15 minutes). Then there's spontaneous casters...
Anyway, PnP isn't exactly clear. And this isn't PnP, you don't click the wrong thing and memorize the wrong spell in PnP.
So the challenge is to come up with something that says you can't rest just anywhere at any time that doesn't get tedious because of interface or whatever.
Tep wrote:I login and there's a dwarf to kill. You can't ask for much more than that.
Alkapwn wrote:NC has the most amazing melee build there is. Its a friggin unstopable juggernaut of pain.
-
- Noob
- Posts: 11
- Joined: Fri May 02, 2008 9:26 pm
Re: NS5 Resting Restrictions
A chance for wandering monsters would be fun, but make it a low chance so it isn't abused for easy xp.
Mind what you have learned. Save you it can.
~Yoda
~Yoda
- Kromix
- Addict
- Posts: 1542
- Joined: Sat Mar 13, 2004 5:13 am
- Location: Right next to your mom... :D
- Contact:
Re: NS5 Resting Restrictions
I might be a bit late here, and away for a while but it would be nice if resting is done every 8 hours. now for caster classes, to avoid the issue of fighting a long battle and spending the spells, then being useless for an extended period of time, there could be a token that allows you to go into "trance" where it is set to about 30s - 1m trance time depending on level, where you cannot leave the state of trance and if you are hit or cast upon, all your rolls are set to 1 so you critically fail all rolls and no chance to attack back. Have a cool-down period for the trance token of about 30mins - 4 hours depending on level. this Trance should replenish your spell book. this way low level casters which have a tiny amount of spells are forced to use crafted magic items (wands) to cast extra spells if needed and does not kill the caster class.
also whenever you rest, this token's cool-down should be activated to avoid exploit of resting.
and of course free rest in towns ETC
also whenever you rest, this token's cool-down should be activated to avoid exploit of resting.
and of course free rest in towns ETC

Re: NS5 Resting Restrictions
Speaking of tokens, which are very familiar to NS4 players... Would you rather have tokens that you quickslot and activate (same as NS4) or would you rather have an NS5 toolbar with NS5 specific buttons on it? We can do a *lot* of things with the GUI in nwn2.
cely
NS4 Server Admin
NS5 Developer (retired)
NS4 Server Admin
NS5 Developer (retired)
- Kromix
- Addict
- Posts: 1542
- Joined: Sat Mar 13, 2004 5:13 am
- Location: Right next to your mom... :D
- Contact:
Re: NS5 Resting Restrictions
well the tool bar clears space from tokens in the bags. so that would be nice, a trance button for casters only, NOTE! trance does not heal hit points!
cause i had already though of an exploit for it LOL... good old days.



-
- Noob
- Posts: 5
- Joined: Sun Jan 17, 2010 8:27 am
Re: NS5 Resting Restrictions
I voted for limited number per time period.
I would consider towns to be a free rest spot and be able to rest whenever you like, but the timer should work in wilderness. Also, it would be cool if that time period got longer as characters got higher level. A lvl 1 can rest often and a lvl 29 must wait a fair bit in between rests. That will help with balance and let a new character accomplish more, since the higher characters get extend, persistent, more spells, etc...
I would consider towns to be a free rest spot and be able to rest whenever you like, but the timer should work in wilderness. Also, it would be cool if that time period got longer as characters got higher level. A lvl 1 can rest often and a lvl 29 must wait a fair bit in between rests. That will help with balance and let a new character accomplish more, since the higher characters get extend, persistent, more spells, etc...
MightySamson
--The Triad of Tyranny--
Long Live the Triad!!
--The Triad of Tyranny--
Long Live the Triad!!