Posted By LukeSpyro at 8:33 PM - Fri Jun 23 2017
- They haven't really said how characters would get treatment... When you breathe in air you can notice the quality of air to a degree, such as smog from pollution vs mountain tops.
You're right.
- I wouldn't want this as it could potentially harm me further.
You wouldn't want your unconscious body to be dragged to the back lines to get patched up after getting incapacitated?
- Worst case - you trapped in a box until you permadie
Possibly, but if we take into considerations of voice chats or even the chat logs in general I doubt you'd be trapped until you permadie also since while you're inside a town/city you can't starve or die of thirst so that's not a worry either...
- Interrogation wasn't really a thing as they never knew what was truth vs lie. It was just straight torture tbh.
But they mentioned with the Dras was good at perceiving deceit so interrogation sounds like it could be a possibility.
Posted By MoonChaser at 10:49 PM - Fri Jun 23 2017
1 ) Suffocating over and over again into permanent death being unable to move is a terrible gaming experience. Especially when there is no Dras bothering or nearby to rescue you.
Neither can you condemn players who've got no deviant untie skills to have no counter play to being ganked and then permanently killed or - even worse - knocked out by a single thief/assassin character to lose your entire life time to.
Suffocating would cause you to become incapacitated where once your incapacitation was up it would lead you to a Spirit Walk not perma die as far as I presume, please correct me if i'm wrong, and when you spirit walk you revive in a safe area relatively close to your body.
[Edit: added "cause you to become incapacitated where once your incapacitation was up it would lead you to a Spirit Walk"]
2 ) Last time we've heard about sieges, the plan was to have players being well rested after every spirit walk. Also carrying an allied character to some other place doesn't make them stay in battle for more time since the duration of the spirit walk is the determining factor here.
Medical treatment can be applied on the battlefield by having other characters shield the doctors.
Again incapacitation and spirit walking are two separate things, binding and towing a body makes no sense if you caused the other player to spirit walk as when they revive they revive somewhat close to their body and not actually at their body. When your health reaches zero you are incapacitated not sent on a spirit walk, the other player will have to do a CDG in order to send you into a spirit walk so if you were able to pull a buddy out of combat while their incapacitated, you could heal them back up so they can rejoin the fight.
[Edit: Also it doesn't seem like a good idea to have your medical team on the front lines as well if you're a defender since you got areas to fall back to but if people can pull it off why not.]
3) When an assassin is infiltrating a castle with greatly secure massive locks on all doors, about everybody would be unable to get out. Breaking in metal doors locked by strength? Locked wooden doors could be too difficult for most characters already.
Furthermore, we would have griefers dragging or throwing characters into the ocean to kill permanently.
For your locked doors, we already know that people will use voice chats or even the in game chat channels so it's not unlikely for someone to say "hey i'm locked in this room come get me out" and since its in friendly territory why would they have to worry about being locked in there indefinitely? Also as we don't know how long incapacitation lasts i'm doubtful that you'd have enough time to drag an unconscious body onto a boat and then throw them into deep ocean waters. If you're already out there then you took the chance of having permadeath anyways.
4) Why would anyone give away crucial information to you when tied up? Most of it would be VOIP talk only. So loging out would leave you with the OPC who by design cannot tell you the information only the player has got.
Also, what good is being able to break the chains when a group of interogaters has got you surrounded?
Well it's either tell information or get sent on a spirit walk, why would interrogators hold a hostage indefinitely? eventually you will die of starvation or in the case of if you're in a city and their holding you there then there's only so many places they could hide till your buddies find you. As far as good of breaking chains, that'll at least give you a chance to do something rather than just waiting for whatever they decide? If anything they'll just kill you which is probably gonna be what they'd do anyways and you'd get sent on a Spirit Walk and be able to return somewhere near where you died.
Posted By Nagash at 11:18 PM - Fri Jun 23 2017
trapping or otherwise binding bodies just opens up the game to abuse of the system, so why let people do it in the first place unless it's to directly take a bounty to a town to answer for crimes.
but specifically to what you have said...
1) using the word "stop" would be just as effective. If they are your friends they should listen to you and if they then walk into danger, it's their own fault.
In my example, why would the dras notice the toxic air if their immune to it? wouldn't it just be air to them?
[Edit: And while I agree "stop" would be just as effective but only if you got someone able to tell this place is a danger zone. Most poisons I heard about either are subtle and creep up on you or are obvious and are near instant in their effects so kinda just depends on how the devs make it, might not even have to worry as much if it's a consistent tick on your health which is should be pretty obvious.]
2) a defender in a siege isn't going anywhere, thats what a siege is all about. If one person drags another away it takes 2 people away from the front line instead of 1, so you wouldn't last longer, if anything you'll be defeated quicker
If you left them there on the front lines it gives the attackers a chance to do a CDG on their body, if you're incapacitated you will get back up after an undetermined amount of time and also patching wounds isn't typically something you'd do on the front lines in melee combat.
3) Your infiltrating, where did you get the key for every single room in a kingdom from? It'll be quicker for a player to tell someone on voice comms that they have been knocked out than it would be you to drag them to a door you can lock, lockpick it open, lockpick it closed, and escape to anotehr location
I didn't say they'd get a key to every single room, it could be just that one room that one guy you knocked out was in at the... maybe he doesn't even have a key to the room leaving the option of locking a door not a possibility to begin with or having you have to brace it from the other side which from an infiltration standpoint wouldn't make sense. Either way, the goal is to move a body in the middle of a hallway into a room so it's not as obvious someone who isn't supposed to be there is there.
4) Whats to stop you from tying up every single person you meet regardless of if they are innocent or guilty, or have information or not. For every person who uses a system like this honestly, there will be a hundred people who use it to troll people.
Again whats to say how difficult it is to break out of binds? From what skills sound like it'll be mostly player skill based so if breaking out of bonds is a mini game I doubt binds will hold long against a conscious not incapacitated character.Posted By Gunnlang at 02:23 AM - Sat Jun 24 2017
Anything it adds to the story, doesn't out weight how much it can be abused. Even what you listed, there isn't more pros than cons.
- If you could drag someone to safety. Then someone could also drag them away from any friends and just basically spawn camp them easier.
But when you revive after spirit walking you revive a safe distance away from your body. Spawn camping doesn't sound like it's possible with that mechanic.
- Personally I be more worried about losing my weapons/armour, over where my body is. That would end a fight in general a lot more, in my opinion.
If you're incapacitated the most they could get is whatever you're holding at that moment in your hands and your coin purse, if they sent you on a spirit walk then they'd be able to get your weapons and armor and since when you revive after a spirit walk you revive a safe distance away from where you died then binding a dead body is pointless.
- I doubt many people will be able to get out of a locked room. How many will have the skill is something else. But how many will have the strength to bash down the door, I can't see many common people having that skill. Then they are basically stuck in there, till anyone finds them.
Also it opens it up for more abuse. Knock someone out drag them to some locked room. Leave them in there till perma-death. Or the deadly put them on a boat and push them out to sea.
What we don't know is how long incapacitation lasts, as the dev journal said that while a person is incapacitated you'd be able to do a quick loot then i'm assuming it's not that long so being able to drag someone onto a boat is unlikely. As far as being knocked out and locked into a room, if this place is inside a town/city then you can't die of starvation and voice chat/ in game chat is a thing so getting out of a locked room isn't so much a matter of skill but a matter of time.
- I can't see how anyone would give any information, outside of both parties doing RP. Not sure if NPCs would act differently. But even if everything you said was in affect and you grabbed me. Well besides going onto discord to tell people within my town that has happened. What can you do? Hold me there forever if I don't say anything? While an army is marching onto you. Then why would you also ever let me go? Low chance again I would have the strength or skills to escape.
As far as giving information, you wont have to and i'm hoping N/OPC's work differently. Why would I hold you forever? If it's outside of town then keeping you alive is probably costing me more than just doing a CDG and inventory looting you so I wouldn't keep you.
Posted By Morholt at 02:36 AM - Sat Jun 24 2017
"While you're unconscious other players can do things such as "Quick Loot" your person, bind you for capture, or tow your body around a short distance."
That eliminates your points one, two, and somewhat three if you are able to secure them in a room.
From what I've heard the bind for capture / tow your body has been removed so again that's why i'm saying it should be in here.
As for interrogation, I do not see even a fraction of the value that could be gained compared to the potential problems caused.
To each their own, regardless of how I speak about it it's ultimately the devs choice so whatever.
Now if there was an option of a self deathblow in order to escape and the spirit loss penalty for murder would be applied to your assailant, perhaps.
That would be interesting.