Michael Toennies wrote: > > Why not make a little smarter system: > > The main reason why camping (saving) on maps is bad is > > 1.) you log in after reset (you got phone call from mom, talking to you 2 > hours about > things you don't want to know) just in front of Jessy (= you love mom > and you are DEAD) > 2.) you log in treasure room after map reset looting room again and again (= > you are a cheater) > > or the accident one > 3.) you lost con and relog in to play on (=you are a brave player) > > In the last case you WANT finish it, you don't want leave the map and > you are regular. > > The bad point is: > * Even in non save areas your char will be saved on position if your connect > breaks! * The problem is that there is no clear idea what is a save area and what is not. Is outdoors in the middle of the wilderness a save area? How about a wilderness based map? Right now, there are no hints on the suitability of a location for a save or not. > > This is for case 3.). The server can't know why and how your con is broken. > So, punishing player for leaving maps before finishing will also upset true > players. How often do connections really get dropped accidentally? This is an honest question. > > Well, log in on save bed position is some hard. > > Why not make ONE new map cmd? And this must only be insert in some maps - in > the maps > which BIG monsters, tricky locked mazes and with treasure rooms. Adding hints is a good idea, but is a big task - if we want to get 1.0 out soon, bigger than we want to spend, because not only does it potentially mean updating all the maps, this is not an automatic process - you need to look at each map and see the suitability. Here is a revised idea: It is easy to find out how long ago the player was saved off. How about something like if the player has saved more than 15 minutes (arbitrary time, but I think its reasonable), they are brought back on their save bed. If less than 15 minutes, they got brought back on their original position. Advantage of this: 1) Players can't camp out in treasure rooms - I believe the shortest map reset time is basically 2 hours after the last player has left. 2) Players who accidentally disconnect get to resume playing from where they were - for better or worse. 3) Players who purposely disconnect have to wait 15 minutes to get the free word of recall, which in most cases probably is not a time saver. 4) Players who somehow get trapped only need to wait a relatively short amount of time to get brought back in a place where they can resume playing. This saves the server admin trouble of fixing characters, and 15 minutes is probably faster than the server admin will respond anyways. Thoughts? Any big problems with the above scheme?