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Not Used: Soul Anchor Boots

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Not Used: Soul Anchor Boots Empty Not Used: Soul Anchor Boots

Post by daveyeisley Mon Apr 11, 2011 2:49 am

These are handy in a lot of cases.

There are some cases where they aren't so much. Jumping into Lava, Falling to one's Death, Trapped by Overpowering Enemies, and others.

It makes perfect sense for the OnDeath script to make sure the boots are being worn before storing the coordinates of the spot of death.

What sucks is that the Dais in the Great Hall will "force" a PC to return to that spot, even if they don't want to, if they happened to have the boots on when they died.

Why not have the Dais OnEnter script make the same check to see if the boots are currently being worn?

In they are not being worn, the PC is returned to the Vale.

This would give PCs a choice, once they enter the Great Hall. If they don't want to go back to where they died, just take the boots off for a second before stepping on the dais.

It is not always possible, or even feasible, to remember to take the boots off before dying... so this would go a long ways towards making them more "user friendly".
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Post by The Amethyst Dragon Mon Apr 11, 2011 4:02 pm

Not going to use this suggestion, but I can alter the ondeath script to ignore the boots if the death is in lava or at the end of a long fall (the only two circumstances where returning to the same spot as dying is an automatic trip back to the Great Hall).

The "anchoring" is done when the wearer actually dies, rather then when they return to life. If a PC doesn't want to return to life where they died, they probably shouldn't be wearing the boots anyway.
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Post by daveyeisley Mon Apr 11, 2011 4:47 pm

PCs can also get trapped in a corner or on narrow terrain by large monsters, or just simply surrounded by a mob of baddies.

Its impossible to anticipate this circumstance in time to remove the boots, but returning to the spot you died is pretty much a guaranteed trip back to the Great Hall.
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Post by MannyJabrielle Mon Apr 11, 2011 4:56 pm

The biggest problem is, with the soul anchors, you come back and you're immediately vulnerable. If you're machine or connection even is slow, the server will see you as just standing there getting pummeled again while as a player, you're seeing a loadscreen still.

Even if you took the boots off in the great hall... you still have to die a second time before you can walk to the dais and appear in the Vale.

As a compromise... how about the anchors give a moment of invulnerability like gifts do? That'll give the person enough time to guzzle an escape potion without having to pay double the debt for a second death

They would still be in danger if they didn't guzzle the escape potion or otherwise move as fast as possible to extricate themselves from the situation that killed them.

If they choose to stay and fight, that 6 seconds of invulnerability isn't going to be unbalancing either I think.
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Post by The Amethyst Dragon Mon Apr 11, 2011 6:06 pm

MannyJabrielle wrote:... how about the anchors give a moment of invulnerability like gifts do?
Good idea. Script altered for next module update. Same for raise dead and resurrection.
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