Today i was stuck up the main tower of Vradz keep, and since no DM was logged on, i had to quit. I've been stuck in a river in gnolls, or in walls once in a while, too. Sometimes, other pcs can help, sometimes not.
Is it possible to have a command to port the pc like 1m away, useable like once/reset to avoid abuse.
Or something along those lines, if you've got better ideas.
Ought to be fine if it were non-combat only, right?
Maybe a command that is non-combat and would activate only one minute after the PC has not taken any action?
Easiest way would be to make it pull up a dialogue box like "Configuration Options" through crafting skills menu, how folks reset spawn points and such, if possible
This would be so super useful.
Had a whole party stuck in a river yesterday, and it took some tricky work with summons and familiars to get us out, after half an hour or more.
I'd consider this if it came with the condition that if it were ever used to jump past a locked fence or gate or for some other mischievous purpose that you would be unconditionally banned from the server.
Perhaps an item that puts you at the transition of the area you are in, only useable when out of combat.
Quote from: Relinquish;121025Perhaps an item that puts you at the transition of the area you are in, only useable when out of combat.
Great idea! Is that possible? >.>
If you made it a 0 weight item of clothing with hideous drawbacks, it would work. Like 100% vulnerability to all dmg, 100% arcane Spellfail, 1 use/day Jump To Transition. Unusable in combat (can't equip), not exploitable for say invis mage exploring because of the horrific drawbacks.
If it can be abused, it will be abused.
Knowingly or otherwise!
Or... A command that you cannot use unless in combat, which dispells invisibility or stealth and takes a minute to transfer you back to the entry-transition of the area?
I'd just put an invisible object in known areas that you can get stuck at, that jumps to where the DMs see fit. ie: put an invisible small in the rivers, that would jump to the bridge, etc.
Give each player a rope (or put it in stores) that allows them to 'latch' onto other players and pull them towards themselves, with about a 1-3 meter range. That was used on the other PW I previously played on and worked well without abuse. You call it a rescue rope and it makes it IC usable(to pull your allies up a hill or cliff or what not). I'm surprised I haven't seen this implemented on this server already, because ropes are fun.
The only downside of which is that if you're alone and stuck it's useless, but you can OOC someone and see if they're around and can ask for help.
That's actually a really clever idea.
Rope idea sounds good.
Also can put in mini-transitions for those areas PCs repeatedly get stuck in, if people would list them off for me. We have a few already.
Anti-stuck voice command is not so good due to exploitable stuff.
There is actually one built in to nwn, let me research it.
I know on a PvP server I had there was an item that let you get unstuck, paralyzed you for like 30 seconds and teleported you to a random spot on the map, could be changed to the entrance transition?
##makesafe is the command.
If you type it into the client, it'll unstick you.
Your cheques to the usual address, please...
##makesafe only helps if you are inside walls/placables that are gnerally unwalkable. If You're on a ledge or something that has no way down, it does nothing.
And I found that for you, Nuke Cat. I get 50%
Quote from: Letsplayforfun;120940I've been stuck in a river in gnolls, or in walls once in a while, too. Sometimes, other pcs can help, sometimes not.
It helps with these situations posted in the original suggestion, Cruzel.
I can't help but think any other command could (and probably would!) be abused to get through locked doors etc. If you're stuck up a balcony, get a DM.
For being stuck in walls, or on placeables, use makesafe.
I must be cursed, but i got zoomed up a tower again, with no Dm on, and it really is annoying, so i'm bumping that thread.
Today's bug: after reset, the main gates doors are all on closed, and as i click to open one while m pc is inside the tunnel, he gets zoomed up.
Two people got caught behind mushrooms in the Wild Orc quest yesterday, and one person fell into the river at Johan's Mill. The ##makesafe, they do nothing!
Quote from: lovethesuit;122017Two people got caught behind mushrooms in the Wild Orc quest yesterday, and one person fell into the river at Johan's Mill. The ##makesafe, they do nothing!
I was on that quest, and what would have saved everyone some heartache and saved the DM having to log in and move them all, is the rope idea I proposed earlier. Like I said it's not perfect because if you're alone it doesn't help, but it would have helped here. On another note, who's the level designer that put those mushrooms in such a way that makes a cavity there:rolleyes:(I'm talking about as soon as you enter the quest, off to the left). Could these mushrooms(which for some reason you cannot walk through) just be removed in the next update?
Quote from: Nuclear Catastrophe;121208It helps with these situations posted in the original suggestion, Cruzel.
For being stuck in walls, or on placeables, use makesafe.
For being stuck in walls and unwalkable meshes, makesafe should work.
However, the 1.69 tilesets are real screwy. For some reason, the tops of some walls are walkable (but the edge of the wall is a boundary, making it impossible to cross without glitching, usually from being pushed, such as when a door closes or a creature is summoned).
The river in the gnolls area can be walked in, but the boundary is the shoreline and cannot be crossed once you're pulled over. (Unless you can manage to pull back the other way.)
Since these
are walkable areas (but ones that
shouldn't be, if the designers would have been thorough) makesafe will not work.
"Son of a bitch, Cruzel is right" indeed. :(
It is best just to identify the places where these happen, so DM's can add a 'get down' transit. There is otherwise no real way to add something like this can't be exploited.
There is pretty much no way a command like this can be made that can not and will not be abused. There is no universal system that could be applied to work 100% in every instance of this, either - Even if they would not be exploited.
The only real solution to this problem is for players to step up and identify (either very very clearly with words, or with screenshots maybe) exactly where these places people get 'stuck' are, so a DM with the time and inclination can either make minor area remodels to allow you to walk down, or add transitions if changing the area's layout isn't possible.
Though, this is probably one of those 'We'll do it if someone wants to take the time' thing. If that's the case I don't think they are going to bother unless they know exactly where/what to fix! So to make it easier on the DMs it is probably better if you make a DETAILED list about where this happens.
I think a reasonable solution would be to add a voice command with a delay on it. Say, /c stuck. On use, it will alert the DM channel a player is stuck and going to jump. 3 minutes later, the player confirms he is still stuck through a conversation dialog that pops up, which will teleport him to the Ziggurat main gate.
Yes, it can be abused, but we have tools that could monitor this well enough so that we can ban those who abuse this feature.
Just have the dialog box tel them the consequences of this before doing it. Just for those people that need told the common-sensical stuff.
Might want to point out, that being stuck on the other side of a spawn outside the Ziggurat, in the wilds someplace, doesn't warrant the use of this feature.
Stern's idea might work, but instead sending them to the location of the last transition they used might be a better idea. This way it doesn't have the potential to port them all the way across the island, and can't be used as an easy escape from spawns or PVP.
Easy escape to ban-dom.