Joshuamonkey wrote:cooldevo wrote:The biggest being that not everyone playing lives in the same time zone. I play with people from around the world, some are awake when I'm asleep and vice versa.
This is an example of why it's important for people to be given the chance to log on first.
You are right, and I'm not 100% against the new system. What I'm pointing out is that this could pose a major flaw in the new system. If I'm awake and my partner is attacked I can't undock. If the town has 4 or 5 or 6 or more people awake I have to accept and resolve every attack against me without being able to undock until he wakes up (which may not be for 5 or 6 real game hours). Perhaps it could work like a breaking a lock. You can't physically move into a vehicle, but if you are already in the vehicle you should be able to undock or drive off. Just like unlocking a lock that someone is trying to pick fails the lockpick attempt. At least it would give people like traders, explorers, and travelers a chance to get away. Otherwise people will likely start operating solo and no one will travel with another player because if they are asleep when you are awake and get attacked, you are as good as dead. Especially if allowing multiple attacks in one day for each player.
Joshuamonkey wrote:cooldevo wrote:Instead it would make more sense, and be a lot more realistic if instead of counter-attacking or defending we also get an option to eat/drink.
Likely they will not be allowed to eat before the first attack, but should be for subsequent attacks that are initiated before you log on. It doesn't have so much to do with eating before they hit, but with eating after the last person is done. The reason I think this is important is because otherwise it would depend almost entirely on whether or not you were logged on and eating healing food between the attacks. With your suggestion happening to log on in time would still be a significant factor.
You are taking part of the suggestion the right way, but either I or you have missed part of it. For example, what would happen if you log on and have 3 queued up attacks against you? Would you have to accept the first one, then get a moment to 'heal', then resolve the second, get a chance to 'heal' again, and then resolve the third? That isn't very realistic and has no flow to combat. IMHO, when presented with each attack the player should get four options 1) Attack back (or whatever) 2) Defend 3) heal or energy (tea, food, potions etc), or 4) talk/whisper directly to attacker (which results in either canceling by attacker or finishing attack if I choose to surrender or give up my goods to them, and they choose to reject or accept offer).
This way I have to make a decision based on what I know about the attackers (assuming I can see who is attacking me, in what order, and what they are carrying), and plan out a strategy. For example, say three people decide to stack attacks against me while I was sleeping. I would have to choose whether I want to risk counter-attacking on my first attempt because the guy only has a bone shield and a long bow. The second guy may have steel weapons and a steel scutum in which case I'd choose to defend to help mitigate the damage he has the potential to cause (and with his steel scutum I'd likely deal little damage). The third guy may have a bone spear and iron shield in which case the damage from him would be minimal so I may choose to heal up from the damage done by the first 2 attacks and forfeit attacking or defending.
In most regular situations, I think a setup like this wouldn't be a bad idea.