The finer details of linkdeath

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Makfly
Champion
Posts: 615
Joined: 04 Mar 2010 00:36

The finer details of linkdeath

Post by Makfly » 16 Apr 2010 12:24

I was wondering, what exactly are the specifics of going linkdead. I know you can go LD and come back and start from the same spot, but I am not sure of the exact rules like:

How long can stay linkdead without loosing everything and starting at your starting location?

What are the specifics on saving vs non-saving equipment if you go LD and stay away too long?

What are the specifics on going LD in your starting location vs everywhere else?

It seems that this ability to go LD is quite useful for casual play, since you can log off at a moments notice and come back to it later, when time permits. I know that my "better half" have complained about how long time it can take for me to wrap it all up, when I have to travel back to the guild and sort stuff etc.

I looked at the <help> section in-game and didn't find anything on linkdeath, so if it isn't there, it would be very useful to add a section, so that players knew of the function and how it works.
Mortimor Makfly - Gnomish Xeno-Anthropologist

Draugor

Re: The finer details of linkdeath

Post by Draugor » 16 Apr 2010 16:29

LD time is like 2 hours

Yanus
Adventurer
Posts: 95
Joined: 08 Mar 2010 15:58

Re: The finer details of linkdeath

Post by Yanus » 16 Apr 2010 19:37

After those 2 hours your non-glowing items are going "PUFF" and disappear.

You can't disappear right away if you fought before going LD. Your environment will receive a message of you loosing the link, and after some time (few mins) you will go invis.

No differences between going LD on your starting place and the other place ( for less than 2 hours ).

Ilrahil

Re: The finer details of linkdeath

Post by Ilrahil » 16 Apr 2010 20:18

You need to be careful with linkdeath I have ound out rom experience.

A lot of times say you have a laptop and just close it for your internet to disconnect, the game reacts to it poorly and leaves you in it and technically available to kill for 5-15 minutes. In places with aggressive moving NPC's or NPC's that swoop in like Neraka and Icewall this can be deadly and it sucks to enter a linkdeath state and then subsequently return ater a half hour to find yourself at Lars knowing in no way shape or form what killed you.

And as Draugor said its two hours and then you are out.

Rhynox
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Posts: 495
Joined: 04 Mar 2010 03:48
Location: Departed from here. Meet at Genesis!

Re: The finer details of linkdeath

Post by Rhynox » 18 Apr 2010 04:08

As a colorful note, during 2004 linkdead time used to vary. It only happened during 2004, though, since I couldn't find it happening in newer logs.

Code: Select all

reybrujo@ansalon:/mnt/sdb1/Genesis Logs$ grep -r "linkdead for   2 h" *
200401/20040129.log:Activity   : linkdead for   2 h 22 m
200401/20040130.log:Activity   : linkdead for   2 h  6 m
200401/20040112.log:Activity   : linkdead for   2 h 18 m
200401/20040111.log:Activity   : linkdead for   2 h  3 m
200401/20040111.log:Activity   : linkdead for   2 h 10 m
200401/20040111.log:Activity   : linkdead for   2 h 47 m
200401/20040111.log:Activity   : linkdead for   2 h 53 m
200401/20040111.log:Activity   : linkdead for   2 h 56 m
200401/20040111.log:Activity   : linkdead for   2 h 58 m
200401/20040128.log:Activity   : linkdead for   2 h 46 m
200401/20040118.log:Activity   : linkdead for   2 h  1 m
200402/20040223.log:Activity   : linkdead for   2 h 59 m
200402/20040201.log:Activity   : linkdead for   2 h 31 m
200402/20040209.log:Activity   : linkdead for   2 h 26 m
200402/20040209.log:Activity   : linkdead for   2 h 16 m
200402/20040221.log:Activity   : linkdead for   2 h 43 m
200402/20040213.log:Activity   : linkdead for   2 h 47 s
200402/20040213.log:Activity   : linkdead for   2 h  7 m
200402/20040213.log:Activity   : linkdead for   2 h  4 m
200402/20040210.log:Activity   : linkdead for   2 h 59 m
200402/20040210.log:Activity   : linkdead for   2 h  4 m
200402/20040202.log:Activity   : linkdead for   2 h 24 m
200402/20040212.log:Activity   : linkdead for   2 h 23 m
200402/20040212.log:Activity   : linkdead for   2 h 38 m
200402/20040212.log:Activity   : linkdead for   2 h 26 m
200402/20040206.log:Activity   : linkdead for   2 h  4 m
200403/20040331/20040331.001:Activity   : linkdead for   2 h 45 m
200403/20040305.log:Activity   : linkdead for   2 h 11 m
200403/20040328/20040328.002:Activity   : linkdead for   2 h 57 m
200403/20040313.log:Activity   : linkdead for   2 h 21 m
200403/20040312.log:Activity   : linkdead for   2 h  9 m
200404/20040423/20040423.002:Activity   : linkdead for   2 h 55 m
200404/20040421/20040421.003:Activity   : linkdead for   2 h  4 m
200404/20040420/20040420.001:Activity   : linkdead for   2 h 16 m
200404/20040413/13042004.001.log:# Activity   : linkdead for   2 h 16 m
200405/20040504.log:Activity   : linkdead for   2 h 34 m
200405/20040518.log:Activity   : linkdead for   2 h 16 m
200405/20040518.log:Activity   : linkdead for   2 h 13 s
200406/20040613.log:Activity   : linkdead for   2 h 19 m
200406/20040630/20040630.005:Activity   : linkdead for   2 h 56 m
200406/20040616.log:Activity   : linkdead for   2 h 20 m
200406/20040605.log:Activity   : linkdead for   2 h 45 s
200406/20040621/20040621.007:Activity   : linkdead for   2 h 16 m
200406/20040626/20040626.005:Activity   : linkdead for   2 h 47 m
200406/20040612.log:Activity   : linkdead for   2 h  3 m
200407/20040702/20040702.001:Activity   : linkdead for   2 h 25 m
Linkdead during battles is kind of strange, especially against players. If you run away from a battle but go linkdead, they will be able to engage you again if they find you while you are LD, but they would not be able to use specials, and people who weren't fighting you would not be able to attack you.

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Earth
Great Adventurer
Posts: 159
Joined: 04 Mar 2010 16:40
Location: Southern California, USA

Re: The finer details of linkdeath

Post by Earth » 28 Apr 2010 01:02

Ilrahil wrote:You need to be careful with linkdeath I have ound out rom experience.

A lot of times say you have a laptop and just close it for your internet to disconnect, the game reacts to it poorly and leaves you in it and technically available to kill for 5-15 minutes. In places with aggressive moving NPC's or NPC's that swoop in like Neraka and Icewall this can be deadly and it sucks to enter a linkdeath state and then subsequently return ater a half hour to find yourself at Lars knowing in no way shape or form what killed you.

And as Draugor said its two hours and then you are out.
Yes, be very careful with this. I used the Fmud client once on the Genesis website and thought I "disconnect"ed, but it ended up that the game still thought I was in game, and "idled" me out instead and I dropped all my eq. Luckily I was in my guild, but that kind of experience could be very disturbing if you did it in the middle of a hostile area.

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Tarax the Terrible
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Joined: 09 Mar 2010 20:33
Location: UK

Re: The finer details of linkdeath

Post by Tarax the Terrible » 07 Jun 2010 15:24

Idling out and dropping gear..
Nightmare.

Even when I am in the guild I often prefer to LD out than quit out.
I guess its because I always thought that was safer for saving equipment, but as you point out it is not safer.

Would be fantastic to have a linkdie command.
I know link death was for just that purpose unplanned loosing of a link.
But it is used as *Pause* by most people now.

Pause that turns into saved quit. Yes having that as a command to be sure it is going to work would be great.
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