PlaneShift
Gameplay => Wish list => Topic started by: folgore on February 20, 2005, 03:06:22 pm
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For what i see, there\'s no penalty for the death.
This is what my foolish mind have shoot out...
1) An exp BLOCK. (my character have no exp for 5 minute or more. Never loose exp only a block)
2) A malus on the Stat that replenish over time (10 minuteor more)
So, do you like this???
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if you are thinking Dark Age Of Camelot\'s or CounterStrike\'s system is better please play DAOC ;-)
Really I prefer when nobody lost anything... but the fact you have to resurrect very far of the battle its really better coz you have to make everything you made another time... its a kind of loss
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I hope this is never put in the game, sorry. I dont like the idea of \'if you die alot, its goin go to be even harder for you to get good so you dont die\'
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In the future the Death Realm will be a larger and scary place. To leave it i think /spawn wont work so u are going to leave it by ur own way, in the way will have to fight monsters and do a lot of other things, so when u dye thats already enough. Penaltys arent needed.
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There probably will be a penalty, if you don\'t offer a suitable magic item to the god when he takes you to the Death Realm.
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even if you are an atheist....?
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Originally posted by Moogie
There probably will be a penalty, if you don\'t offer a suitable magic item to the god when he takes you to the Death Realm.
Ur saying that if a guy does not offers a suitable magic item to the god he will be take to the DR isnt? so this way the visit to the DR is the penalty isnt?
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I still don?t see why there should be a penalty for dying, as if dying was a crime :D
Kaseijin: I don?t think your religion will help you against the might of the death god 8)
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Ur saying that if a guy does not offers a suitable magic item to the god he will be take to the DR isnt? so this way the visit to the DR is the penalty isnt?
The Death Realm is not a penalty. People will be able to live there if they want, it\'ll just be like another realm. ...isnt. :)
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I don\'t care what they do, as long as there is some sort of penalty or change in the character after death. I\'m sick of people treating death like an inconvience to spawn back in hydlaa. It\'s irritating to say the least, for everyone to duelists, adventurers, common roleplayers and even us (or maybe esepecially us) healers. What is the point of the healing position when there are no penalties for death (not to mention healing spells, but that is pretty high on the priority list I assume). No one wants to pay for, or even use a free healer when dying isn\'t a huge inconvenience. Just takes you a bit out of the experience is all I\'m saying.
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Yeah, i have to agree with u, ppl see the Death Realm like some another place in the game and not has the place were players need to prove theyr valor ito keep theyr self in the game.
The death realm should also have some modifications, the /spawn command should not be allowed in that place, and there could be placed some bad monsters that attack each player that tryes to cross theyr way. The waiting menu can be modified too, maybe put some satanic images on it, just to the ppl get the idea of the trully existence of the death realm.
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I think problem with making death a bigger inconvinence are beginners or low level characters....they die a lot more often....rats can kill them....they run off the ledge...by accident. Now if you just began playing and you died 3 times... cause you are getting the hang of the game, and if each time it takes you 15 minutes to get back to Hydlaa or restore your prior state... it takes away from the fun.
Now a possible solution is not to treat every death the same way, you could:
a) divide areas...if you die in the dungeon...you end up deeper in the death realm...cause you consciously went there to fight, you knew the risk. Depending how deep in DR you end up could be determined by difficulty of the dungeon. If you die in town...or on the road...high chances are that you did it by accident.....while climbing moutains or walking thin ledges...so you end up closer to the portal in DR.
b) determine where the player ends up based up on his ...level...i.e. number of skill points.... players with more skill points end up deeper in the DR...beginers with 0 skill points...could even wake up in the tample...cause gods protect the meek.
you could combine these two....
it says even in planeshift help that /spawn and /unstick are primarily debug commands...so it goes without saying that they will be removed once PS becomes more stable.
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Sorry for getting away of the main topic but:
The /spawn and /unstick should be removed but, only when players could have have condictions to move theyr self from distant places to others (there\'s any player that goes to ojaevda and returns without use /spawn?) like caravans, can be more realistic (and fun, once that players ho dont ahve the money to pay are kicked in the midle of nowhere :P).
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i am prolly the biggest idiot...cause i always walk back from ojaeveda... the only time i used spawn was in the platinum mines cause it was the only way to get back
but i don\'t think /unstick should ever be removed cause there will always be places into which you could fall and not be able to get out of.... like i did between two big rocks behind the magic shop.... it wasn\'t a graphical glitch it was a proper ditch out of which i couldn\'t get out of
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How much does property go for in the death realm.. I want a spawn side real-estate.
On a more serious note I think that there should be a penalty, and that is that instead of losing a magic item or your xp or cash you should simply have to retrieve your items from your corpse.
However this can lean towards corpse spam so perhaps the first so many levels you can respawn un penalized?
I think even a percentage of xp loss at higher levels is warranted. Because we are trying to emulate a world (albeit fantasy) and make it fairly realistic right? That\'s why we love to play because the realism allows us to immerse ourselves so much. So losing XP or having to reclaim your belongings makes everyone play a little more carefully instead of storming into a dungeon with 2000 undead. The fear of losing something creates suspense and heightens the enjoyment of the game.