PlaneShift

Gameplay => Wish list => Topic started by: TheKing8504 on October 25, 2007, 03:06:50 pm

Title: DR Sickness "debuff" length
Post by: TheKing8504 on October 25, 2007, 03:06:50 pm
I have a few suggestions:

[duplicate suggestions removed. --neko]

3.  This one I is my biggest concern:  I work all day, so I don't get many chances to play the game, keep this in mind when you read this.  Last night my character was sent to the Death Realm, no big deal I know my way around, but when I respawned in Hydlaa, all my attributes we cut in half, therefor I was not able to move because I was carrying several items...and with my strength cut in half, I became overencumbered, and I was told it lasts for 3 hours, well I wasn't able to stay online that long, so I was forced to sign off and find entertainment elsewhere.

The first 2 are just suggestions, the last one might actually force me to find another game to play and remove my account from Plane Shift, because I can't wait 3 hours every time my character dies.
Title: Re: A few ideas
Post by: SerqFeht on October 25, 2007, 03:53:03 pm
The third one was intentionally added, actually. It lasts half an hour. Try to carry less stuff before you die, and avoid it if you can. Perhaps you can find someone to hold your stuff until you can carry it yourself.
Title: Re: A few ideas
Post by: Draklar on October 25, 2007, 04:05:36 pm
The first 2 are just suggestions, the last one might actually force me to find another game to play and remove my account from Plane Shift, because I can't wait 3 hours every time my character dies.
Quite the normal situation.
MMORPGs are generally designed with thought of the "hardcore gamers" Meaning, people who are ready to download a seperate client and spend quite a bit of their time in the given online environment. This is in contrast with the "casual gamers", who spend much less of their time gaming, yet constitute the vast majority of the online gaming community (I think about 90%).
Casual gamers usually find more interest in browser games, which you can launch quickly and fully amuse yourself during your school/job break.
Now what you ask for is to put more focus on the latter group of gamers. This can have really bad effects for a MMORPG. Sure, you make it more friendly for people who don't have lots of time, but at the same time you don't give as much possibility of full ingame experience for those who are ready to spend, say, 2+ hours a day just playing Planeshift.
A MMORPG cannot reach a mainstream popularity among the casual gamers, as it will never be as fast or simple as a browser game. At the same time it won't achieve mainstream popularity among hardcore gamers if it doesn't provide features plausible for those who spend more time playing.
As a result, if you try to make the game fun for both group of gamers, the game will remain obscure within both communities.
Title: Re: A few ideas
Post by: Induane on October 25, 2007, 04:35:34 pm
You know you could just make death permanent.  Then you wouldn't need to balance all that death stuff.  Provide a few means of resurrection (items, spells, etc) but if its not done in time your character is dead.  This eliminates a lot of problems, including explaining death itself, as well as - how brave is a person who is technically immortal anyways?  If someone really did lay down their life saving people from an Ulber for instance then it would actually mean something...
Title: Re: A few ideas
Post by: Draklar on October 25, 2007, 04:55:04 pm
Doesn't sound like something a casual gamer would be happy about.
The character would either have to interact with the world of living (hence those with more time, win), or the player would need to choose to ressurect people from among countless database entries, making it even more pointless to wait, increasing the amount of "dead" accounts with dead characters.
Title: Re: A few ideas
Post by: TheKing8504 on October 25, 2007, 05:16:52 pm
Half an hour is not that bad, I just thought 3 hours was a little extreme.  Thanks for clarifying, because I love this game, and really dont wanna restart something else.
Title: Re: A few ideas
Post by: Induane on October 25, 2007, 06:00:46 pm
Quote
Doesn't sound like something a casual gamer would be happy about.
The character would either have to interact with the world of living (hence those with more time, win), or the player would need to choose to ressurect people from among countless database entries, making it even more pointless to wait, increasing the amount of "dead" accounts with dead characters.

The timer can be set to the players time ingame and not just real time so that they have a certain amount of ingame time to be resurrected.  That could be exploited a bit but nothing wrong with a little leeway with regards to permanent death.
Title: Re: DR Sickness "debuff" length
Post by: Draklar on October 25, 2007, 10:47:47 pm
The issues remain though.
If someone isn't fine with the debuff, he most certainly won't be okay with being locked in the Death Realm until ressurected.
The idea of perm death also seems dodgy. Not only is it against the setting, it also doesn't seem to change anything, save for obvious annoyance for majority of players.
Coding side of this sounds like hell. Not if you want to allow private messages between the realms. In such case '/tell xxx res plz' should fix everything. But that is easy to do and not much of a punishment for the character. Especially if you're member of a guild.
But it will be hell if you want to make things more in-character. That will require additional, seperate system for communication with the world of living. Each new system adds to complexity of the game mechanics in general. And the more complex these are, the more faulty the code can be and the less intuitive the game is. Gameplay suffers either. This becomes even more risky considering the time that passed since Planeshift's production start. You can play around with such ideas before you start game production, but introducing new complex ideas into a system that was produced for over 6 years is taking a walk on a mine field.
Title: Re: DR Sickness "debuff" length
Post by: Drakon on October 25, 2007, 11:23:27 pm
You know you could just make death permanent.  Then you wouldn't need to balance all that death stuff.  Provide a few means of resurrection (items, spells, etc) but if its not done in time your character is dead.  This eliminates a lot of problems, including explaining death itself, as well as - how brave is a person who is technically immortal anyways?  If someone really did lay down their life saving people from an Ulber for instance then it would actually mean something...

Yep. Seems more to the point. Death should be death. On top of that, whatever you had lies there to be found by the next person who comes along.
Title: Re: DR Sickness "debuff" length
Post by: Raa on October 26, 2007, 01:06:19 am
Why did your character die in the first place, and how does he usually die?
Title: Re: DR Sickness "debuff" length
Post by: Tontow on October 29, 2007, 09:04:50 pm
How about instead of cutting strength so badly, cut stamina more instead, so that your forced to walk or (right shift) sneak in order to move.  Cutting Strength is almost a guarantee that the character will become overweighed and unable to play because he/she can't move.  But, if we cut stamina more the player will still be able to move, just not that fast.  Have you ever tried to get around by just sneaking?
Title: Re: DR Sickness "debuff" length
Post by: bilbous on October 30, 2007, 05:39:16 am
Umm does the Death Guardian still buy a ton of stuff? Might as well lighten your load while you are there. If your stuff is too valuable to sell then you should be more careful about risking your life. I am glad to say I have yet to feel the curse of death although I came close jumping off the roof of the BD Fortress, jumping down onto it too for that matter.
Title: Re: DR Sickness "debuff" length
Post by: Mordraugion on October 30, 2007, 09:39:50 am
/me slings his tuppence into the hat

I think the penalty should be variable mostly to accommodate new players dying accidentally but to still be able punish those careless enough to die regularly or use the DR as a shortcut, a possible second option is to additionally increase the % for every 100 hours gameplay

1st 10% 15 mins
2nd10% 20 mins
3rd 10% 30 mins
4th 20% 30 mins
5th 30% 30 mins
6th 40% 30 mins
7th 50% 30 mins
8th 50% 40 mins
9th 50% 50 mins
10th 50% 60 mins
11th 60% 60 mins
etc. etc.

but I also believe that for every 10 hours of gameplay you go back a level eg.

you've died 5 times so you are at 30%/30mins you play for 10 hours with out dying and revert back to 20%/30mins

bear in mind these figures are off the top of my head and may need balancing/tweaking to get the desired effect
Title: Re: DR Sickness "debuff" length
Post by: Earl_Listbard on October 30, 2007, 01:05:53 pm
Quote
but I also believe that for every 10 hours of gameplay you go back a level eg.


Do you mean 'gain' a level? because currently what you just said doesn't add up to me.... get penalized for playing? O.o
Title: Re: DR Sickness "debuff" length
Post by: Miaua on October 30, 2007, 01:21:49 pm
Quote
but I also believe that for every 10 hours of gameplay you go back a level eg.


Do you mean 'gain' a level? because currently what you just said doesn't add up to me.... get penalized for playing? O.o

Not really, as I understood :)
Longer lenght for skilled players is all right and I would like it as well. Only newbies would be advantaged in this.   :innocent:
Title: Re: DR Sickness "debuff" length
Post by: Mordraugion on October 30, 2007, 01:31:22 pm
As Miaua says the only penalty is for dying too much and is entirely within settings, while making allowances for new players that will have much lower stats to start with and also be more inclined to die accidentally.
Title: Re: DR Sickness "debuff" length
Post by: Faldor on October 30, 2007, 04:49:22 pm
I've mentioned this in another "Death Realm" thread, but I thought I would add it here to be on the official wishlist.  I personally like the DR penalty, as it will make people think twice before suiciding just to travel between places faster, and it adds more realism to the game.  I don't even mind having my stats cut in half, but I think that it make more sense to have the effects of death wear off slowly.  This is the way weapons, armor and your stats degrade and are restored, so why not apply it to death as well.

I think this is a good medium between the people that love and hate the death penalty.

First I would change it to 60% rather than 50%.  Why?  One, because if the effect is going to wear off slowly, let's start with a more severe penalty, and two, it is easier to calculate.   ;D

So I have 100 Strength, Agility, etc.  I die and that decreases by 60% to 40.  If the penalty lasts for 6 in-game hours, just have it slowly wear off over those hours.

HoursPenaltyPoints
0-160%40
1-250%50
2-340%60
3-430%70
4-520%80
5-610%90
6+0%100

Thoughts?
Title: Re: DR Sickness "debuff" length
Post by: Eletiy on October 30, 2007, 07:26:29 pm
Quote
You know you could just make death permanent.  Then you wouldn't need to balance all that death stuff.  Provide a few means of resurrection (items, spells, etc) but if its not done in time your character is dead.  This eliminates a lot of problems, including explaining death itself, as well as - how brave is a person who is technically immortal anyways?  If someone really did lay down their life saving people from an Ulber for instance then it would actually mean something...
I would like such a system too. Death is Death. This would be perfect for rp and the world would be much more intresting.
Title: Re: DR Sickness "debuff" length
Post by: Raa on October 31, 2007, 03:45:58 am
Yeah, but, one simple mistake could get you killed, and it could be for an OOC reason... That would create a lot of problems.
Title: Re: DR Sickness "debuff" length
Post by: Faldor on November 04, 2007, 09:33:50 pm
Permanant death doesn't fit into the story of Planeshift, and therefore will never be implemented.  There are already books in the library describing the process of death, the Death Realm and ressurection.  "Permanent death" is even written about, so you already have it (just step a little closer to the Crystal if you want to find out).

If the team went so far as to spend hours and hours creating the Death Realm, I don't see them just dropping it all and saying "You have to create a new character every time you die".
Title: Re: DR Sickness "debuff" length
Post by: Under the moon on November 05, 2007, 04:25:19 pm
(a) Permanant death doesn't fit into the story of Planeshift, and therefore will never be implemented.

(b)There are already books in the library describing the process of death, the Death Realm and ressurection.  "Permanent death" is even written about, so you already have it (just step a little closer to the Crystal if you want to find out).

(c) If the team went so far as to spend hours and hours creating the Death Realm, I don't see them just dropping it all and saying "You have to create a new character every time you die".

(a) Wrong and very wrong. See (b) ;)

(b) Truth. There is an addition in the Death Realm Library you might want to have a look at if you are unlucky enough to be sent there.

(c) Mostly Truth. Your character will never be erased for typing /die. However, there might be certain areas of the game, quests, or creatures where True Death is the result of your actions. These would be very hard to get to, and warnings would abound, so no worries about folks setting foot in them accidentally.
Title: Re: DR Sickness "debuff" length
Post by: Suno_Regin on November 19, 2007, 10:51:41 pm
My question is, is the death penalty REALLY fair? I mean, you stick a few quests, and training (otherwise meaning you HAVE to die) in the Death Realm...so you're forcing people to take a penalty to get these things?
Title: Re: DR Sickness "debuff" length
Post by: Earl_Listbard on November 19, 2007, 10:55:01 pm
My question is, is the death penalty REALLY fair? I mean, you stick a few quests, and training (otherwise meaning you HAVE to die) in the Death Realm...so you're forcing people to take a penalty to get these things?

Its not a long penalty, not long at all. So it isn't actually much of a hardship. And the devs mentioned somewhere that there will eventually be a way to go to DR without actually dying.
Title: Re: DR Sickness "debuff" length
Post by: Suno_Regin on November 19, 2007, 10:56:57 pm
30 minutes of halved stats (at least from what I've been told) is a pretty long penalty to me. Plus the fact that they're planning on adding into it...it just doesn't seem right. If there "will eventually be a way to go to DR without actually dying", why impliment the penalty first? I think we need to have the alternative way to get there first, so that people trying to do these quests, training, or just read books, don't have to go the normal way and face the penalty.
Title: Re: DR Sickness "debuff" length
Post by: Earl_Listbard on November 19, 2007, 11:02:45 pm
30 minutes of halved stats (at least from what I've been told) is a pretty long penalty to me. Plus the fact that they're planning on adding into it...it just doesn't seem right. If there "will eventually be a way to go to DR without actually dying", why impliment the penalty first? I think we need to have the alternative way to get there first, so that people trying to do these quests, training, or just read books, don't have to go the normal way and face the penalty.

There needs to be a way to stop people from abusing the /die command, with this new feature, you actually see menkis and fenkis running to ojaveda, and people running back from BD. What would you have the devs do? What is in place seems to be working, I don't see whats so bad.

I've willingly gone to DR before knowing this feature was in acted, but I just took a 30 minute break, just time your trips to DR so that after you're done there, you wont need on ps for a while.

or you can wait it out, do some rp. There is no need to be in such a rush thirty minutes flies.

But my bigger question is this: What would you have the devs do? Go back to having players abuse the /die shortcut?  :thumbdown:
Title: Re: DR Sickness "debuff" length
Post by: Suno_Regin on November 19, 2007, 11:07:34 pm
Yes, I would, because it's not hurting anything as things stand to allow them to do that. We're testing this game, it isn't official yet, therefore they need to stop making things harder on the testers and let us go about our business until they impliment a way to get into the Death Realm without using /die or other such things. To keep them from abusing this and facing the penalty, the way into the Death Realm would sort of be like a portal located in a remote area, just my suggestion. It isn't even a problem right now to allow them to use this command to return to their racial city...if they don't want people to abuse it right now, but they want us to test it, return every racial spawn point back to Hydlaa (or better yet, some remote area out in the wilderness), and remove the death penalty until there's another way to get into DR.
Title: Re: DR Sickness "debuff" length
Post by: Earl_Listbard on November 19, 2007, 11:13:07 pm
ehh, well we're not testers actually, theres a different group of people who are dubbed with the title testers, most of us are actually players, we don't play ps to help a project, we do it for fun.

So expanding on that, we are not just testing the game.

I like the idea of a random spawn location, not in a city, but somewhere in the wilderness, completely random, that way no one could be sure where they would en dup, and thus be less likely to abuse it.


However the penalty now is fine, its not very harsh really, and I don't see a need to change it, however I agree with induane, I would like to see permenant deaths...

Not that im making a suggestion, just saying it would be cool. IMO
Title: Re: DR Sickness "debuff" length
Post by: miadon on November 19, 2007, 11:19:30 pm
There is a way enkis can avoid the Death Penalty while using "dieing" as a shortcut to Oja from Hydlaa. personally I find having a death penalty while bugs still happen (altough not as much recently) and will happen daft.
Title: Re: DR Sickness "debuff" length
Post by: Suno_Regin on November 19, 2007, 11:29:20 pm
For bugs and dying OOCly, I also don't see why these people should put up with having to go through a penalty. I don't understand the GM rule where they pretty much...can't move anyone's location under any circumstance, which as I've found out is what it's come to nowadays. Say I'm in the middle of an important RP and I accidentally (complete example, don't contradict it) autorun off a cliff and die, and have to put up with a penalty that gives me an overweight problem...there goes my chance to continue in the RP, and I died for a completely OOC reason...I can't be moved back to that location now, you're not allowed to do it? Why not?
Title: Re: DR Sickness "debuff" length
Post by: Duraza on November 20, 2007, 12:48:56 am
In my opinion I like the death penalty. Its because it currently provides us with reason to avoid death both ICly and OOCly. Its not fair to newbies so I think it would be helpful to alter the penalty to help them only, not others. I think the length of the penalty should be decided by the time you've spent in the game. The more time you've played assumes your a more adept player which makes your penalty raise. The reason I don't say stats is because there are people who make characters and never train them.  I don't think that they should be rewarded (not saying they should be punished either) for that choice. Since they've been playing just as long they would be able to suffer as much.

The big thing for me is that I don't think the penalty is going to stay forever. The reason I feel this way is because, from how I see it, it seems to have been implemented to stop the DR shortcut. Once DR becomes bigger and becomes what it is imagined to be in the settings I won't see a point for having a DR penalty. You'll most likely have to spend a while just to leave the place in the future of ps. In the future people won't get so annoyed because the Death Realm will be an actual "realm," not a small road you run through to get back to the living world. There will be things to do there and you most likely won't get bored in 10 minutes. So sure the penalty is annoying now but I doubt it will be there in the future. Even if it is there it still won't annoy you as much because currently your only mad because as soon as you get to DR you leave and you are bored. I can bet when DR is bigger you'll stay there for a while to have some fun and then you won't mind the penalty as much when you get back.
Title: Re: DR Sickness "debuff" length
Post by: Zwenze on November 20, 2007, 02:16:57 am
I hate it. I truely hate the DR sickness. Its annoying and frustrating. The introduction of it makes death annoying and frustrating. I welcome that change. But I really hate it. Well, its not meant as an complain, as dying should be hated and I truely hate it now ;D Good work - I hate it.
Title: Re: DR Sickness "debuff" length
Post by: Xillix Queen of Fools on November 20, 2007, 03:53:48 am
Death is death and there is settings backing what happens and why. Go and read the newer books. I have no pity for the new player, and you want to know why? The penalty is automatically scalable. If you have lower stats you lose less. A half hour is nothing. I wanted 6 hrs. Death SHOULD hurt, hurt bad. Anyone who thinks "this is a game, games should be fun" does not get human psychology very well. Whether one is ready to admit it or not humans enjoy a challenge.

The whole idea that we should not implement this because the game is in testing seems bunk to me. As with everything we do some players always propose a "better" solution. I do not believe however that any of you realize what it is like to deliberate many long hours with a core of dedicated people to find a good solution to have people turn around and tell you, you have done it wrong, or have failed to account for X or Y or Z.

We did speak of all of this before it was implemented and this is a compromise. (remember I still want it to be MUCH more difficult on the character to die) unfortunate circumstance for players? Yes, but in terms of the character and character perception what we have now accomplishes exactly what we aimed for it to both from a settings and rules perspective. The goal is simple: Death != Good.

Btw, I have said this many times before: You are all testers. I have no problem with people having fun playing the game, I love that some of you can do so. I do however think that ultimately you are testers of the game and it is vital to that role that you do in fact, help us to build planeshift, make bug reports, participate in the forums, provided feedback nicely etc.

I really do love the community but it seems you often have very mixed motives. In reference to this and all issues I would like to remind you "you asked for this."

For once I actually agree with Draklar impossible to please both subsections of the gaming world.

Induane also, don't worry, I got so much death up my sleeve that even you will be happy one day.

Final note, I do thank everyone for their thoughts here. Since some players have left (whether willingly or not) the complaint dept. and the forums at large are no longer an evil chore but a pleasant experience of feedback and discussion. I hope people will continue to keep the very nice tone to their arguments that they have had of late.

Enjoy Death!(tm)


(small note: we are no where near done with the death penalty, look forward to more deathy goodness in subsequent releases)
Title: Re: DR Sickness "debuff" length
Post by: bilbous on November 20, 2007, 08:10:48 am
You know I do not really understand people complaining about being overweight under the penalty. You can sell a bunch of stuff to the Death Guardian, You can give a bunch of stuff to another character and ultimately you can drop any excess at the spawn point. I can sort of see it if you are an undeveloped character (mechanics-wise, not role play) and the armor you choose to wear and the weapon you carry is more than half your weight allowance but even then it seems a little iffy. I was in the BD region the other day and I decided to climb the cliff-face to check out what appeared to be a cave. I was carrying more than half my weight allowance and pretty much new there was only one way out of the gorge. I sold off some gold and was good to go. Another time I died inadvertently to a tough rogue and had to sell off some of the weapons I had been collecting. I learned long ago that such things in the long run are unimportant so when I left the DR I was able to move. If you die in a role play through the awkward chat/movement functionality and you really cannot afford to lose what you are carrying then get a friend to carry it or station an alt in the DR for just such an occasion. At least until further developments require new methods.
Title: Re: DR Sickness "debuff" length
Post by: Eodun on November 20, 2007, 04:50:41 pm
Lol, you know all this discussion has made my character want to go to the DR for a walk? I never thought I could say that XD

I'm ok with penalties. In fact, I think it's too nice :p
Title: Re: DR Sickness "debuff" length
Post by: Aiken on December 01, 2007, 09:31:51 am
I am a bit heavier than normal at weight 77/300. The death penalty does not remove any incentive to use DR as a shortcut if there is a reason I want to get back to Oja very quickly. Especially from the fortress. If I have been hunting and that last ulber kills me and I have to sit when I leave DR I go and do something else. Last time I mowed some more of the lawn.

When a 1/2 hour hit on my stats does not stuff up what I am doing I don't care.

The longest trip is Oja  <-> fortress which is about 1/2 hour. I favour making DR take longer than that to get out of (guess that will take a fair bit of work) or as was mentioned above random spawn points on the map. The maps already have default spawn points on them and they are used now if you fall of the maps. When someone leaves DR randomly pick a map and send them to the spawn point for that map. Some times you will end up closer. Sometimes you will end up further away.

Not knowing where I would appear in the world is more incentive to not use the dr shortcut compared to a stats hit that my character is strong enough to mostly ignore.
Title: Re: DR Sickness "debuff" length
Post by: bilbous on December 01, 2007, 05:44:23 pm
Maybe just make the DR portal send you back to the Death Guardian 75% of the time ;)
Title: Re: DR Sickness "debuff" length
Post by: Ravenguard on December 10, 2007, 08:35:27 pm
I would say yes to a more harsh death penalty; only after examining creatures really works (I've had bad experiences).  I'd like that longer range too, just to make it easier to avoid death.

It doesn't make sense to examine a Tefusang, have it say, 'You notice that Tefusang is noticebly weaker than you,'  go up, hit it once, and it beats the living crap out of you.  I've even had 'somewhat weaker' ones take me down easy.
Title: Re: DR Sickness "debuff" length
Post by: bilbous on December 11, 2007, 07:11:38 am
Are your mental stats low? Your character might just be a poor judge of relative strength.
Title: Re: DR Sickness "debuff" length
Post by: Rongar Elani on December 11, 2007, 07:41:27 am
I can confirm Ravenguard's statement. There are these tefus on Ojaroad 2, close to the goldmine there, which 'won't require any effort to defeat' to me. All my stats are 200, but these tefus would slowly rip me apart if I didn't hit back. And this with a full set of HA and a lvl, close to max. Might check them later with nature intuition spell. <.<
Title: Re: DR Sickness "debuff" length
Post by: darhark on December 14, 2007, 05:21:42 pm
Penalty is not to stop abusing /die command. It is to make death somewhat terrifying. Well, id does not. It's boring. The only bad side i see from dieing is i must sit down every 10-15 steps i make for a 30 minutes. Well, sometimes you have to "unburden" yourself. When i've first read it i was thinking i have to drop all my stuff except quest items to the ground, and what? That guardian is BUYING items from me, i.e. the system is sooooo friendly so it almost tells "i'm sorry for your death, i know it could be OOC; it's a pity but i have to take something from you for your own sake. Select something you don't really need and give it to the guard. Don't worry, i will pay you for that, here. Now please go read some books in our library. Enjoy your stay and have good time. Ask someone to get you out of here if you still don't know the path when you will want to go back to Hydlaa. By the way, after you quit you will have a little annoying penalty for 30 mins, but, you know, well... hm... how it says... WELL I AM THAT HORRIBLE DEATH, WHAT WOULD YOU EXPECT FROM ME?!". Scary. You can increase penalty time up to 6 or 12 or 24 hours, that only make people to slowly get out from PS. Because, as i said, the penalty is just annoying, it does not terrify anyone. I agree that permadeath could be a solution. I know of OOC deaths, but there are many rogulike games providing that sort of dieing. You can play it for days or even weeks, maybe even trying to RP for it is quite easy there because you are really afraid for that little "@" on the screen, and die in a moment, after what you have to create a new character. And it often happens that you are killed by a bug (not an insect, i mean glitch), or just due to in-game event (you try to open a common door and a huge heavy boulder is falling on you) anyone knows it and no one is against it. Because despite of it's negative sides it brings a special and unique taste to the game. I doubd there ever will be permadeath in PS, and understand it - it's still a risky idea for such a succesfull project. But there could be at least really serious _permanent_ penalties: skills decrease, items loss, and so on. Much worse than in JUST-FOR-FAN-MMORPG's. Death is a thing that is always takes something forever - in our world is anything, but it can be something less vital somewhere. Maybe even there is a need to somehow make people to RP their own penalties, however not anyone are so fair to do that. That is not the same of course, but it's much closer then the current system.

Buy the way, don't want to be annoying, but that part of a setting with DR is a one of very few things i don't appreciate in PS. Because it steals last drops of heroism, sorrow, evil, and some other loud words from the world. Who can fairly mourn for the friend he've lost if that friend is soon to return. And as far as that is an officially part of a setting, one should NOT mourn for him. He should take no care if he is a hardcore roleplayer. That's the worst thing in PS to my mind, really. It's better to leave DR where it is but remove the ability to revive from world description and books (maybe it can be a rumor though). It is not so fair, but makes RP much more interesting and realistic.

Title: Re: DR Sickness "debuff" length
Post by: darhark on December 15, 2007, 12:03:33 am
And finally, a've got an IDEA. That is a quite difficult for devs and fo players, 'cause it contains both technical and roleplaying sides of a game. What if when you die, you forget the most part of your life? You start with a new name, you loose you rank in your guild, you forget your friends and they forgets you too, you loose your standing in society, you loose a part of your skills. That is a complex problem - it needs an implemention of player introducing to let your friends "forget" about, or at least forget about how do you look like, and to let you yourself forget your friends (you can of course remember them accidentially when someone is speaking a name of your friend). It requires a good roleplaying skill to act like a returned-from-death-forgotten-most-part-of-what-he-used-to-know person. But if you think that's impossible, then we should forget about this game is RP-oriented and play_just_for_fun (and then i quit).  That at least solves some problems: death is not so fearsome for newbies as they don't have any friends and ranks in game, while it is quite terrifying (very terrifying) for old ones. It does not need to change the world setting too much (there is a revival from death still) and returns some tragedy to the world. And, after all, your skills are at most stay with you, you don't need to create a new character, so it will not scare people too much.

I was even thinking of one idea: when someone dies, he cannot be ressurected before someone alife finishes all his quests for him (like "unfinished business" we often speak about ghosts).

Hm. I'm sorry i'm drunk a little, the idea is to my mind a brilliant, if you will not get it, i will explain it much better tomorrow  ::)
Title: Re: DR Sickness "debuff" length
Post by: Raa on December 15, 2007, 12:06:28 am
NO.
Title: Re: DR Sickness "debuff" length
Post by: darhark on December 15, 2007, 12:09:05 am
Eehh... no what?  ::|
Title: Re: DR Sickness "debuff" length
Post by: Raa on December 15, 2007, 12:16:59 am
It sucks.
Title: Re: DR Sickness "debuff" length
Post by: zorbels on December 15, 2007, 12:18:14 am
And finally, a've got an IDEA. That is a quite difficult for devs and fo players, 'cause it contains both technical and roleplaying sides of a game. What if when you die, you forget the most part of your life? You start with a new name, you loose you rank in your guild, you forget your friends and they forgets you too, you loose your standing in society, you loose a part of your skills. That is a complex problem - it needs an implemention of player introducing to let your friends "forget" about, or at least forget about how do you look like, and to let you yourself forget your friends (you can of course remember them accidentially when someone is speaking a name of your friend). It requires a good roleplaying skill to act like a returned-from-death-forgotten-most-part-of-what-he-used-to-know person. But if you think that's impossible, then we should forget about this game is RP-oriented and play_just_for_fun (and then i quit).  That at least solves some problems: death is not so fearsome for newbies as they don't have any friends and ranks in game, while it is quite terrifying (very terrifying) for old ones. It does not need to change the world setting too much (there is a revival from death still) and returns some tragedy to the world. And, after all, your skills are at most stay with you, you don't need to create a new character, so it will not scare people too much.

I was even thinking of one idea: when someone dies, he cannot be ressurected before someone alife finishes all his quests for him (like "unfinished business" we often speak about ghosts).

Hm. I'm sorry i'm drunk a little, the idea is to my mind a brilliant, if you will not get it, i will explain it much better tomorrow  ::)

I am thinking your idea would have more players quit then try to remake a character in game.
Title: Re: DR Sickness "debuff" length
Post by: darhark on December 15, 2007, 12:27:15 am
Hmm... still loosing all ranks and forgetting all the friends without an RP chance to revive any memories, and also loosing all the skills? I doubd.
It sucks.
Please explain :)

Anyway, i'm still a newbie. Your ideas, please.

*edit*

And anyway, doesn't making a new character means permadeath most of us dreaming about? :)
Title: Re: DR Sickness "debuff" length
Post by: Under the moon on December 15, 2007, 02:37:12 am
It is not a bad idea and it does not suck. It just would not work very well in Planeshift as the default.

In a game, the reward must equal the risk. PS has a small reward, small risk system. Even killing the biggest beast in PS gets you little of nothing in itself, which equals a small reward. Death in PS is not a big issue either. The only loss is a bit of time. That is the small risk.

In order to have something like huge loss of stats or even permadeath, the reward must be substantial. It must be worth risking your character for. That can come in several forms. Power, riches, accomplisment, or doom, but this is not the thread to talk about that. :)
Title: Re: DR Sickness "debuff" length
Post by: darhark on December 15, 2007, 03:08:00 am
Oh. Looking from that side...
Let me see. I'm RPing a cartographer. A few days ago i've spent several real hours mapping Hydlaa (counting my steps to make it quite accurate and moving all that damn lines when i realised that the map does not fit). Even if i will be able to sell it, i will get at the very maximum 300 trias from a newbie and no exp for it. Most likely i will grant it to the town. A warrior takes much more for a single monster, witch he is killing with no fear of death, just clicking on it once and drinking a cup of tea or a bottle of beer. On the other hand, a warrior will probably become a strongest and a richest man in the known world but a player will soon be dissapointed that his doings are not remembered and not singed in taverns, just because that job is really too easy, and there is nothing heroic about it. While i will grant my map with my subscription to the town and it will stay there forever, and i will be remembered even when someday quit PS. I feel some disbalance in that. I don't want to become a man-out-of-society because i'm lack of trias and exp, but i really wish to feel a little shame for not defending my homeland from evil beings. That is called roleplay. If we would play for money, experience, or that_shiny_broadsword_of_doom, we would play world of warcraft or lineage (or not to play at all, gaining money and experience in reality with a much more profit). Second, in a roleplaying game the reward of becoming a hero saving weaponless civilians, for example, costs more than yet another heap of gold. And after all, no one restricts to make one consumer to give more to the hero brave enough to kill 'em.

*edit*

And now just imagine that 10-20 years have passed and musicanship was finally implemented into PS, but death system still remains unchanged. You enter a tavern and what do you hear?

"The great hero Lenaandarianfelson,
Bravely he attacked the evil being,
Fought he, having no fear,
And has fallen, slaughered by it's deadly claw,
But returned he to the field of battle,
The great hero Lenaandarianfelson,
In five minutes,
And have slain the ugly beast
With his shiny sword"

A bit stupid, don't you feel it? If things will become like that, PS will stay just another MMOG with a visibility of roleplay
Title: Re: DR Sickness "debuff" length
Post by: darhark on December 17, 2007, 06:03:46 pm
And ther IS another big trouble with a setting when it describes the process of dieing. You see, according to it, you AND your body goes to the Death Realm and then revives. But then how to explain a well known fact about the bureal wells, in wich corpses are dropped? Well i hope i didn't get it wrong... if i did, please correct me, for it means my poor schoolar has missed some very important fact about the world he lives in.

Yes, and btw. Remember that riddle about xacha going to be hanged or beheaded? So, again according to the setting, it is complitely pointless, for she would wish to be hanged to have her head on the neck after returning from DR.
Title: Re: DR Sickness "debuff" length
Post by: Draklar on December 17, 2007, 06:23:48 pm
You see, according to it, you AND your body goes to the Death Realm and then revives. But then how to explain a well known fact about the bureal wells, in wich corpses are dropped? Well i hope i didn't get it wrong...
There are certain forms of death (starvation, diseases, radiation, age), which disallow the dark crystal to reconstruct the victim's body. In such a case the body cannot be transfered to the Death Realm and must be dumped down one of the wells.
Title: Re: DR Sickness "debuff" length
Post by: darhark on December 17, 2007, 06:50:35 pm
Oh. I should guess  :-[
Thank's for the explanation. Idimir, say thank you!
>Idimir says: thank you, Draklar
>Idimir nods
Good boy

[edit]
But the riddle is still a noncence :P
[edit]
>Idimir takes a seat
>Idimir says:Wait. There's more to go...
>Idimir says:Why do we kill all the monsters roaming the countryside? Do they attack us? Even if they do, does it matter? Well, consumers maybe - thouth there is no precedents registered when it poisons someone to permanent death, according to the theory that they come from the Wells, it can someday happen. But what about others? Those little cute clackers? And other, maybe a bit ugly, but still harmless creatures?
>Idimir knits his brow
>Idimir says: trias
>Idimir stands up
>Idimir's voice becomes louder
>Idimir says: trias and experience
>Idimir says: we, so called "sentient races" are all the same, having no respect to what surrounds us, we're killing them just for wealth and nothing more. What if they will someday dissapear from Ylliakum? What shall we show to our children? They will read of a clacker in Hydlaa's library and will be asking us: pap, show me a clacker! And you'll have to answer: "i'm sorry, child, i'm killed the last one", fearing if he'll ask "why?" because you have no answer!
>Idimir shouts: shame upon you, sentients!