PlaneShift
Gameplay => General Discussion => Topic started by: Sarras Volcae on October 11, 2009, 09:13:07 pm
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Characters don't really fear death. criminals simply slit their throats when they're trapped. heroes are killed in battle and come back a minute later for revenge. people can die up to 5 times a day and think it's trivial. however, somewhere I read that death is a big deal. so I have a few questions.....
1. why is death actually bad?
2. why don't players acknowledge that?
3. in the Octarchal Decree, what is meant when a law says death? true death or just dying?
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Hmm, to point 2: There was / is a (player made) rule to stay in the DR for some time after you died IC. Just that no one follows it since it might mean extended boredness ;)
Sen
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It is easy to identify a problem.
Propose a solution that players find agreeable and we'll consider it seriously.
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I'd say its all about how the players see it while IC. Personally what I do when I die, I say, a little bit of my soul is torn. This brings a terrible effect. It is all about how you RP the situation.
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can someone actually answer my questions? lol.....
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You should just remove the exit from the death realm.
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1 The answers to that are in game: Read to succeed.
2 Players ignore it because they CAN at this time.
3 True Death.
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As of now, It's up to the individual to play out his or her Death Realm experience.
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A solution that may have been proposed already might be losing progression points, a percentage of what said player has. If that isn't enough, and they continue to abuse it, it might be a good idea to have the progression points removed with increased percentage the more they die, as well as a HUGE amount of those points being removed for suicides, as that shouldn't be taken lightly and the "easy" way out really shouldn't be so easy..
Getting out of the DR is easy, but what if it people who die and come back, don't exactly "come back". Instead of being whole, they become a "spirit" of sorts, requiring them to say, do a quest, to physically return to the realm of the living. This could also give room for hauntings and such in RP, but taking a decent chunk of energy from the "soul" when they talk (seeing as it wouldn't be easy for the dead to communication with the living.) Nor would they be able to attack or interact with objects (If someone isn't actually "there" they shouldn't be able to do anything)
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There was this FFA PvP with full loot game that I played that had an interesting death penalty for murderers: When you die, you could either take statloss or you can go to "prison". In this sense, "prison" was a giant dungeon that took four or five fully-leveled characters to break out of. Or you could wait in prison until your term (which could last days or weeks) expired. I believe such a system helped encourage others to roleplay with their alts in the meantime, until either they had a big enough party to break out of prison or their term was up.
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I come from a time where the death realm was used as a shortcut from Ojaveda to Hydlaa, hence the curse of Dakkru was invented.
I don't think extended measurements for dying should be used.
Planeshift was not programmed to have a hardcore players section as where players would perma die when they die [similar to di@blo II hardcore], it's simply not the idea of the ones that made Planeshift.
Also: when new players die [and they tend to do that], i don't think any sane person would have them wait for a few days to be alive again, you would loose new players like that.
Note: all stated here is OOC
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I said statloss only applied to murderers; depending on your religion your god would probably not be nice to you under certain conditions. In other cases you would take lesser punishments.
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A solution that may have been proposed already might be losing progression points, a percentage of what said player has. If that isn't enough, and they continue to abuse it, it might be a good idea to have the progression points removed with increased percentage the more they die, as well as a HUGE amount of those points being removed for suicides, as that shouldn't be taken lightly and the "easy" way out really shouldn't be so easy..
Getting out of the DR is easy, but what if it people who die and come back, don't exactly "come back". Instead of being whole, they become a "spirit" of sorts, requiring them to say, do a quest, to physically return to the realm of the living. This could also give room for hauntings and such in RP, but taking a decent chunk of energy from the "soul" when they talk (seeing as it wouldn't be easy for the dead to communication with the living.) Nor would they be able to attack or interact with objects (If someone isn't actually "there" they shouldn't be able to do anything)
but then you have to take in account the players who die because of glitches. just earlier today, I died because I was hopping down the path leading to Gugrontid. not ten minutes later, I got stuck between a roof and a ledge, /unstick didn't work, so I had to /die. and there have been even worse instances. one time I was climbing up that rock face to the left of the BD, just got out of the watchtower, and POOF! I randomly teleport 1 mile into the sky and fall to my death.
here's a proposal.... why not just tell players to act like death is, you know, bad? obviously PS takes forever to implement things, so why not just post a few ooc notices around cities?
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keep insults and mockery out of the forum please
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Heh.. I'm curious how you ended up between a ledge and a roof. I don't have many problems like that, I usually stick to the paths, it's a good idea to be careful. With more of a consequence, folks would use a bit more caution. Death should be feared by all, after all.. It's death... :)
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sure, but it's not natural for someone to fear death by teleportation/hopping/getting stuck in strange places. ;D
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Currently there is a poster hung up in the Death Realm (DR), announcing a "Warrior Scavenger Hunt 4" event, right at the technical entrance. Since it cannot be picked up, I assume this was hung up by Officials.
Is the DR now officially meant to be some place to be exited quickly enough, so that people can attend to events set up in close future?
Do people (ICly) travel to the DR to hang up posters for advertisement (the more, given it is meant to be a place of brief residence only now), or was this just a lucky coincident, saying a poor fellow died and luckily had some posters in his backpack that he decided to apply there?
Whatever is the explanation, and I dont mean to sound polemic, but to me this is everything but any close to "immersive", unless PlaneShift dissociated itself from roleplay in the first place.
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There are people who love to die. ::| I saw people dying over and over, they did not even leave the Death Realm before dying again. X-/ They must have a reason to do so... :whistling:
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I could understand if players ignore rules out of laziness, take the "shortcut" as an example.
There were many discussions about this topic in the past (1 (http://www.hydlaaplaza.com/smf/index.php?topic=34085.0), 2 (http://www.hydlaaplaza.com/smf/index.php?topic=29562.0)), the PlaneShift's team (almost) always seemed to consider the DR as an uttermost dangerous place, a chance of escaping it not even guaranteed.
With this poster now, hung up by a GM or Dev, I was starting to wonder if things have changed - what's the current official opinion here?
Is the idea of rushing the DR quickly now officially supported? Perhaps just until some solution will be technically implemented?
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generate a random maze, longer to cross and remove curse
spawn after in the town closest to the death place
remove the trainers there, they go there to train darkway
and dont correct me if there are mistakes
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You folks are thinking too much like this is a finished game and you are not testers. The DR will be made harder when gameplay is more stable (less random dying because of bugs).
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You folks are thinking too much like this is a finished game and you are not testers.[..]
I am aware of PlaneShift is alpha, thats why I quoted threads discussing this issue. And I asked for the PS Team's current view on it, especially when it seems like it does not care in a coherent sense, regarding that event announcement in DR (refering the threads linked). This is why I would like to see a current statement. Is it that players, or say testers, can do in PS whatever they want as long as they use, means test, mechanics, neglecting any RP aspect meant to be implemented theoretically? If so I wouldnt be pleased, but it would be a direction. Or was that announcement placed there by accident or unintentionally? If so, please correct it. Or is it simply, that the meaning of the DR was adjusted? If so, please let us now.
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There are malicious spirits and fisty young dead people, haunting the death realm. Not a place i like to find myself, and what is worst [is that i respawn in gugrontrid] I think that people should acknowledge death to a more serious level than they do. Its hard to think that dying 5 times a day is not stressful upon somebody :innocent:
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The statement is already made in the in game literature.
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what about this?
3. in the Octarchal Decree, what is meant when a law says death? true death or just dying?
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Read the thread Sarras.
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Read the thread Sarras.
missed it sorry