PlaneShift

Fan Area => Roleplaying (Communitive Storywriting) => Topic started by: e3k on May 09, 2010, 08:53:33 pm

Title: dakkru means it for real
Post by: e3k on May 09, 2010, 08:53:33 pm
A player killed many times (~50) should be not able exit the DR trough the portal anymore. From time to time he/she should get to do some quests inside.
What do you say?
Title: Re: dakkru means it for real
Post by: Ceromas on May 09, 2010, 09:28:51 pm
Well, what about the Dakkru worshippers that go to the death realm to be closer to her? Or the Dark way mages?
Title: Re: dakkru means it for real
Post by: e3k on May 09, 2010, 10:24:02 pm
hmm did not think about that. it was meant for people who are killed often and do not care...
Title: Re: dakkru means it for real
Post by: Falcon Avian on May 09, 2010, 11:02:10 pm
Well, we wouldn't have many people playing would we?  ;D
Title: Re: dakkru means it for real
Post by: Ceromas on May 09, 2010, 11:19:33 pm
Nope, we'd all be stuck in the dark mistress's world..
Title: Re: dakkru means it for real
Post by: eldoth_terevan on May 09, 2010, 11:33:29 pm
I think what is meant is that, if one dies too many times, some sort of quest is triggered that must be accomplished before you can leave again. I'm all for it, but I'll wager it has already been added to the list. It also sounds like eventually there will be multiple spawn points and multiple exits, which may complicate things enough.
Title: Re: dakkru means it for real
Post by: Hrothbert on May 10, 2010, 03:18:16 am
I  had a thought and this is as likely a place to put it as others, The Settings in the DR library and other sources within the game state that traveling the DR will cause one to go mad, especially after multiple visits and exits, I suggest a randomizing effect on ones speech after exiting the DR for a certain period of time say 1 second to start and 1 second added for every multiple trip, this would be done to simulate the Maddening effect of the DR aside from the Maze like world that will one day exist, Also after so many trips one would not want to have any more gibberish.

I know that there are those Required to go there for quests, training but given the amount of times you would have to travel there you would have a very minor Madness on leaving say 1 min or so very short compared to Dakkru's curse.

Anyway just for discussion.
Title: Re: dakkru means it for real
Post by: Roled on May 10, 2010, 07:12:03 am
That sounds wicked funny!
I ljkst gyoiby then we would all oiuuan in the wkernlng!
Title: Re: dakkru means it for real
Post by: Candy on May 10, 2010, 08:22:30 am
I've always imagined there was a huge labyrinth shrouded in all that darkness at the bottom of the Death Realm...

That aside, though, I like the idea of it driving you mad after so many times, but the number should probably be a high one, seeing as the average player that actually levels their characters can expect to die pretty darn often.

Title: Re: dakkru means it for real
Post by: e3k on May 10, 2010, 11:51:32 am
Well, we wouldn't have many people playing would we?  ;D

1. well i think if we setup the threashold high enough (maybe 50 kills is too low) these will be people allready having their chars on a decent level so they would like to go on with the game.

2. and i would not make it complicated each time, only ocassionaly, could make the game more interesting, and could mess up the peoples standard scheme of only leveling up characters.
Title: Re: dakkru means it for real
Post by: khoridor on May 10, 2010, 12:22:08 pm
A player killed many times (~50) should be not able exit the DR trough the portal anymore. From time to time he/she should get to do some quests inside.
What do you say?
I say it makes no sense.
What would be the point of playing a game in which you are stuck in a small area?
Between character deletion and respawn, PS has chosen respawn.

I think if you want to punish death more than it is already planned to (considering the DR extension project), you'll have to come up with something better than that. You can check out the existing threads about DR improvements, if you haven't done so already.
Title: Re: dakkru means it for real
Post by: Ceromas on May 11, 2010, 11:39:49 pm
Not to mention with all the glitches, a person might end up dead a lot more often than you'd think.
Title: Re: dakkru means it for real
Post by: kaerli2 on May 13, 2010, 02:21:34 am
Not to mention with all the glitches, a person might end up dead a lot more often than you'd think.
That...and players get their characters killed inadvertently many a time :P  I've been known to dump chars off of cliffs without meaning to... ;)
Title: Re: dakkru means it for real
Post by: Geoni on May 15, 2010, 07:42:38 am
I think that this concept should be implemented, though the flaw is this: What if the character dies, does these quests, and completes them, but still finds him/her/kraself in the death realm? Should the Queen of darkness put a stronger curse on them, or cause the player to have to drive that character though a larger, more complex map?
Title: Re: dakkru means it for real
Post by: Nivm on May 16, 2010, 07:39:29 am
 Wouldn't it be a better idea to significantly expand the size of the realm? It wouldn't be as hard as the Amdeneir project going on, considering that any modeler could make a room, and then those rooms could be randomly connected in a ~grid. So, each time you go through an ~doorway in the death realm, you can't be completely sure where you'll end up. So as to keep players meeting each other, the rooms will not be instanced, but the travel between those rooms will. This could be done with pitch dark passageways, portals, and teleport traps.
 This is the kind of dungeon I would love to create; the normal one just isn't enough fun.
Title: Re: dakkru means it for real
Post by: Candy on May 16, 2010, 08:30:04 am
What Nivm described actually sounds pretty awesome. I'd love to see that.
Title: Re: dakkru means it for real
Post by: Entevir on June 02, 2010, 10:05:32 am
Seconded. The only problem I could see with that is that  a person might have some epically bad luck leading to hours uponof hours of real-time wandering without realy advacing much. Add a cut-off limit of passages after which the game starts to subtly steer you in the right direction and I'm good with that. In keeping with the DR theme of being lost that upper limit should be up high well enough that it doesn't become a strategy to walk through doors until the game lets you out.

By the way. Is my browser going crazy or is this thread in the storywriting forum ? Seems like a wishlist kind of thread.
Title: Re: dakkru means it for real
Post by: Nivm on June 05, 2010, 03:30:01 am
 It started as a mix of role-playing and game mechanics, but has now switched to game mechanics completely. So someone needs to move it to the wishlist.

 The exact number of gates(/doors/portals/holes/mouths/mirrors) you would need to randomly enter to hit this limit would need to be tested and tweaked heavily, but it should be a multiple of the number of rooms you would need to pass through if you choose your path wisely (perfectly). Probably 8x-10x or so. When you hit the limit on the number of rooms, the next portal will take you to the room that lets you out, and you should get a message like "Your (eternal|steady|meandering) perseverance, symbolic of life, has taken you to your goal of life." What your perseverance is called would be based on the rate at which you went through doors, and whether or not you logged off for a day doing it.
 For each room, there should probably be 3-7 entrances and exits, and each one of them corresponds to a kind of path. At the beginning, the guardian will tell you a riddle like "Take the path inverted to the great tree." "Hold to the side of light, on your journey." "Lightning arc and lightning spark; be bright and then be dark." "Fire guides you from here to the lake, and then you must be the fire." "Find the flower, take the cup, drink deep and go up." "Take the knife in the dark as long as the dark keeps you." Each of these is a rule that tells you which path in any given room you must take. They are meant to also give you an idea of how long your trip to Dakkru's realm will take, as some riddles are shorter than others. Completing the last example, it means that every time you come from a dark entrance, find the exit that either uses a knife, or represents it. Once you come from a bright entrance, take any exit but the knife.
 The exits can be anything from a carved archway, to a fireplace, to a green bottle labeled "drink me". There could be in-dungeon item requirements, like taking the flower, actually picking up a knife, finding a torch. Those last two would probably be more like shortcut items, as you can use them to make a right exit. (The cup refers to a book, with a cup embroidered on the cover.)

 I really do love this idea.
Title: Re: dakkru means it for real
Post by: Dracaeon on June 07, 2010, 05:36:51 am
I feel like some big fans of 'dungeon-delving' type games [Nethack, Moria, Angband, etc.] will play Planeshift entirely for the Death Realm, with the normal world being the 'town', etc.  On that note, perhaps some rooms would be pitch dark and would require a torch...This could also be implemented for some of the other dungeon-type maps [for example the tunnels in BD or in the Crater]

Title: Re: dakkru means it for real
Post by: Nivm on June 07, 2010, 12:23:14 pm
 I think that if we put treasure or creatures in these dungeons, they should not be the kind you find anywhere else. Following with the spirit quest style, perhaps what you take back with you is the product of your quest, like the cup of knowledge. I don't think the player should get anything for the perseverance run.
 I wonder if this conflicts with the Dakkru mythos I know almost nothing about. Supposedly the death realm is a strange and disturbing place, but a lot of my ideas aren't all that disturbing...I have a door concept that fits the bill though.
Title: Re: dakkru means it for real
Post by: Zweitholou on June 22, 2010, 12:17:10 am
Here's one of the existing death realm threads khoridor mentioned: http://www.hydlaaplaza.com/smf/index.php?topic=34085.0 (http://www.hydlaaplaza.com/smf/index.php?topic=34085.0)
Linked for your convenience. ;)