PlaneShift

Gameplay => Wish list => Granted or negated Wishes => Topic started by: Illysia on July 03, 2010, 02:26:19 am

Title: A Timer for the DR Exit
Post by: Illysia on July 03, 2010, 02:26:19 am
I'd like to see a timer on the Death Realm's exit. Basically one person goes through and then all other people have to wait. It can't be a long timer as the DR isn't fleshed out enough to compensate for being stuck there. Maybe something like 24 real hours or so for now. Just to remind people that the the DR isn't a day trip. Maybe once they exit, Dakkru's curse won't cut down on strength so much so that people can still move but the character will do random emotes for a time after exiting. Like "So and So cries inconsolably" or "So and So stiffens in fear and seems out of touch with reality" or "So and So seems to caught up in dark thoughts." I heard one person suggest that speak would get randomly turned to gibberish. That would be funny.

The death realm, is suppose to be some place that is not easily returned from and is traumatic even if you do return. Sure some adapt to it eventually but most would be quite shaken up after going through that and would likely be avoiding anything that could send them back like the plague. No offense to those that have been in and out of the DR lately but yo-yoing in and out of the DR isn't quite settings compliant. Unless they changed that recently. :-\
Title: Re: A Timer for the DR Exit
Post by: Ceromas on July 03, 2010, 06:39:24 am
Do you mean a real day, or a in game day?



Title: Re: A Timer for the DR Exit
Post by: Illysia on July 03, 2010, 06:44:13 am
24 hours real time. I doesn't amount to about a week IG like it used to but it should make people at least pause for a second... hopefully... :-\
Title: Re: A Timer for the DR Exit
Post by: Geoni on July 03, 2010, 06:47:17 am
I don't mind the whole "timer on the DR exit" since we all have to share the same spawn point, but I don't think there should be an auto-emote. I think people should use the emotes that they want to (coming soon..I hope) or RPing what their character is feeling as they sit or stand or move as he/she/kra feels the curse on his/hers/kra's body.
Title: Re: A Timer for the DR Exit
Post by: Geoni on July 03, 2010, 06:48:51 am
24 hours real time. I doesn't amount to about a week IG like it used to but it should make people at least pause for a second... hopefully... :-\

Hold on now, that's a bit too radical. It shouldn't be that long at all. There are certain situations in RP where that could get messy. [like the one I had today, that i don't plan on revealing.]
Title: Re: A Timer for the DR Exit
Post by: Illysia on July 03, 2010, 07:58:40 am
the the DR isn't a day trip.

That's the whole point Geoni, going to the DR is an earth shattering event but you wouldn't know it by how it is commonly RPed. Death is not a trival thing to be shruged off that the end of the day. Especially if you think about how creepy the DR actually it. ::| It ruins people's day to go there. The timer will make people be more cautious, kinda like Dakkru's curse was suppose to do(but is apparently still easy to shrug off).
Title: Re: A Timer for the DR Exit
Post by: Sen on July 03, 2010, 08:45:21 am
I don't think that's something that should be forced onto others. Two points why I have troubles with (while being still mostly asleep...):
 - People who are new to the game won't appreciate at all and we need them. With new mean I a longer time than the timer that lets you omit the DR.
 - There is no reason to wait if you die from glitches (who doesn't know the picture when the mob is 10m away and in the next picture you're dead? :) )

I'd rather like to see some effort by the community to make it a commonly used (not forced by mechanic) and respected rule to wait in the DR if you die IC.

Sen
Title: Re: A Timer for the DR Exit
Post by: Illysia on July 03, 2010, 08:49:36 am
Lovely idea, but how do you enforce that?
Title: Re: A Timer for the DR Exit
Post by: Illysia on July 03, 2010, 09:20:41 am
Lovely idea, but how do you enforce that?

We're back at square one...
Title: Re: A Timer for the DR Exit
Post by: Akkaido Kivikar on July 03, 2010, 11:42:34 am
1) 24 hours is too long, oh shit I fell while getting to an RP in Laanx Dungeon.

2) Agree with 'Pepito' on the emote thing, it's annoying when someone spams the 'z' key.
Title: Re: A Timer for the DR Exit
Post by: Bonifarzia on July 03, 2010, 12:14:14 pm
Basically one person goes through and then all other people have to wait [...] like 24 real hours or so for now.

I agree that it would make sense to keep players busy in DR for a longer time than it is the case for now, but this suggestion looks greatly counterproductive to me. Allow me to make some examples.

Character A dies. The server has not been very populated recently and A can run through the DR as usual, because no one else did so during the past 24 hours. Nothing changed for this lucky one.

Player B has been playing for only a few weeks, always taking care not to do anything dangerous and mainly being busy with quests. On another trip to the eagle, he loses focus from the chat tab and accidentally hits autorun, so his character falls off the cliff. After swearing about the glitch, he finds his character spawn in death realm and explores the location with fascination. He finally makes it to the portal and finds a a small crowd of characters. Most of them vanish after a few seconds while others pop out of nowhere to take their place. He asks what they are doing here and gets the answer "[Sorry, Noob, they changed rules here. Only one player can leave this place per day. People keep loging in to check for a lift out of here. I guess you will have to keep trying for a few weeks.]" If you were player B, what would you do?

Player C participates in some arena games event (http://www.hydlaaplaza.com/smf/index.php?topic=37159.30;topicseen). Because the game mechanics don't allow for another simple solution to easily check for the "last man standing" rules of these games, most participants are expected to die, even though the IC background of this event does not necessarily imply the death of anyone. About 30 characters are sent to death realm, and the queue down there keeps growing.

About random emotes or chat turned to gibberish, I would say its not a good approach at all. Players who /die in purpose to just take a shortcut won't care much about this either. Anyone else will find this highly annoying especially if your character dies due to a glitch.

I conclude that if you wish to "enforce" something in this context, keep the players busy with actively doing something in death realm, such as solving some quests for earning their exit ticket. I am sure the dev team has more than one idea about future expansions of the death realm and the mechanics associated with this. Until then, I would keep things as incomplete but simple as they are for now.

Title: Re: A Timer for the DR Exit
Post by: RlyDontKnow on July 03, 2010, 01:59:28 pm
I agree that it would make sense to keep players busy in DR for a longer time than it is the case for now, but this suggestion looks greatly counterproductive to me. Allow me to make some examples.

totally agreed. imagine you're a new player who just started playing. you just end up down there for the first time and suddenly are stuck for a week because you just cannot leave it, again - you'd probably just quite the game
also: check the death rates of the servers... on average each 2 hours one player dies... that'd mean within a month half the server would be stuck in DR with your system - seriously... this cannot be right ;)
Title: Re: A Timer for the DR Exit
Post by: novacadian on July 03, 2010, 03:20:47 pm
Don't worry about new players. My character was stuck for at least 24 real hours just trying to find the way out and only then it was with the help of a guide that she departed.

 My suggestion would be to leave things as they are... yet go with the maketh rules around it. Even after loosing a serious RP battle my character lay wounded and unconscious in the sanatorium for 24 IG hours. It was not so much a penalty yet what my character should have been doing in my opinion. Of course in rl other things occupied my time; yet the computer was on and my character slept on to recovery.

If the rules could be made around DR then at least an offender is only a petition away from censure should it prove a problem to the RP with a speedy return.

Just a n00b's perspective....

- Nova

P.S. Gibberish? No way.
Title: Re: A Timer for the DR Exit
Post by: Sarva on July 03, 2010, 05:09:14 pm
Don't make the rule that only one player can leave the DR per 24 hours. Make it that each individual can't leave the DR more than once ever 24 hours.
I have known some people who have gone to the DR several times a day because they are either using a fast way to get back form BD or they are training dark way or what ever. Make it so that if they die they can leave the DR the first time just like they currently do. But if they die a second time during the same day then they can't leave the DR for 24 hours from when they previously left the DR.
Title: Re: A Timer for the DR Exit
Post by: Bonifarzia on July 03, 2010, 06:52:48 pm
Regarding new players: make it so that the 1st character in every account won't get any penalties until it has played say 50 hours. Or less.
Regarding the piles of stuck players: make the timer relative to the player who died instead of relative to the server's death activity.
...

The first is already the case and the second was suggested by Sarva. The question which arises is how we can penalize undesired player behavior without making glitches that result in frequent character deaths a serious problem (although some of these are fixed). Or rather: Wouldn't it be better to take away technical advantages from character suicides? Now you might raise a finger and say its easy to reject suggestion without coming up with something better, or at least different. So let me try to pick up some of the "problems" that have been or may be discussed with suicide abuses.

1) Long distance travels -- add more spawn points, those we already had and maybe some more. Do not pick a point according to the race, but the one closest to the place a character died.
2) Easy gain of additional PP -- should be gone once magic sleep works as it should, because halved stats seriously cut down mana supplies.
3) Training in death realm -- not a big issue at all since suicide mana recovery got fixed. Does not encourage frequent suicide.
4) Lack of integration for DR experiences in RP -- has there ever been a need to add game mechanics to enforce certain aspects of RP?

Title: Re: A Timer for the DR Exit
Post by: bloodedIrishman on July 03, 2010, 08:38:06 pm
Quote
but now you're missing the whole point of the thread, which is not at all to stop people from abusing suicide, but to (since rules won't be made) find a way to have players acknowledge the death of their characters as an important event opposite to a 2 minutes trip

The two are tied together.

Quote
It's about how people do RP it, not about the mechanics (even if they were proposed as a solution)

Mechanics are the best way to influence role play. Changing mechanics is the solution.
Quote
I personally couldn't care less about suicide abuse - I'd gladly use it OOC to have more time to RP, but characters popping up next to me 5 minutes right after having been killed IC freak me out.

Repeated suicide abuse is OOC for the vast majority of characters. This contributes to the 'no worries' attitude and non-settings compliance surrounding death. This is chief problem discussed in this thread. Subsequently this thread's purpose is to find a solution and make death an ordeal that affects role play.

You don't know what your talking about.
Title: Re: A Timer for the DR Exit
Post by: bloodedIrishman on July 03, 2010, 09:58:00 pm
1) Suicide abuse and players not acknowledging death as an important event are tied together.

2) Difference of opinion.

3) I'm not re-explaining. If you don't get it you don't get it.

4) I dont give a crap who you are. Stay nice or dont. If I dont agree with you I will tell you.
Title: Re: A Timer for the DR Exit
Post by: Illysia on July 04, 2010, 12:01:43 am
I'll concede on the gibberish part. I still think it would be funny though. ;D But keep in mind that anytime a change is made people have adjustment issues. It was a pain and half when they expanded the DR but once you know where you are going, it's a quick as it was before the expansion.

Rules are all nice and good, but that was tried with the RP covenant and you see where that went. Technically the settings are the rules and they get ignored. It always comes back down to how do you enforce when someone always says "But hey!" Accommodations are easily planned for new players. I'd even go as far as a year long grace period.

As for bugs, that is trickier but just hunting in general... Umm, yeah... It's the same reason you don't just go lion hunting on the weekends. It's dangerous. Death is not only a real posibility when hunting, it really puts a dent in your day ;) . However, I will concede that alternatives to hunting are not quite good enough yet in terms of experience gaining and money. I do like Sarva's suggestion though. I didn't know if something that specific could be done though.

Aside from mechanics issues, the basic underlying problem is that RPs (players) often treat dying like a slap on the wrist. I thought Dakkru's curse was an inconvenience but not enough apparently to make people avoid yo-yoing in and out. I can see dying and coming back but it's the yo-yoing constantly that is making things difficult. Having somebody come back from the dead is weird.... "like OMG it's a dead guy!" not "Hey bob, nice to see you." This would be the case even if you knew the person.

Death is a very serious thing and if a person is constantly dying it makes it hard for others to RP consistently if they bother to follow settings.
Title: Re: A Timer for the DR Exit
Post by: novacadian on July 04, 2010, 12:25:32 am
No doubt others have run into MUDs that use life essence. Each death will take a large chuck of life essence. Cleric/Healers can give life essence when high enough level and each character slowly gains life essence during online time. Should you get caught in negative life essence then it is perma death.

You want the death experience and some respect from the players surrounding it? Introduce Life Essence and Perma Death. It may foster a lot more RP battling too! :)

- Nova, the no nonsense Dungeon Master

P.S. Dropping all inventory (including tria) on the ground prior to sending the dead character to the DR would be another option. Heck including them both is ok with me.  :devil:
Title: Re: A Timer for the DR Exit
Post by: Illysia on July 04, 2010, 01:31:22 am
I like this idea actually. Never played a MUD but a fair way of implementing permadeath would work. If you are crazy enough to keep testing the limits of how low you can go then your character should die as you stopped using reason. People won't necessarily self regulate but the risk of major loss is always a game changer. ;)

Dropping inventory could present some rather tricky problems where guildhouse keys are concerned. Inventory dropping would have to exclude some items, but weapons, tria, and trinkets should be fair game. In mabinogi you can drop things if you die and if you choose to respawn in a city, you can retrieve your items from lost and found at a price.

Maybe it would work if when you die and come back you can get your stuff from a lost and found in the nearest city for a price. Or maybe upon dying, the death guardian will take some of your stuff for his own purposes but will let you buy them back at a cost or do a favor (quest) for him.

Or maybe permanent stat loss would work (you would be able to build back up, but you would have to. :devil: ). Not major, but if you loose a level or three ;) in everything but intelligence every time you leave (and maybe start loosing in intelligence for yo-yoing) then maybe that would slow the amount of people dying. If nothing it might make people consider RPing recovering. And it might open up a new plot line for people as you could attempt assassinations and whatnot much more easily during these times.

Exceptions to this might be dakkru worshipers, possibly black flame worshipers, and those with a decent amount of dark way training.

Also, those with high factions with their god's might get a bit of "dying forgiveness" from their gods and would be one of the reasons for justifying worship. I believe it used to say in the atheist description that they weren't granted any succor from the gods when they died since they didn't worship. There would have to be consequence and partial exemption for that to be valid.
Title: Re: A Timer for the DR Exit
Post by: Geoni on July 04, 2010, 02:24:53 am
-I agree the suicide abuse should be punished (Perhaps in the method Sarva mentioned)
-The whole 24 hour waiting period for each player wouldn't really work with the new players. (perhaps they shouldn't get hit with any waiting period of sorts until they have played so many hours in game.)
-Dakkru's curse should be worse, I agree. I think that it should be increased to at least an hour, but we would probably need separate spawn points for those who sit to wait the curse off. Being under dakkru's curse should be harder on the characters: Scatterbrained(very low stats), can't run, can't summon, and can't cast magic.
-A neat idea would be that characters can be spawned in any place in Yliakum (I guess exclude underwater and in the howling well) I'm not super educated on how the spawn points work so like many of my ideas it probably won't work.  :(

I agree that after-death happenings should be harder than they are right now. Something should be done.
Title: Re: A Timer for the DR Exit
Post by: Sarva on July 04, 2010, 03:46:51 am
Note new characters currently skip the DR for their first 15 hours in game.
Title: Re: A Timer for the DR Exit
Post by: Sen on July 04, 2010, 10:30:28 am
No doubt others have run into MUDs that use life essence. Each death will take a large chuck of life essence. Cleric/Healers can give life essence when high enough level and each character slowly gains life essence during online time. Should you get caught in negative life essence then it is perma death.

Does this work well in the MUDs? This sounds like a very good idea for me (except perma death). Furthermore may of course only others cast a spell on you that give the life essence (or however we'll call it) back and not yourself.
It should also be a spell that can only rarely be casted, else would there be too many nice people who willingly give everyone their life essence back and everything is about like before ;) .

Sen
Title: Re: A Timer for the DR Exit
Post by: Irgendwer on July 04, 2010, 02:00:46 pm
Well, people will use /die to get back to Hydlaa as long as it provides a shortcut. The easiest way to shut that loophole is by spawning them again on the same spot (well ... not nescessarily in the eagle chasm or the dlayo pit) or at least on the same map they originally died on.

On a side note: Instead of thinking about Suicide abuse, it may also be necessary to think about travel times. Really, going about 6 times back and forth between Oja and BD just to finish Lorythia's quest can hardly be called fun. A spell that would allow you to set one beacon (at a time) and teleport to that beacon from any location might be a very handy thing.
Title: Re: A Timer for the DR Exit
Post by: khoridor on July 04, 2010, 03:20:41 pm
Yet another thread about punishing everybody because of some abusers, and also because some people want to force their understanding of death on others.

1) Let the DR expand. It is supposed to be long to get out; it will be.

2) If you want to RP your 22th "death" as a traumatic experience, by all means go on, but don't expect everybody to do so.
People break their skull, disappear, and come back some time later. That's the PS universe. One can either build his RPs accordingly, or pretend that coming back would be unexpected, in which case a player should agree to stay out of game for long enough a time.

RPers who expand implemented features to simulate what they think PS will be should take their own responsibilities. Other players do not want cheap tricks added to mechanics that would make their game annoying.
Title: Re: A Timer for the DR Exit
Post by: Hrothbert on July 04, 2010, 04:27:37 pm
I'll concede on the gibberish part. I still think it would be funny though.

Now I had suggested the gibberish in another thread as a cumulative effect, e.g. .01 second added for every trip, that way for the earlier players they would never notice this as it would be too short of time and basically waiting to load would eat that up, but for the players that abuse the current death system they would quickly notice after their 400th time taking their shortcut they find that they can't talk to an NPC to sell their wares or finish a quest. The suggestion came from the settings for the DR which state that multiple trips and multiplied time spent there gradually wears away at a persons sanity, therefore when returning to Yliakum one would have an adjustment time to get their sanity back.

Though enforcing this might have some people very angry I thought that it might be a more unique way of dealing with resurrection. But if it were enforced I see no difference in that than the current filters which automatically convert things like 'c ya' to 'see you later'.

It was just a thought so that is my two cents you all are having a great discussion on this anyways.

Title: Re: A Timer for the DR Exit
Post by: novacadian on July 04, 2010, 06:28:32 pm
Does this work well in the MUDs? ... Furthermore may of course only others cast a spell on you that give the life essence (or however we'll call it) back and not yourself. It should also be a spell that can only rarely be casted, else would there be too many nice people who willingly give everyone their life essence back and everything is about like before ;) .

It is my belief that it worked/works well. There were many counter balances to it. The death experience itself was a fairly long experience for a MUD. In it the different gods of that world would talk to you and the character would be in a ghostly form and could not use any commands like tells; so as to ask for equipment retrieval etc.. It was a cooling down period for the loss of equipment, sometimes stats and experience points.  Death was not something to be taken lightly.

The healer/cleric would be giving their own Life Essence; so it was not a small thing to ask or receive from another character. If done it would often only be enough so that the character could avoid perma death for one more time in the future. Obviously with that system there was no advantage of casting Life Essense Spell upon ones self.

Once through the mini-experience of DR the ghostly form of the character would be returned to their Guild if they were a member of one; or else the closest temple/church in the area in which they died. They could then pray at a time of their choice to take bodily form again. Before then the ghost could move about the mud and talk, etc.; yet could not do any physical interacting with the objects; both living and inanimate.

My expectation of the DR on PS was that it would be a randomly generated area each death; so that the maze of escape would be unique each time and that there would be no other characters to interact with and help you from DR. Each death in DR (yeah my character fell twice while there) would randomize the experience again. If that were the case my character would still likely be there!

Another balance which may smooth out things in PS is to offer high level healers a Raise Dead Spell. The dead character could remain at the place of death; appearing above their corpse in a similarly ghostly form as mentioned above ; until they do the equivalent of praying or walking into the light. In PS that would send them to DR with their corpse which would merge the two into bodily form again.

Should a Healer be brought to the corpse before that happens then they could try to perform a raise dead on the character to save them from the maze of DR. My recommendation would be to put some level of uncertainty of success as is the case in most D&D like rule sets. The possibility of Raise Dead would exist until the server was rebooted or the player of the dead character logged off. Either situation would find them in DR at next login. As a ghostly form could move about PS it would add some great RP of having the ghost seek out a Healer to be able to raise them from the dead.

Just some thoughts to toss around.

- Nova
Title: Re: A Timer for the DR Exit
Post by: Illysia on July 04, 2010, 11:01:19 pm
@khoridor: Regardless of how often people mention it, this thread is about RP not mechanics abuse. You miss the basic point if you think of it as just forcing opinions on someone else. The current, common way of RPing death lacks consistency, if you can't see the need for consistency then you are missing basic points of "persistent world", "settings" and role playing with others instead of just writing your own story. Without everybody being on the same page, you can't tell a consistent story. Choppy, incoherent stories are usually not good ones. The point is to find a way to get everybody on the same page in regards to the settings. If players have trouble with the settings then one has to wonder why they are playing this game. The only RP games that are completely are open ended are chat rooms.  ;) Every RP setting/group has guidelines, it eases people interacting with each other.


@Hrothbert: Enforcing always makes people angry. It's human nature to resist limiting forces, however, something needs to be done to keep things settings compliant. Settings is the only thing keeping people RPing about the same world. This makes it very important to keep everybody on the same page. Sometimes more intrusive measures are needed to grab people's attention. ;D

@Novacadian: It would have to be a bit different in PS as ghosts in that sense don't exist. At least not from dead people. Your body is transferred into the DR upon death and transferred out upon resurrection. It is suppose to be maze like, extensive and have randomly appearing exit points but that is long in the future. However, having to raise people in temples would be a good idea. It would provide a centralized spawn point for the followers of that faith and maybe add on places connected with masters of Crystal Way (that's the one that's suppose to have the ability to raise the dead)
Title: Re: A Timer for the DR Exit
Post by: kaerli2 on July 05, 2010, 12:49:41 am
While we're dealing with death: guess what? PvP is so bloody filled with entropy that people should stop insisting on using it to settle matters.  Here's a hint: the only reason you think RPdueling sucks is because you don't know what you're doing.  Hint: read Duraza's thread on the matter :D
Title: Re: A Timer for the DR Exit
Post by: Sarras Volcae on July 05, 2010, 08:32:24 am
NO!!!
Title: Re: A Timer for the DR Exit
Post by: kaerli2 on July 05, 2010, 08:52:22 pm
Also, this'd save me a lot of trouble spawn-killing idiots lol (and save the victims the agony of being knocked off spawn).  (Kaerli rocked Lyedanh's socks three times in a row upon return from the DR :P)
Title: Re: A Timer for the DR Exit
Post by: Illysia on July 05, 2010, 09:02:02 pm
In response to Sarras' Big No, we can leave EZPC out of it. Anybody feeling burdened by RP enforcement always has options. ;)
Title: Re: A Timer for the DR Exit
Post by: Sarras Volcae on July 06, 2010, 10:06:06 pm
i play on the roleplay server, actually. this will only piss off players. if you're going to have a timer, make it an hour between an individual player using the spawn twice. accidents happen.
Title: Re: A Timer for the DR Exit
Post by: Illysia on July 06, 2010, 10:22:00 pm
I can see some sort of accident forgiveness but and hour doesn't do anything. And no action ticks off every player and no action will ever not tick off some player. Just ticking off some players isn't enough reason to no do it. It depends on the ratio of ticked off to not ticked off players, how ticked off they are, and how soon it will wear off. I was ticked off at the wilderness expansion that left me going back and forth as I couldn't tell if my character had gotten turned around or something because the other side of the corridor was different. After awhile I could tell the difference and didn't care any more.
Title: Re: A Timer for the DR Exit
Post by: Rigwyn on July 06, 2010, 11:06:09 pm
Players really need to control this as the game has no way to really know for sure if a death counted as an rp death or an ooc death. Using the DR as a shortcut should not be a problem as long it does not interfere with anyone's RP. As stated, coming back from the DR right after an IC death looks very stupid, however there is no rule about this, so how would newer players know? They will see that they are able to get out in minutes and then assume that rp-wise, its valid to just come back right away.

I guess by Planeshift's standards though, this is legitimate. Players are allowed to just spring back as if nothing happened. The player-made convention of keeping a character dead for a matter of days is invalid because it was made by mere players.. Heh heh .. Ok, I think I'm starting to understand noobshift planeshift now.

Quote
5. Planeshift is a game made by roleplayers to bring you all the immersion you need from a virtual world.

 ;D





Title: Re: A Timer for the DR Exit
Post by: Sarras Volcae on July 07, 2010, 06:30:04 am
illysia, you don't seem to understand how easily some people are pissed off. even one little frustration, and they will uninstall. you've been complaining about the low server activity. your kind of attitude is what's causing it. too many rules and everyone just leaves. isn't that how your country came about? hypocrite! there, i said it.

i like what rigwyn said.
Title: Re: A Timer for the DR Exit
Post by: Illysia on July 07, 2010, 07:24:52 am
Since you have the concentration of a grape for my longer posts, I figured I'd break it up for you. ;)

Title: Re: A Timer for the DR Exit
Post by: verden on July 07, 2010, 08:09:03 am
Illysia is bringing out the fruit comparisons and bullet points. Things must be getting jiggy!
Title: Re: A Timer for the DR Exit
Post by: Sagewing on August 12, 2010, 03:50:30 am
Sorry for gravedigging [lol irony]

But I think that what should happen is,  expand the death realm, and each time you die (within a certain period of time) you are sent down one level deeper (up to a maximum, maybe 9 levels or something) and it thus takes you longer and longer to get out if you die repeatedly
Title: Re: A Timer for the DR Exit
Post by: Sadie on August 12, 2010, 06:13:07 am
   I am so tired of hearing about restrictions because people "bot", or use the DR as a shortcut, etc.  There will -always- be people who "get around the rules".  Some just because they like to do it. Period.  I'm tired of being a victim of other people's phobias, because "someone doesen't play right..."  I find it hard enough to play, without having extra penalties, because of these "other people".  Ignore them.  Let the rest of us just play.
Title: Re: A Timer for the DR Exit
Post by: khoridor on August 12, 2010, 07:27:08 am
Agreed.
(Well, I'm not tired, but I understand what you mean.)
That and requests that ignore the unfinished status of the game.
Title: Re: A Timer for the DR Exit
Post by: Illysia on August 12, 2010, 07:38:21 am
For Khoridor and Sadie: The point... you missed it.
Title: Re: A Timer for the DR Exit
Post by: khoridor on August 12, 2010, 09:09:20 am
For Khoridor and Sadie: The point... you missed it.
Or you still can't see that I didn't.
I simply disagreed with all your statements in your first post; with reasons. It happens.  ;)
Title: Re: A Timer for the DR Exit
Post by: Illysia on August 12, 2010, 09:54:59 am
My gripe is not about cheating or pure mechanics and never has been but if you don't care about RP inconsistencies then whatever... not my problem any more. If this were an RP game I'd say something really needs to be done but it's not... so there you go.

As for a generic MMO, Sadie is right, that is unacceptable. In fact for a non RP game there is a lot less slack on most counts. And as for the "unfinished" argument, that's why most people keep the game hidden until beta. But this is amateur work so I guess expecting a few more things to make sense is unwarranted. But hey, settings is really just optional right? ::) Ah well though... not my battle.

If I'm going to play a mainstream MMO, I think I'll stick with Mabinogi. New cooking ranks ftw. :thumbup:
Title: Re: A Timer for the DR Exit
Post by: Sangwa on August 24, 2010, 07:37:25 pm
This idea is totally sweet.

Make a timer, blame it on Dakkru and get this implemented soon please.
Title: Re: A Timer for the DR Exit
Post by: novacadian on August 24, 2010, 08:02:20 pm
If last night's experience in the Death Realm is any indication it can be a lot of fun when there are number of characters down there. My self imposed minimum stay is two game days. During that time my character can normally be found sitting on the stairs by the exit; offering to share her wine with anyone that passes by and trying to discourage them from taking death too lightly. What else can be done at the moment? In fact that seems to apply to most gripes on the forum.

My advise, at this point, is to do what you think is best for Role Playing or whatever the heck that may mean to you. Be open to those that have another idea; yet hold firm if you cannot agree; while trying to find a common ground to interact. Start being selective with those you wish to carry on a character relationship and RP with and start using the ignore if another's actions begin to upset you and draw you from the immersion of the game. The last option has not yet been used by me; though my finger is on the button at the moment.

Venorel places down her two tria and departs
Title: Re: A Timer for the DR Exit
Post by: Sangwa on August 25, 2010, 01:54:30 am
Let me sum him up: be open minded, helpful and firm with how people roleplay their way around system gaps. Ignore people whose roleplay style conflicts with yours and be around people who like your thing.

He also asked again for this timer thing to be implemented, so devs... Do your thing!
Title: Re: A Timer for the DR Exit
Post by: mikeloeven on September 19, 2010, 02:50:35 am
24 hours real time. I doesn't amount to about a week IG like it used to but it should make people at least pause for a second... hopefully... :-\

a 24 hour jailing on death your saying. if anything the death penalty is too severe as it is. yes it is important to make the game realistic but it is still a F@#$!#% game and when you prevent people from playing the game due to exagerated death penalties you scare them off and take the fun out of the game. the problem will not be fixed by punishing people for dying that will only piss off the players and reduce the people who are willing to keep playing. but to be honest i see no reasion why the game can't simply remember your map X,Y,Z when you die and just pop you right where you died when you exit the realm. that combined with a slightly reduced death curse would solve both the crippling effect of the curse as well as remove the traveling to hydlaa exploit. if you die you respawn where you died. if you died in the middle of nowhere your still in the middle of nowhere. if you die icly than it is up to the rp group to decide their own rules for character death for example you cant leave the death realm untill a friend of yours goes to a temple somewere and rp's getting you resurected. but as it is there should be no death Penalty at all because it is a freaking game. if you want to rp it out and trap yourself there that is your descision but you do not have a right to even suggest to the developers to force you ideals on other players especially since rp deaths are somthing that are usualy planed ahead of time. wheras most dr trips are caused by monsters or bugs outside of RP
Title: Re: A Timer for the DR Exit
Post by: Roled on September 19, 2010, 03:11:01 am
24 hours real time. I doesn't amount to about a week IG like it used to but it should make people at least pause for a second... hopefully... :-\

a 24 hour jailing on death your saying. if anything the death penalty is too severe as it is. yes it is important to make the game realistic but it is still a F@#$!#% game and when you prevent people from playing the game due to exagerated death penalties you scare them off and take the fun out of the game. the problem will not be fixed by punishing people for dying that will only piss off the players and reduce the people who are willing to keep playing. but to be honest i see no reasion why the game can't simply remember your map X,Y,Z when you die and just pop you right where you died when you exit the realm. that combined with a slightly reduced death curse would solve both the crippling effect of the curse as well as remove the traveling to hydlaa exploit. if you die you respawn where you died. if you died in the middle of nowhere your still in the middle of nowhere. if you die icly than it is up to the rp group to decide their own rules for character death for example you cant leave the death realm untill a friend of yours goes to a temple somewere and rp's getting you resurected. but as it is there should be no death Penalty at all because it is a freaking game. if you want to rp it out and trap yourself there that is your descision but you do not have a right to even suggest to the developers to force you ideals on other players especially since rp deaths are somthing that are usualy planed ahead of time. wheras most dr trips are caused by monsters or bugs outside of RP

Is there ANYTHING you don't complain about? Geez! chill dude!
Title: Re: A Timer for the DR Exit
Post by: Illysia on September 20, 2010, 07:26:09 am
I think it's funny. ;) If he hasn't figured out that being careful makes a difference then I pity him... he probably has such problems in every MMO.


Work on your game playing skills dude... You don't have to die enough to make it problematic. You're somehow making the game harder than it actually it. In fact, when I started playing, I died instantly every time I went to Hydlaa... so I stopped going there till the fall damage got nerfed. It's much easier to stay alive these days. Don't turn it into rocket science. ;)
Title: Re: A Timer for the DR Exit
Post by: miadon on September 25, 2010, 01:36:26 am
My opinion:

Yes the DR and death in general needs more overall consensus in terms of RP. Seems to differ from person to person.
Yes the DR should be harder and be more of a punishment BUT as the game is still a beta with bugs/issues then there is no point in having a extremely complex DR until the game is ready for it.
Title: Re: A Timer for the DR Exit
Post by: Talad on March 17, 2011, 03:04:16 pm
Dying should be discouraged, to make every fight more intriguing and interesting. People should fear dying. For this reason the Death Realm is supposed to be expanded greatly in the future and the more you will die the more you may be entangled into it. This wish will be met when the DR will be expanded properly.
Title: Re: A Timer for the DR Exit
Post by: Mordaan on March 17, 2011, 04:13:40 pm
There's also the issue of dark way training.  There was a period there where I visited the DR maybe twice in about 10-11 months.  But now I started training dark way and pursuing the quest path and the only way to progress is suicide.  Not very IC.

Unless there's another trainer I don't know about (at my levels, anyway).   :whistling: