PlaneShift
Gameplay => Wish list => Topic started by: Sangwa on November 20, 2010, 09:40:48 pm
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I've got a proposition to make true death less boring to roleplay. Currently, if one is to roleplay his character's death, one has to start another one from point 0. This in a game where it takes centuries to acquire items and stats.
So, my wish I pretty simple.
For each PP a character earns, it should stash half a PP (or choose another ratio).
After the deletion of that character, the the stashed PP should be made available to be spent at character creation. The player would then be able to choose how many of the stashed PPs he would want to spend on the new character. The PPs granted to this new character should be removed from the stash and unable to migrate any further.
This would make True Death something still avoided, but it would give better conditions for players who sacrifice their characters in plots. It also makes it more simple for players to play different types of chars when they get tired of the old one, therefore improving PS's interest for the type of player who dislikes playing the same character year after year.
EDIT: Added some input in the idea.
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It's an interesting idea, but the problem is that it's possible for a char to just blast up the levels without doing any work stall, which is unrealistic RP wise.
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"Blasting up the levels" could be stopped or at least hindered by implementing a maximum of PPs one is allowed to use on one given new character.
For example, you've got 10k of pps on your truly dead character, but your new character is only allowed to use 500 as opposed to the 5000 they'd have access to if it was half of them you were allowed to stash.
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What would make it more simple, is if when your char got true death, you just had your name changed, and the skills reduced, that you dont want for your new char, you could then simply RP coming up to the current accessable level of yliakum from a lower level.
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I don't see how it's unrealistic to have a new character with good stats. It's unrealistic to have any type o new character, right? How does it show up already grown up and ready for action? The only difference is that it shows even more ready for action.
Earowo, I think it's best if you can make a new one. Or else you'll be playing the same type of char each time.
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I don't see how it's unrealistic to have a new character with good stats. It's unrealistic to have any type o new character, right? How does it show up already grown up and ready for action? The only difference is that it shows even more ready for action.
Earowo, I think it's best if you can make a new one. Or else you'll be playing the same type of char each time.
while the idea is interesting how it's explained won't work. It's highly exploitable (and it will be done day one if implemented this way)
If it was just passing the pp to the new char (even 1:1) it would be one thing but in this case you are asking to use pp to improve directly the skill during char creation: this means a player could make up some pp, maybe with the help of another char, then delete and get good stats and skill with zero work. in this example you didn't train at all you just made up some pp yet you got nice skills and stats.
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Hmmm... Makes sense. Then it should be better if it's not done in the character creation. I'll fix the wish.
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What if PP was simply stored on an account, not a character basis?
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would be a problem to get how much to attribuite to the new char as others could have still their. or you mean pp sharing over chars? wouldn't it be ooc?
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Very OOC. Also, I'll improve the idea again. To make it clear you should only grant that PP right after the char is made (and you should be able to choose how many PPs you'd spend there.)
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leaves one thing: how to calculate pp spent? take count on the side when training (won't work with old chars)? or you consider only stored pp?
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I'm not sure I got you...
How to calculate the PP that is spent? If you mean upon character creation, then I'm not sure what magic the coders would have to do.
If you mean that we have to calculate PP spent in order to calculate PP stashed... Well, I was actually thinking the PP stashed would be related to the PP earned, despite if it's spent or not by the earning character.
Already created (old) characters wouldn't ever get this PP as it can only be spent on character creation.
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A friend of mine GMs an rpg which one can gain Karma Points by the GM for particularly good RP. Those points can be used to modify a roll of what list of character types you can chose from when next rolling up a new characrer. In the case of PS, by using such Karma Points one may be able to upgrade their new character to a moderately developed one or a highly developed one; depending on the Karma Points available.
Perhaps it should be a randomly assigned quantity of PPs from a series of templates or rolls. That is, the player may be surprised to find unexpected skill in an area that had not been considered, previously, by the player.
- Nova
[Edit : typos ]
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PS's character generation system doesn't seem like it depends too much on roles to me. But making it random sounds like a good idea to me as well. The objective is the same: compensating the generation of new characters for people who have played one or more of their characters faithfully.
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A friend of mine GMs an rpg which one can gain Karma Points by the GM for particularly good RP. Those points can be used to modify a roll of what list of character types you can chose from when next rolling up a new characrer. In the case of PS, by using such Karma Points one may be able to upgrade their new character to a moderately developed one or a highly developed one; depending on the Karma Points available.
Perhaps it should be a randomly assigned quantity of PPs from a series of templates or rolls. That is, the player may be surprised to find unexpected skill in an area that had not been considered, previously, by the player.
- Nova
[Edit : typos ]
see: hey why you gave him a KP while i got none. it's the same of helping players rp and the exact reason gm won't help them: there will be claims of favouritism, unfortunately each time some members of the community show of being immature for such things. Even gm award in their even are seen badly by those who didn't receive them.
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How are PPs IC in the first place, if I may ask?
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as it was explained by setting devs before they are the will and the capability of the brain to get new training.
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as it was explained by setting devs before they are the will and the capability of the brain to get new training.
Then grinding the same skills for hours and days all over again and again should result in a massive loss of PP due to stultifying.
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see: hey why you gave him a KP while i got none. it's the same of helping players rp and the exact reason gm won't help them: there will be claims of favouritism, unfortunately each time some members of the community show of being immature for such things. Even gm award in their even are seen badly by those who didn't receive them.
In my example the rpg GM assigned Karma Points. In PS' case they would be assigned at some ratio to the pps of a character being deleted and the Karma Points be assigned to the player's account.
- Nova
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Oh right. I should include the deleted part there. Seems like it'd make it much less exploitable. Also, please do not discuss the RPbility (Medillo's trademark) of PPs in this thread.
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I'm just wondering how people think something like this could be "exploited"
I mean if you have to delete a character to pass along an advantage to a new character and the advantage depends on the training done or perhaps a quest done in the deleted character wouldn't that mean the character you delete will be better then the one new one you make?
For example: You have a char and you have earned and trained 10.000 PP, you then delete this char and make a new one and you get a 5000PP gift wich you can use training and you can't train a skill above lets say lvl 20.
I don't see how you could exploit mechanics like in the example. The second one will always have less PP trained then the first and a levelcap is easy to implement.
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I'm just wondering how people think something like this could be "exploited"
I mean if you have to delete a character to pass along an advantage to a new character and the advantage depends on the training done or perhaps a quest done in the deleted character wouldn't that mean the character you delete will be better then the one new one you make?
For example: You have a char and you have earned and trained 10.000 PP, you then delete this char and make a new one and you get a 5000PP gift wich you can use training and you can't train a skill above lets say lvl 20.
I don't see how you could exploit mechanics like in the example. The second one will always have less PP trained then the first and a levelcap is easy to implement.
simple the first didn't train the skill at all that's the key. so you've skipped the money and practical training.
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*frowns*
Why would you program it so a second character would get something from an untrained first character?
The idea I think is to give a second character a bonus for something you did on a first character so you don't have to restart your training when making a new character to roleplay with. With my example you got and -trained- 10k PP through play and on deletion can spend 5k PP on a new one.
You shouldn't get anything for free ofcourse. Every PP you get on the second char you have already spend double the effort to train on the first character that you just deleted.
It's simply to soften the blow of roleplaying a true death and keeping people with the game.
Atleast that would be the benefit that I see from it.
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*frowns*
Why would you program it so a second character would get something from an untrained first character?
The idea I think is to give a second character a bonus for something you did on a first character so you don't have to restart your training when making a new character to roleplay with. With my example you got and -trained- 10k PP through play and on deletion can spend 5k PP on a new one.
You shouldn't get anything for free ofcourse. Every PP you get on the second char you have already spend double the effort to train on the first character that you just deleted.
It's simply to soften the blow of roleplaying a true death and keeping people with the game.
Atleast that would be the benefit that I see from it.
and that's what we were discussing above
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simple the first didn't train the skill at all that's the key. so you've skipped the money and practical training.
There is no money involved if we are just talking about progression points; I really like this idea. It makes a lot of sense for a game that is supposed to be focused on RP
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Yeah, money is the thing i hate about it the most. I know it does make sense you're paying the person to train you, but its still incredibly annoying. I can get PP fast and quite easily and not mind it at all. But that god damn money
it wouldnt even be half as bad if there was more than TWO practically the same ways to gain money.
Smithing and god damn mining. Bloody ridiculous thats the only reliable way to get money.
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it wouldnt even be half as bad if there was more than TWO practically the same ways to gain money.
Smithing and god damn mining. Bloody ridiculous thats the only reliable way to get money.
My character has (literally) never wielded a pick axe in her hands and knows nothing about the Smitty Craft.
Perhaps you have not found the right monsters to hunt yet.
- Nova
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There are lots of ways to make money. The question is are you going to make enough money to train expensive things like high level magic training? Some people have made good money as authors and selling their books, Some people have made money as tailors, selling books that describe the clothes they have created. There is always cooking or being a merchant or being someone who delivers messages or items or being an artist. It is always amazing what people will pay for for the sake of RP. Just be creative and you might be surprised.