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« on: November 14, 2008, 11:43:23 pm »
Here are my thoughts on the DR, I have been PS not for very long, but I have played and organized many, many (not video games) role playing games.
I'll say that DR lacks two things at the moment.
1- It is too small to be a realm.
2- It should emphasize the fact that dying is important, not just a few minutes which keeps you away from the game.
For the first part, I would add a big city, a castle, a temple, and enough activities so that the DR becomes really a place where one can roleplay all the time (I'm sure some players do that now, but there are probably extremely rare).
The second part is much more tricky. What is important to keep in mind is that people will die often, especially beginners/new players/new characters.
In a role playing game (not a video game), beginners are guided by the Game Master in order to prevent them from dying. If, by badluck, they die for whatever reasons, the GM will often allow the player to throw the dice again, or/and be relatively lenient. Moreover, no one dies in a real role playing game because of a bug (out of bound...). On the other hand, in PS, it is very different. At the beginning, it is not clear for everyone, that this or that will be dangerous, and of course, everyone will die one day or the other because of a bug.
Thus, I believe the most important thing is to try not to penalize too much/make life difficult for people dying in the case where :
- they are weak
- they are new players
- they died because of a bug.
I believe that before introducing a complex set of rules and lots of work for the dev and settings team, one should try to find a system where the above problem is solved.
For instance, one could do the following.
Based on stats/levels, when one dies, one arrives in different places of the DR, very far away from the exit for people which are strong, relatively close (as it is at the moment seems balanced to me for instance) for weak people.
As from dying from a bug, maybe one could get a script which checks when someone dies what happens. If there is an out of bounds a few minute before or after dying, then one should get automatically spawn in Hydlaa, Oja etc.. If during a fight, one should die and go to the DR.
The above points above are for me, the most important points to adress.
Now, assuming the above points to be treated, as many other people, I agree that dying should be important, and people should really understand that it is not a good thing (unless you belong to a very special group of fanatics of some religions etc...), that you should do everything t avoid it, etc.
I don't like so much the idea of a maze. It will be fun the first time, and then it will be annoying. Playing should always be fun.
One could impose on the other hand that, based on stats/level, one cannot escape the DR before a certain time, or impose a stronger curse. What is important is that people dying should be able to play and at the same time, their character should not be able to maintain a strong position in the real world. One could impose that after going into the DR, one loses a lot of social status in real life, because of the curse, diseases, or a huge drop in charisma etc...
One could also impose that if killed by a professional assassin, following a certain set of rules (given by Dakkru???) then one cannot escape the DR before a certain time. Of course, this time will not be known exactly.
Thanks to the dev and setting team (and the players) for their involvements in the game.