Author Topic: Aging  (Read 12436 times)

neko kyouran

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« Reply #75 on: January 15, 2006, 07:25:22 am »
While on  the subject of death, to make it more of a punishment, why not prohibit communication amoungst the dead and the living.  /tell isn\'t the most believable means of communication to begin with, but talking with someone living while you\'re dead?

It could be interesting once the DR gets bigger.  There could be entirely new guilds that exist down there since they aren\'t able to comunicate with the living.  /me goes off to think about starting the \"Dead Knights Guild\"

Karyuu

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« Reply #76 on: January 15, 2006, 07:29:59 am »
/tell is a completely OOC command that is used by players, not characters, for coordination, help, and quick OOC communication. Characters only use /tell (or should only use /tell) when whispering as they stand close to each other. Limiting the /tell command in any way would be a blow.
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defender43

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« Reply #77 on: January 16, 2006, 03:03:26 am »
Sorry, this is off-topic, but continueing what tbvp said: maybe a certain spell can by used by the dead to whisper to the living, like a voice on the wind? Or vice versa, the living asking the dead what to do? Because that would be awesome, like the following:

A wizard and an apprentice were walking through the woods, the wizard teaching the apprentice. Suddenly, a monster attacks and kills the wizard. The apprentice is trying to decide whether to attack the monster and avenge his master, or run and save his own hide. As he prepares an attacking spell, he hears a faint voice on the wind, the voice of his old master, one word: \"run.\"

I think that would be cool.
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Frozen Glory

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« Reply #78 on: January 16, 2006, 03:36:05 am »
Part of the first intention of aging was to get rid of the higher skilled characters in the game. A different approach to this problem is to have a penalty when their skills get too high. Maybe a percentage of their skills goes down at a certain rate, so the more skill they have the faster it goes down. That way they would have to work to keep their skills up.

The best thing to do with aging, in my opinion, is to choose a starting age and be done with it. I would enjoy this game that way much more than aging while playing the game.

On dying, I personally think that there should just be a penalty on skills and some of their trias or whatever they have. There should be no permanent death or losing items.

Rilar

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« Reply #79 on: January 16, 2006, 03:57:59 am »
Karyuu and me were discussing this topic extensively yesterday. Here is a compilation of our discussion.

Not the purpose of ageing (like preventing players from creating \"uber-chars\" or making the game more realistic) was topic, but the way how to realise ageing. We agreed that ageing itself would be a good idea because it would add many more facets to RP, making PS more unique.

All our thoughts are based on the idea that not ingame-hours are counted but the time since charcreation.

An answer on the question \"what happens when a char gets old?\" could be that age _itself_ doesnt actively kill. It just makes a char very weak with time, (my suggestion now: ) like harsh modificators on the body stats (end, agi, str) and the velocity a char can move.
This will make old chars very fragile and they will easier get killed.

Young people (IG) have a strong will to live, they certainly will find a way out of the DR. Whereas very old people will \"give up\" once they are killed. Which means that they dont get deleted, but they are stuck in the DR because of age. It should be possible, however, to ressurect such an age-stuck person by a mighty spell. Such a spell wont alter their age or their chance not to get killed again, though.

Another point of the discussion was the life expectancy of a char in real life terms. This question is not easy to answer since there are many arguements for a long life and a short life. An arguement for a short life is that there is action. People are forced to make something out of their char lives because they dont have time to waste. But there are also people want to have characters who live forever, as a RL wish which is realised at least ingame.

Another arguement for a longer char life (in RL terms) is that people should have time to adapt. To have time to enjoy without haste, which isnt possible in RL often.

There are some players who plan on having their main char for years, which isnt unrealistic, at least not for PS.
So Karyuu and me agreed on a maximum lifetime of a char of about 5 RL years. There again: maximum lifetime means that the char isnt deleted but that it is very likely that the char gets killed and get stuck in the DR.
The maximum lifetime refers to the average lifespan of a race translated to RL time.

After setting this we tried to calculate down how long a day would be. For this we searched for reference for a ingame calendar and unluckily found two contrary concepts. One is mentioned in the charcreation. It says an ingame year has 10 months ? 32 days.
The other is mentioned on the settings page :  under \"Measuring Time\". This concept says a year is divided into 4 seasons of which each has 8 periods, which means that there are 24 months. Unluckily in this concept neither weeks nor how many days a month has is mentioned. And as we werent able to ask one of the settings team who could clearify we assumed 10 days per month.
Basing on those two concepts we assumed a dwarf with a life expectancy of 120 years and tried to calculate down.
5 a (RL) = 120 a (IG) for a dwarf would make for a human ~3 to 3.5 years
1 IG year would be 0.0416 RL year => 15.5 days

We agreed that this would be simply too short not only because of the ratio of yearly events to dayly events but also on the felt time. With such a short time there wouldnt be much excitement about yearly events, they would become common, boring.
Because we didnt see ourself able to change those settings, we tried the other way round: to calculate comeing from day/night cycles.
Karyuu refered to a post of Hitancrias who messured the time how long an ingame day currently is: 4 RL hours.
We have been thinking about the problem that people of different timezones want to have day and night cycles when I came up with an old http://planeshift.oodlz.com/wbboard/thread.php?threadid=19758&boardid=11]wishlist-post[/URL]  of mine where I propose changeing day and night lenghts. Changeing lengths could solve the problem that people in different timezones want to have day and night. But as this topic grew more and more complicated we chose to assume a fixed length of 8 RL hours for this matter.

We started to calculate with the 10 months x 32 d concept: 320 d x 8 h = 2560h ~ 107 RL days for one IG year.
The other concept (24 months x 10 days) results in 80 RL days for one ingame year.
After thinking about what might be handier we draw the conclusion that 90 RL days (~3 months) for one ingame year should be a good
timing since then people could adopt to changes. Important is also the relation of the frequency of yearly events to dayly events.
Considering that ageing is based on the counting of ingame years, those years mustnt be too long, otherwise ageing would take far too long.
If an ingame year would have many days and the RL length of ingame hours was too long, exactly this would happen: ageing had no real effect. That is why less days in a year and longer RL length of an ingame day are prefered.
In order to set an IG year to ~ 3 RL months (93 d)  one ingame day needed to be about 7 RL hours.
After coming to this result we looked whether this fit with the starting point of the ageing system.
With our assumed system we`d have: 120 a (ig) = 31.5 a (rl) which is obviously way too long.

To fix this we came to another variable: racial specific lifespan. I searched for information on this on the settings page but found nothing, so we felt free to assume some data. Considering the medieval part of the world such really long lifespans are very unrealistic, at least for dwarves and humans, enkidukai, diaboli and klyros. Elve-alike and kran were an exception on this. At this point there is also the proposal that Kran were an exception to the ageing system at all. Elves should be included to the ageing effects but due to their very long lifespan there is no point in including them into the \"degration over time\". That means only special spells and other effects which alter their age could make the effects of age visible to them.
In medieval times humans had a maximum lifespan of about 30 years. Due to the \"technology\" this time might be extended to 40-50 ingame years. This lifespan should be realistic for all races which are affected by the ageing system.
A total lifespan of 50 ig years (7 RL hours for 1 IG day) would mean 13 RL years.
With the current ratio (4 RL hours for 1 IG day) it would take 7 years.
Taking the proposal of a variable starting age into account would mean for a (assumed) \"normal\" player who starts at age 15 to 25 a total char life of about 3.5 to 5 years, which might be too little. With the proposed 7 hours RL to day-ratio the lower limit would be at ~6.6 years, which seems to be good as overall solution.

For those players who want to change this estimated lifespan there could be a modificator in form of genetical predisposition in the charcreation like \"short living anciestors\" or somesuch.

To please those who want to be longer in a certain life phase (\"i want to be teenager for 30 years!\" ) it is imaginable to have anti-ageing potions. The effect of such a potion could be a plus in the recent lifephase of 5%-10% of the average lifespan specific for the race. But like most drugs the contrary should happen when taken too often, which i think 3 potions maximum should be good by far. With the +4th potion the recent lifephase should be reduced dramatically.
The lifephases are refering to the post of Falzaek above.
At this point Karyuu proposed to make such potions very rare. That they could be given out through GM quests, sold through mysterious merchants, etc.. After thinking about it this position is better than what I proposed, having them available freely, but to make them very expensive.

Our conclusion: Ageing, done right (especially the timing), has many positive aspects rangeing from NPC replies, skins, personality, to a prevention for too many players becoming extremely strong. Me personally also experienced in other games without such a system that after a certain time there were way too many really powerful players which made the purpose of the game ridiculous as they had no reason to actually play anymore. They just wanted to enjoy their earned items/skills by duelling constantly oneanother or fighting endbosses.

A last sidenote by me: Having players chosen their starting age freely could be implemented this way: One chooses an age, with this a lifephase. The older the lifephase chosen, the more points can be distributed, and also more events can be chosen. The age modifies the stats then. To prevent the stats from going down too far, one has to put many points in them which makes things even to players with young chars.
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Frozen Glory

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« Reply #80 on: January 16, 2006, 04:17:55 am »
I agree with amogorkon that 6.6 years is right for a characters minimum lifespan, but i think that you should be able to have your elder characters be able to train younger characters that you have. That way, you can use them to your advantage instead of just starting over.

Shadowcast

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« Reply #81 on: January 16, 2006, 04:50:43 am »
I like the idea you guys had. About the potions though. They should both be able to be made by players, but extremly hard to make. Only very rare plants, which can only be found with very high Herbal skill, are used to make. And only alchemists who are very well trained in alchemy can make them. And if its still to easy then you can have the herbs be \'illegal.\' Of course that might be a setup for a \'black market.\'

Quote
Originally posted by Frozen Glory
I agree with amogorkon that 6.6 years is right for a characters minimum lifespan, but i think that you should be able to have your elder characters be able to train younger characters that you have. That way, you can use them to your advantage instead of just starting over.


how can they train your younger chars? Are you going to log on with both at the same time? Heck, why have multiple chars, I never understood it. But, if you mean train other chars (your friends, guild members, for money, ect,) then its a good idea. Would be pretty cool to train them instead of telling them to go to an NPC. Would be another market in this game, evryone raising and lowering prices to stay in business. lol Supply and demand on skills, never would have thought to see the day.
« Last Edit: January 16, 2006, 04:51:14 am by Shadowcast »

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DaveG

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« Reply #82 on: January 16, 2006, 05:17:35 am »
First of all, I need to reiterate:  I don\'t want realism, I want \"realism\".  The game is inherently un-realistic; I want \"realism\" in the sense that the world is cohesive, and not full of plot-holes, so-to-speak.

Secondly, yes, you shouldn\'t die due to age alone.  There is no such thing as \"dying of old age\".  You just get weaker as you age, and get more susceptible to disease.  Yes, doing a similar thing in the game would be a good idea.

Thirdly, if we were to add aging (don\'t you love how some of the most popular threads don\'t even start off with correct spelling? ;) ) we want players to actually experience it.  5 years would effectively prevent it.  (people who started at AB would not be old yet)  6 months sounds more reasonable.  That aside, this part of the thread is beginning to annoy me.  (yes, I\'m aware it was the main topic :P )  I\'m thinking a semi-finite aging process would be more reasonable.  You start of young (or a child) and quickly age to adult, then slowly age to get old.  Your ease of progression would slow (connected to getting weaker) though you could counter that by what I\'ve deemed as \"smart\" playing, aka not getting your ass kicked frequently.  You would not get extremely old, thus you wouldn\'t have to die of old age outright.  You would be more susceptible to disease, though with \"smart\" playing, you would be fine indefinitely.  You\'d only die if you\'ve spent a whole lifetime and still don\'t know how to not get killed.  (note that we still have serious injury, in favor of death for most instances)  So, essentially old age would just remove some of the safeguards we add for the young to prevent those playing like they do in every generic game from dying.  This system would also remove the need to have times sync up with each other, because age would be more vague.  (young, adult, old; no crippling arthritis or anything)

(Side note:  I like the potions idea.  Things like that would go with this well.)

Fourthly, I understand why people don\'t want to lose their characters, and want to keep it \"unrealistic\".  They haven\'t gotten bored with that generic aspect of many, many, many, many, games.  I have; you will eventually.  It\'s like the \"magical\" inventory.  (how the hell can you hold so much!)  They\'re the easy way out, and make things less cohesive.  Yes, things don\'t have to make sense compared to real life, but they have to make sense in the game world.  These things don\'t.

Fifthly (yes, I\'m going to keep this up :D ), my original aging idea (not the one up at \"thirdly\" ) had everyone dying at some point, and the point was that everyone would then go through multiple lifetimes.  The people against this are the ones against actually playing the game.  Now, that\'s not necisarily a bad thing.  At some point, you don\'t really want to play the game as much, and you want to just go back to where you were.  There is something said for giving the player the ability to choose how they want to play.  However, the multiple lifetime approach lets the game have more variety.  For example, each life you could pick a different race, starting in a different part of the world, and you would have a different experience.  That was the idea.  It would allow players to play more of the game, and allow for a larger world, without having to make it possible for everyone to do everything in one lifetime.  Not every character should become a god.  It breaks the scales, and requires the segregation of players to handle well.  (ie. newbie areas and strong player areas need to be well defined and separate)

Sixthly, I would love to see a game with my original idea.  It\'s essentially one of the concepts I would consider part of my personal \"dream game\".  This is the wish list thread, so I posted it here.  It is something that could be done, and could be a fantastic, but I knew from the start it wasn\'t going to be done here.  (at least not for a longer time than anything else posted here before)  The \"thirdly\" idea is closer to practicality, and I would hope some version of it could be done eventually.

Seventhly, people think they hate the death idea, but they would like it if they fully understood how it would change things.  It would produce a drastically different game environment, which is the main reason I proposed it.  (no game has attempted such a thing, and I know it doesn\'t sound good on the surface)
« Last Edit: January 16, 2006, 05:20:59 am by DaveG »

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Karyuu

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« Reply #83 on: January 16, 2006, 05:27:03 am »
Dave, you think six months is enough to create an in-depth character, form long-lasting friendships, join a guild and rise through the ranks or create one from scratch, and then just leave off for another persona?

...hot damn o_O
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« Reply #84 on: January 16, 2006, 05:51:45 am »
Wait, wasn\'t this already discussed 30x over? Aging, starting at an age past middle age or dying from natural causes sounds great, but it just isn\'t feasible. Give it a rest already people.  :rolleyes:

DaveG

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« Reply #85 on: January 16, 2006, 05:56:40 am »
Quote
Originally posted by Karyuu
Dave, you think six months is enough to create an in-depth character, form long-lasting friendships, join a guild and rise through the ranks or create one from scratch, and then just leave off for another persona?

Yes, more than enough, but there\'s no reason long-lasting friendships can\'t go over many lifetimes.   Each lifetime you would improve uppon the previous, and probably live longer each time.  As I already said though, a version where \"smarter\" players could live forever (or at least significantly longer) is potentially better.

Quote
Originally posted by Kixie
Wait, wasn\'t this already discussed 30x over? Aging, starting at an age past middle age or dying from natural causes sounds great, but it just isn\'t feasible. Give it a rest already people.  :rolleyes:

Not feasible at the moment, no.  Never said it was.  ;)

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Kixie

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« Reply #86 on: January 16, 2006, 06:07:33 am »
Quote
Originally posted by DaveG
Not feasible at the moment, no.  Never said it was.  ;)

Not feasible EVER. An online roleplaying game should not contain an aging feature due to the fact the player and character live in different time constraints. There is no way your character can live without you, and still have a fair game equal to all players. With age, inevitably comes death. With death comes the end of a peice of work someone has undoubtedly put days, perhaps weeks of work into. Having that destroyed to keep realism or \"fun\" or whatever skewered little turd of an idea you hope to achieve is blasphemy! HANG HIM FROM THE GALLOWS!

But seriously. To end this pointless rant, I don\'t think this can be achieved fairly. I\'d be nice, but no.  :O
« Last Edit: January 16, 2006, 06:08:43 am by Kixie »

zanzibar

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« Reply #87 on: January 16, 2006, 06:07:56 am »
Quote
Originally posted by DaveG
Yes, more than enough, but there\'s no reason long-lasting friendships can\'t go over many lifetimes.   Each lifetime you would improve uppon the previous, and probably live longer each time.  As I already said though, a version where \"smarter\" players could live forever (or at least significantly longer) is potentially better.



Ick.  It would greatly complicate things.  At least some people would label as out of character the maintaining the same relationship with a person over multiple characters or lifetimes.

The thing is, the only reason for aging over time that\'s been proposed is to make weak people who have grown strong.  This is a pointless pursuit, because there will always be people at the top and at the bottom.

It\'s simply better to make skills deteriorate over time if left unused.  The thing is, the only skill those who complain are really concerned with is the skill a character has in his or her particular weapons.  And it\'s mostly because of the insane amount of damage you can do, thanks to the uber weapons out there.

And that\'s easy to solve!  Make it so that better weapons and stats affect things like critical hits, dodging, deflection, and how robust the weapon is -- how much force it takes to break it.


But there isn\'t the code for that in the game yet!


So solution A is going to be in the future once the code is there.  But people are asking for solution B and C because they want the percieved problem to go away now, even though this is a pre-alpha.



I\'m all for making the game as good as possible, because I don\'t consider it as a pre alpha.  I only half consider myself to be a playtester.  I consider planeshift to be a real game, because I use it as such!  But at the same time, I think there needs to be better perspective on this....
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Karyuu

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« Reply #88 on: January 16, 2006, 06:09:34 am »
Quote
Originally posted by DaveG
[...] but there\'s no reason long-lasting friendships can\'t go over many lifetimes.


Erp? Of course that would be horrendously awkward if in future lifetimes people change race, gender, meet at different ages, have a completely different personality, history, etc. Unless all that a rebirth would be is \"Hi! I used to be so-and-so but that was in my past life, and even though I\'m completely different, I\'m really just an extension!\" :P

Quote
Each lifetime you would improve uppon the previous, and probably live longer each time.


But improve in what? This is just becoming a race towards skills, and in my opinion, it\'s destructive to roleplay. There is no way that half a year is enough for someone to build a strong character (personality-wise), unless he or she plans things out extremely well before even entering the game. People need more time to adjust to their characters aging, also. We can\'t relate to something dying on us in six months, nor do I think we should.

Way, waaaay against this type of timing :P
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goland

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« Reply #89 on: January 16, 2006, 06:47:31 am »
Quote
Originally posted by Karyuu

Erp? Of course that would be horrendously awkward if in future lifetimes people change race, gender, meet at different ages, have a completely different personality, history, etc. Unless all that a rebirth would be is \"Hi! I used to be so-and-so but that was in my past life, and even though I\'m completely different, I\'m really just an extension!\" :P



Your character\'s personality might change but your OOC personality doesn\'t have to.  Most likely you\'d still enjoy involving the same people in your RPing but in different ways depending on how your IC personality is different.


Aging would be great if it was done right....It seems like one of those things that might be impossible to balance though.  

It would be kind of funny seeing different generations running around.  When you get old you could yell at the young whippersnappers to get off your lawn (whenever we get around to being able to own houses).
It\'s amazing how we can do things simultaneously, like talking and not listening.