Author Topic: Death Penalty  (Read 11965 times)

SerqFeht

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Re: Death Penalty
« Reply #45 on: November 30, 2007, 07:04:45 am »
There is (I think) a spell being made that cures it, but you can't cast it on yourself.
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Alkirin

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Re: Death Penalty
« Reply #46 on: November 30, 2007, 02:14:06 pm »
I'm sure that this has been stated before; but there is a balance to be struck here...and from the sound of it, the balance has tipped a bit too far in one direction.

If the penalty for death is too severe or the toll not relatively easy to recover from, then you are going to discourage combat - in all forms; from PvP to exploring.  It is understood that the idea is to curb exploitation, but also understand the nature of the problem you are attempting to solve.  In principle, it is impossible.   No matter how ridiculously over the top you make a penalty for dying; someone will find some means to exploit it.  Continuing too far down the path will only result in a userbase that is unwilling to take any significant risk in anything.

There is no serious merit to roleplaying everyday life.  There is nothing unique or interesting or innovative in that.  If you want a story to be remotely interesting, there needs to be conflict.  Not all conflict ends in fighting, but it is going to seem odd when situations take a seriously odd turn toward the obscure and awkward when disputes that would otherwise come to blows don't because neither side wants to deal with an hour-long tedious respawn.

It isn't really roleplaying when you don't have others to interact with.  So ask the question:  What is the difference between this; and simply restricting access to playing a character outright for hours on end; only to have the character return under the tedium of being essentially crippled?

A bit much, in my opinion, toward an end that is accomplished via easier means.  It's sometimes nice to think that the system is great because no other game impliments it...but sometimes it is good to look back and ask why that is.

Xillix Queen of Fools

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Re: Death Penalty
« Reply #47 on: November 30, 2007, 03:21:07 pm »
Heh, death is a bad thing, get used to it. Death should be avoided and we instituted non lethal duels to compensate some. Some day there may be a means to alleviate the penalty . . .

For now, know that death is not good, or fun, or a shortcut. Player should take less risks. The excessive realism argument is bunk, it just is. You don't get spared from death in the real world. Most games have some means in place to discourage death.

I agree no story can move without conflict, but if there is no risk involved death has no meaning and that is much worse for the game. How can you have conflict if death itself is meaningless?

Ironstark

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Re: Death Penalty
« Reply #48 on: November 30, 2007, 05:50:13 pm »
well, someone wight of said this before but i hear there is a way of removing teh bug in a cheating way....ill try to find out more if i can...

bilbous

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Re: Death Penalty
« Reply #49 on: November 30, 2007, 06:15:05 pm »
How can you have conflict if death itself is meaningless?

Endlessly. That is as bad as no conflict though. Just think of some guild wars in passed days.

Alkirin

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Re: Death Penalty
« Reply #50 on: December 01, 2007, 12:08:48 am »
Heh, death is a bad thing, get used to it. Death should be avoided and we instituted non lethal duels to compensate some. Some day there may be a means to alleviate the penalty . . .

For now, know that death is not good, or fun, or a shortcut. Player should take less risks. The excessive realism argument is bunk, it just is. You don't get spared from death in the real world. Most games have some means in place to discourage death.

I agree no story can move without conflict, but if there is no risk involved death has no meaning and that is much worse for the game. How can you have conflict if death itself is meaningless?

It isn't an argument of excessive realism.  It is an argument of excessive, pointless, impractical means to solve a problem.  You're crushing a peanut with a sledgehammer when your bare hands would do it faster, easier, and leave the nut inside intact - then justifying yourself in stating that the peanut is still crushed, regardless of it still being edible.

Removal from the game for hours on end isn't neccessary to discourage death.  It discourages things beyond death - good things that lead to positive development.  You are going to create something stagnant with this, and for a roleplay community, that is certain death.  Anyone that has seen more than one come and go will tell you that much.  In practice, it is ALWAYS better to undercompensate, then scale upward.  Not vice-versa.

Just because you can do something, doesn't mean you should.  Going overboard rarely accomplishes much with something so relatively sensitive.

Marqsaynt

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Re: Death Penalty
« Reply #51 on: December 01, 2007, 12:19:28 am »
I personally don't find the "death penalty" excessive, pointless, or impractical. It doesn't seem to me to really "remove you from the game," worse case scenario a person has to take 30 minutes out of grinding and killing things to RP for a few minutes until they have recovered. Also, I find it from an IC point a nice tie-in to introducing the goddess Dakkru to the game settings and making her an actual entity that effects our characters. Another thing, while not completely getting rid of the "DR-shortcut" it at least has greatly diminished people committing random suicide at the mines, forge, etc., a big plus in my book.

To be honest, I only have one complaint about "Dakkru's curse" and that's that it has made the DR a rather empty place... But, with guilds like Duraza and Zan are starting, I hope that starts to change soon. ;)

Under the moon

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Re: Death Penalty
« Reply #52 on: December 01, 2007, 12:49:22 am »
* Under the moon chuckles in an evil way.

If they think the DR curse is bad, wait until folks get sent to a prison map for a week. Death and crime are two things that are not meant to be easy in this game.

Two things. If you know you might be doing something that will get you killed: A) don't carry over half your max weight. b) be more careful.

Rongar Elani

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Re: Death Penalty
« Reply #53 on: December 01, 2007, 12:55:29 am »
Also, there are potions, folks. Personally I've never used many potions, but now it might be a wise idea to have some in stock. Have a shortcut for their usage, preferably greater potions on a key you can easily reach.

                                                           A w a k e n!

Marqsaynt

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Re: Death Penalty
« Reply #54 on: December 01, 2007, 01:04:16 am »
Or even better, get your hands on a few magic weapons that increase certain important physical stats. ;)

Duraza

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Re: Death Penalty
« Reply #55 on: December 01, 2007, 01:05:55 am »
* Under the moon chuckles in an evil way.

If they think the DR curse is bad, wait until folks get sent to a prison map for a week

Prison map for a week! That doesn't sound bad, that sounds exciting  ;D
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SerqFeht

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Re: Death Penalty
« Reply #56 on: December 01, 2007, 02:08:37 am »
Nearly every game out has a penalty for dying. In most, it is game over (As in nearly every console game). In online multiplayer, items go away, generally. They could just either take all your items or make you start over, if you want it so bad.
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Liadan

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Re: Death Penalty
« Reply #57 on: December 01, 2007, 03:22:22 am »
Nearly every game out has a penalty for dying. In most, it is game over (As in nearly every console game). In online multiplayer, items go away, generally. They could just either take all your items or make you start over, if you want it so bad.


now there's an idea...limit the number of times that one character can die and respawn again....of course that wouldn't work if your char was training in the DR. but it's an idea. :)

bilbous

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Re: Death Penalty
« Reply #58 on: December 01, 2007, 06:21:23 am »
According to the things I have read that is how it will work in theory, how it will wind up being implemented is another story.

tadill

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Re: Death Penalty
« Reply #59 on: December 01, 2007, 03:40:02 pm »
1) /die for trainers after training and making it back to the portal you are sent back to the map that you came from.
2) /dead for the RPing this would allow your body to remain in place for a short period for a little added to the rp this person also returns to the same map.
3) the char that just dies in battle or just falling  gets the death penalty that they slowly recover from over a 30 minute period.
Every map just needs one more spawn point added at the opposite end of the current one. The trainers they go to the closest spawn point. The RPer would goto the farthest spawn point on the current map. you do not want them showing up in the current rp. those doing training or questing have been given a reprive from the dr penalty. those who rp should be able to act the part of weakness after some mage calls them back from death