Author Topic: DR Sickness "debuff" length  (Read 5425 times)

Mordraugion

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Re: DR Sickness "debuff" length
« Reply #15 on: October 30, 2007, 01:31:22 pm »
As Miaua says the only penalty is for dying too much and is entirely within settings, while making allowances for new players that will have much lower stats to start with and also be more inclined to die accidentally.
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Faldor

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Re: DR Sickness "debuff" length
« Reply #16 on: October 30, 2007, 04:49:22 pm »
I've mentioned this in another "Death Realm" thread, but I thought I would add it here to be on the official wishlist.  I personally like the DR penalty, as it will make people think twice before suiciding just to travel between places faster, and it adds more realism to the game.  I don't even mind having my stats cut in half, but I think that it make more sense to have the effects of death wear off slowly.  This is the way weapons, armor and your stats degrade and are restored, so why not apply it to death as well.

I think this is a good medium between the people that love and hate the death penalty.

First I would change it to 60% rather than 50%.  Why?  One, because if the effect is going to wear off slowly, let's start with a more severe penalty, and two, it is easier to calculate.   ;D

So I have 100 Strength, Agility, etc.  I die and that decreases by 60% to 40.  If the penalty lasts for 6 in-game hours, just have it slowly wear off over those hours.

HoursPenaltyPoints
0-160%40
1-250%50
2-340%60
3-430%70
4-520%80
5-610%90
6+0%100

Thoughts?

Eletiy

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Re: DR Sickness "debuff" length
« Reply #17 on: October 30, 2007, 07:26:29 pm »
Quote
You know you could just make death permanent.  Then you wouldn't need to balance all that death stuff.  Provide a few means of resurrection (items, spells, etc) but if its not done in time your character is dead.  This eliminates a lot of problems, including explaining death itself, as well as - how brave is a person who is technically immortal anyways?  If someone really did lay down their life saving people from an Ulber for instance then it would actually mean something...
I would like such a system too. Death is Death. This would be perfect for rp and the world would be much more intresting.

Raa

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Re: DR Sickness "debuff" length
« Reply #18 on: October 31, 2007, 03:45:58 am »
Yeah, but, one simple mistake could get you killed, and it could be for an OOC reason... That would create a lot of problems.

Faldor

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Re: DR Sickness "debuff" length
« Reply #19 on: November 04, 2007, 09:33:50 pm »
Permanant death doesn't fit into the story of Planeshift, and therefore will never be implemented.  There are already books in the library describing the process of death, the Death Realm and ressurection.  "Permanent death" is even written about, so you already have it (just step a little closer to the Crystal if you want to find out).

If the team went so far as to spend hours and hours creating the Death Realm, I don't see them just dropping it all and saying "You have to create a new character every time you die".

Under the moon

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Re: DR Sickness "debuff" length
« Reply #20 on: November 05, 2007, 04:25:19 pm »
(a) Permanant death doesn't fit into the story of Planeshift, and therefore will never be implemented.

(b)There are already books in the library describing the process of death, the Death Realm and ressurection.  "Permanent death" is even written about, so you already have it (just step a little closer to the Crystal if you want to find out).

(c) If the team went so far as to spend hours and hours creating the Death Realm, I don't see them just dropping it all and saying "You have to create a new character every time you die".

(a) Wrong and very wrong. See (b) ;)

(b) Truth. There is an addition in the Death Realm Library you might want to have a look at if you are unlucky enough to be sent there.

(c) Mostly Truth. Your character will never be erased for typing /die. However, there might be certain areas of the game, quests, or creatures where True Death is the result of your actions. These would be very hard to get to, and warnings would abound, so no worries about folks setting foot in them accidentally.

Suno_Regin

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Re: DR Sickness "debuff" length
« Reply #21 on: November 19, 2007, 10:51:41 pm »
My question is, is the death penalty REALLY fair? I mean, you stick a few quests, and training (otherwise meaning you HAVE to die) in the Death Realm...so you're forcing people to take a penalty to get these things?

Earl_Listbard

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Re: DR Sickness "debuff" length
« Reply #22 on: November 19, 2007, 10:55:01 pm »
My question is, is the death penalty REALLY fair? I mean, you stick a few quests, and training (otherwise meaning you HAVE to die) in the Death Realm...so you're forcing people to take a penalty to get these things?

Its not a long penalty, not long at all. So it isn't actually much of a hardship. And the devs mentioned somewhere that there will eventually be a way to go to DR without actually dying.

Suno_Regin

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Re: DR Sickness "debuff" length
« Reply #23 on: November 19, 2007, 10:56:57 pm »
30 minutes of halved stats (at least from what I've been told) is a pretty long penalty to me. Plus the fact that they're planning on adding into it...it just doesn't seem right. If there "will eventually be a way to go to DR without actually dying", why impliment the penalty first? I think we need to have the alternative way to get there first, so that people trying to do these quests, training, or just read books, don't have to go the normal way and face the penalty.

Earl_Listbard

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Re: DR Sickness "debuff" length
« Reply #24 on: November 19, 2007, 11:02:45 pm »
30 minutes of halved stats (at least from what I've been told) is a pretty long penalty to me. Plus the fact that they're planning on adding into it...it just doesn't seem right. If there "will eventually be a way to go to DR without actually dying", why impliment the penalty first? I think we need to have the alternative way to get there first, so that people trying to do these quests, training, or just read books, don't have to go the normal way and face the penalty.

There needs to be a way to stop people from abusing the /die command, with this new feature, you actually see menkis and fenkis running to ojaveda, and people running back from BD. What would you have the devs do? What is in place seems to be working, I don't see whats so bad.

I've willingly gone to DR before knowing this feature was in acted, but I just took a 30 minute break, just time your trips to DR so that after you're done there, you wont need on ps for a while.

or you can wait it out, do some rp. There is no need to be in such a rush thirty minutes flies.

But my bigger question is this: What would you have the devs do? Go back to having players abuse the /die shortcut?  :thumbdown:

Suno_Regin

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Re: DR Sickness "debuff" length
« Reply #25 on: November 19, 2007, 11:07:34 pm »
Yes, I would, because it's not hurting anything as things stand to allow them to do that. We're testing this game, it isn't official yet, therefore they need to stop making things harder on the testers and let us go about our business until they impliment a way to get into the Death Realm without using /die or other such things. To keep them from abusing this and facing the penalty, the way into the Death Realm would sort of be like a portal located in a remote area, just my suggestion. It isn't even a problem right now to allow them to use this command to return to their racial city...if they don't want people to abuse it right now, but they want us to test it, return every racial spawn point back to Hydlaa (or better yet, some remote area out in the wilderness), and remove the death penalty until there's another way to get into DR.

Earl_Listbard

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Re: DR Sickness "debuff" length
« Reply #26 on: November 19, 2007, 11:13:07 pm »
ehh, well we're not testers actually, theres a different group of people who are dubbed with the title testers, most of us are actually players, we don't play ps to help a project, we do it for fun.

So expanding on that, we are not just testing the game.

I like the idea of a random spawn location, not in a city, but somewhere in the wilderness, completely random, that way no one could be sure where they would en dup, and thus be less likely to abuse it.


However the penalty now is fine, its not very harsh really, and I don't see a need to change it, however I agree with induane, I would like to see permenant deaths...

Not that im making a suggestion, just saying it would be cool. IMO

miadon

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Re: DR Sickness "debuff" length
« Reply #27 on: November 19, 2007, 11:19:30 pm »
There is a way enkis can avoid the Death Penalty while using "dieing" as a shortcut to Oja from Hydlaa. personally I find having a death penalty while bugs still happen (altough not as much recently) and will happen daft.
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Suno_Regin

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Re: DR Sickness "debuff" length
« Reply #28 on: November 19, 2007, 11:29:20 pm »
For bugs and dying OOCly, I also don't see why these people should put up with having to go through a penalty. I don't understand the GM rule where they pretty much...can't move anyone's location under any circumstance, which as I've found out is what it's come to nowadays. Say I'm in the middle of an important RP and I accidentally (complete example, don't contradict it) autorun off a cliff and die, and have to put up with a penalty that gives me an overweight problem...there goes my chance to continue in the RP, and I died for a completely OOC reason...I can't be moved back to that location now, you're not allowed to do it? Why not?

Duraza

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Re: DR Sickness "debuff" length
« Reply #29 on: November 20, 2007, 12:48:56 am »
In my opinion I like the death penalty. Its because it currently provides us with reason to avoid death both ICly and OOCly. Its not fair to newbies so I think it would be helpful to alter the penalty to help them only, not others. I think the length of the penalty should be decided by the time you've spent in the game. The more time you've played assumes your a more adept player which makes your penalty raise. The reason I don't say stats is because there are people who make characters and never train them.  I don't think that they should be rewarded (not saying they should be punished either) for that choice. Since they've been playing just as long they would be able to suffer as much.

The big thing for me is that I don't think the penalty is going to stay forever. The reason I feel this way is because, from how I see it, it seems to have been implemented to stop the DR shortcut. Once DR becomes bigger and becomes what it is imagined to be in the settings I won't see a point for having a DR penalty. You'll most likely have to spend a while just to leave the place in the future of ps. In the future people won't get so annoyed because the Death Realm will be an actual "realm," not a small road you run through to get back to the living world. There will be things to do there and you most likely won't get bored in 10 minutes. So sure the penalty is annoying now but I doubt it will be there in the future. Even if it is there it still won't annoy you as much because currently your only mad because as soon as you get to DR you leave and you are bored. I can bet when DR is bigger you'll stay there for a while to have some fun and then you won't mind the penalty as much when you get back.
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