eh eh, you are getting far from the DR subject now. Teleportation has teleported itself from the teleportation thread.
I'll just add that we've actually been talking about portals to move people inside the DR here...
About changing the power of magic in the DR, I don't know if it's a good idea or not. Only that some rationale would have to be known first. For example, doing that would mean a direct link to the spells from a magic source; which is not necessary (as a cheap analogy, an electric car doesn't go faster when you drive near a power plant). If so, then what about the 4 other ways? And... what happens to magic with combined ways? One could even justify to make dark way weaker in the DR, due to saturation or parasites or whatever.
I'd rather tamper with the spells for funny ideas, if anyone has any; if it is just to boost combat spells, well, I wouldn't bother.
I think the main issue is to find a way to keep people away from the DR (to make them take less risks), while not disadvantaging people who actually want to spend time there. The DR is
part of the
game, therefore some will want to explore it, either ICly or OOCly. It is very difficult to achieve: First, all interactions in the DR should have consequences, while just passing through to reach the exit should have no more than the temporary curse. I guess it's all through factions points at the moment. Then, how would you keep people away from "dying" without serious consequences? Kind of a deadlock; we'd like at the same time:
- not to penalise the character who died by accident (i.e. bug)
- to take combat more seriously, and even give a chance to heroism (there's none in the game)
- to give fighting opportunities in the DR without making it attractive to fighters
- to allow people to RP their fear of "death" and of the DR
- to allow people to RP their attraction to the DR
- to make the DR difficult to go through, but not too much
- to make the DR fun to go through, but not too much
- what else?
Well, the dark way teacher has a big responsibility in the DR attractiveness. Even if his teaching had consequences (like faction points due to a prerequisite quest), he'd still have many visitors. He is, after all, the easiest of access of all magic trainers in the game. Yet, there are no reasons to remove him whatsoever; on the contrary.
One way or another, a serious repellent is needed. Hence my earlier suggestion of equipment decay through time, which has many advantages (both IC and technical). It doesn't affect stats and skills (to which many people are allergic), while targeting at the (currently) most important element of the game: tria.
In the mean time, I found a personal solution if I want to play a character that will always be afraid of the DR, no matter how many times he will "die": I'd create one who is afraid of heights.
