Author Topic: Making True Death Less Boring  (Read 4653 times)

Candy

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Re: Making True Death Less Boring
« Reply #15 on: November 22, 2010, 09:22:07 am »
How are PPs IC in the first place, if I may ask?
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weltall

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Re: Making True Death Less Boring
« Reply #16 on: November 22, 2010, 09:31:49 am »
as it was explained by setting devs before they are the will and the capability of the brain to get new training.

Bonifarzia

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Re: Making True Death Less Boring
« Reply #17 on: November 22, 2010, 10:25:50 am »
as it was explained by setting devs before they are the will and the capability of the brain to get new training.

Then grinding the same skills for hours and days all over again and again should result in a massive loss of PP due to stultifying.

novacadian

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Re: Making True Death Less Boring
« Reply #18 on: November 22, 2010, 11:55:29 am »
see: hey why you gave him a KP while i got none. it's the same of helping players rp and the exact reason gm won't help them: there will be claims of favouritism, unfortunately each time some members of the community show of being immature for such things. Even gm award in their even are seen badly by those who didn't receive them.

In my example the rpg GM assigned Karma Points. In PS' case they would be assigned at some ratio to the pps of a character being deleted and the Karma Points be assigned to the player's account.

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Sangwa

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Re: Making True Death Less Boring
« Reply #19 on: November 22, 2010, 01:06:57 pm »
Oh right. I should include the deleted part there. Seems like it'd make it much less exploitable. Also, please do not discuss the RPbility (Medillo's trademark) of PPs in this thread.
Disclaimer: This is my opinion and I can be reasoned with. I'm probably right, though.

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Garile

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Re: Making True Death Less Boring
« Reply #20 on: November 23, 2010, 08:30:12 pm »
I'm just wondering how people think something like this could be "exploited"

I mean if you have to delete a character to pass along an advantage to a new character and the advantage depends on the training done or perhaps a quest done in the deleted character wouldn't that mean the character you delete will be better then the one new one you make?

For example: You have a char and you have earned and trained 10.000 PP, you then delete this char and make a new one and you get a 5000PP gift wich you can use training and you can't train a skill above lets say lvl 20.

I don't see how you could exploit mechanics like in the example. The second one will always have less PP trained then the first and a levelcap is easy to implement.
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weltall

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Re: Making True Death Less Boring
« Reply #21 on: November 23, 2010, 08:45:33 pm »
I'm just wondering how people think something like this could be "exploited"

I mean if you have to delete a character to pass along an advantage to a new character and the advantage depends on the training done or perhaps a quest done in the deleted character wouldn't that mean the character you delete will be better then the one new one you make?

For example: You have a char and you have earned and trained 10.000 PP, you then delete this char and make a new one and you get a 5000PP gift wich you can use training and you can't train a skill above lets say lvl 20.

I don't see how you could exploit mechanics like in the example. The second one will always have less PP trained then the first and a levelcap is easy to implement.
simple the first didn't train the skill at all that's the key. so you've skipped the money and practical training.

Garile

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Re: Making True Death Less Boring
« Reply #22 on: November 23, 2010, 09:10:39 pm »
*frowns*

Why would you program it so a second character would get something from an untrained first character?

The idea I think is to give a second character a bonus for something you did on a first character so you don't have to restart your training when making a new character to roleplay with. With my example you got and -trained- 10k PP through play and on deletion can spend 5k PP on a new one.

You shouldn't get anything for free ofcourse. Every PP you get on the second char you have already spend double the effort to train on the first character that you just deleted.

It's simply to soften the blow of roleplaying a true death and keeping people with the game.

Atleast that would be the benefit that I see from it.
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weltall

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Re: Making True Death Less Boring
« Reply #23 on: November 23, 2010, 09:12:46 pm »
*frowns*

Why would you program it so a second character would get something from an untrained first character?

The idea I think is to give a second character a bonus for something you did on a first character so you don't have to restart your training when making a new character to roleplay with. With my example you got and -trained- 10k PP through play and on deletion can spend 5k PP on a new one.

You shouldn't get anything for free ofcourse. Every PP you get on the second char you have already spend double the effort to train on the first character that you just deleted.

It's simply to soften the blow of roleplaying a true death and keeping people with the game.

Atleast that would be the benefit that I see from it.
and that's what we were discussing above

ncfbn

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Re: Making True Death Less Boring
« Reply #24 on: November 23, 2010, 09:32:33 pm »
simple the first didn't train the skill at all that's the key. so you've skipped the money and practical training.

There is no money involved if we are just talking about progression points; I really like this idea. It makes a lot of sense for a game that is supposed to be focused on RP

Phantomboy86

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Re: Making True Death Less Boring
« Reply #25 on: November 24, 2010, 10:11:53 pm »
Yeah, money is the thing i hate about it the most. I know it does make sense you're paying the person to train you, but its still incredibly annoying. I can get PP fast and quite easily and not mind it at all. But that god damn money

it wouldnt even be half as bad if there was more than TWO practically the same ways to gain money.

Smithing and god damn mining. Bloody ridiculous thats the only reliable way to get money.

novacadian

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Re: Making True Death Less Boring
« Reply #26 on: November 24, 2010, 10:17:32 pm »
it wouldnt even be half as bad if there was more than TWO practically the same ways to gain money.

Smithing and god damn mining. Bloody ridiculous thats the only reliable way to get money.

My character has (literally) never wielded a pick axe in her hands and knows nothing about the Smitty Craft.

Perhaps you have not found the right monsters to hunt yet.

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Sarva

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Re: Making True Death Less Boring
« Reply #27 on: November 24, 2010, 11:10:10 pm »
There are lots of ways to make money. The question is are you going to make enough money to train expensive things like high level magic training? Some people have made good money as authors and selling their books, Some people have made money as tailors, selling books that describe the clothes they have created. There is always cooking or being a merchant or being someone who delivers messages or items or being an artist. It is always amazing what people will pay for for the sake of RP. Just be creative and you might be surprised.