Author Topic: in addition to Dakkru's Curse  (Read 4097 times)

Aramara Meibi

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in addition to Dakkru's Curse
« on: April 14, 2011, 10:19:54 pm »
As it currently stands, when a character dies they arrive in the Death Realm with full health/magic. I would like to see a character arriving in the Death Realm with 1hp and 1mp, in addition to the Curse which they will receive upon leaving the Death Realm.

This would place limitations on the character, as they would either have to wait in the DR as they slowly gain back their health, or at least have a healthy supply of potions with them.

Dakkru has created a world in which dying is a preferable option to walking back to Hydlaa from the BD.

Debate pros and cons of this idea here.
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Tzarhunt

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Re: in addition to Dakkru's Curse
« Reply #1 on: April 14, 2011, 10:22:20 pm »
Dakkru has created a world in which dying is a preferable option to walking back to Hydlaa from the BD.

On the other hand, Dakkru's power comes from death and her realm strengthen when one dies.

Aramara Meibi

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Re: in addition to Dakkru's Curse
« Reply #2 on: April 14, 2011, 10:31:35 pm »
Dakkru has created a world in which dying is a preferable option to walking back to Hydlaa from the BD.

On the other hand, Dakkru's power comes from death and her realm strengthen when one dies.

Dakkru gains power because she gave us a gift, a means to avoid true death, and people worship her because of it.

Xiosia gave us life, but Dakkru gives us life eternal.

If you want a religious debate, please see me ingame. Debate the idea at hand here.
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Tessra

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Re: in addition to Dakkru's Curse
« Reply #3 on: April 14, 2011, 10:49:02 pm »
On the other hand, Dakkru's power comes from death and her realm strengthen when one dies.

This seems to strengthen Aramara's idea.  Dakkru gains power and strength from our deaths, and she's not exactly a nice person [ XD ] so it makes sense that she would zap all your strength as soon as you get to the Death Realm to fortify her power and make it worthwhile in her opinion to leave you safe from permadeath. 

You would be delayed, because you have to have a certain amount of health to survive the drop to get out of the DR currently, which would also tie in with some of the other ideas about making a timer for the DR, or slowing people down to make sure that they have to RP at least a little delay/weakness due to the curse.

And it won't be a big downside for those people who like to duel while cursed, or duelling in the DR OOCly.  You'd simply need to sit down for 30 seconds until you got the mana to cast relaxing sleep, then you'd be set.  So, I think it's a great idea.
Also, it's more credible to others if you grow in power slowly over time.  First kill rats, then noobs, then klyros, and eventually work your way up to more powerful creatures ~ Miomai

verden

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Re: in addition to Dakkru's Curse
« Reply #4 on: April 14, 2011, 11:50:38 pm »
It would sort of reinforce the concept of the death realm, yes.

Sarras Volcae

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Re: in addition to Dakkru's Curse
« Reply #5 on: April 15, 2011, 01:12:58 am »
no. pretty obvious why not. nobody wants to waste any more than 20 minutes of doing absolutely nothing on this game. it's tedious enough. dakkru's curse was already added, so why do we need more deterrents from the death realm?

Aramara Meibi

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Re: in addition to Dakkru's Curse
« Reply #6 on: April 15, 2011, 03:26:38 am »
the way i see it is this. You're dead. Your body and soul are on the cusp of divergence when Dakkru grabs you and whisks you away to the DR, where you can recuperate before entering back into the land of the living. So, upon arrival to the DR you should be at minimum hp/mp, certainly not of sound mind and full health.
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verden

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Re: in addition to Dakkru's Curse
« Reply #7 on: April 15, 2011, 04:15:22 am »
You should be devastated upon awakening in DR, death is traumatic.

Sarras Volcae

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Re: in addition to Dakkru's Curse
« Reply #8 on: April 15, 2011, 04:26:18 am »
when you enter the death realm, your body is reformed and healed. i don't see any reason to lower hp. another reason why i think it's a bad idea is because it's incredibly easy to die on accident. glitches, lag, crashes, whatever. most of my deaths can be attributed to those. dakkru's curse is annoying enough. and if someone wants to get to hydlaa faster, they're going to kill themselves anyway. waiting for health to regenerate would take less time than travelling.

verden, you can roleplay the trauma.

Tessra

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Re: in addition to Dakkru's Curse
« Reply #9 on: April 18, 2011, 10:55:14 pm »
But we usually wake in the DR alone.  What's the point of typing lines into main for 5-10 minutes that no one else would be there to read?
Also, it's more credible to others if you grow in power slowly over time.  First kill rats, then noobs, then klyros, and eventually work your way up to more powerful creatures ~ Miomai

Sarras Volcae

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Re: in addition to Dakkru's Curse
« Reply #10 on: May 09, 2011, 01:16:47 am »
i had something to say. but that was 3 weeks ago. tessra, just know that, whatever it was, you would have been like "zomg, sarras is so smart! i've been englightened! this is a lame idea. you're so cool, sarras. here's 10 bucks. go buy some candy."

MishkaL1138

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Re: in addition to Dakkru's Curse
« Reply #11 on: May 09, 2011, 02:42:04 am »
[ I don't know what happened to my original post, so here goes the good one, I'm currently writing ]

Well Kaharro died for the first time and Jecewie went with him to guide him through the Death Realm. He was pretty scared. I guess the curse is enough.
« Last Edit: May 09, 2011, 06:23:52 am by MishkaL1138 »

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Garile

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Re: in addition to Dakkru's Curse
« Reply #12 on: May 13, 2011, 10:13:43 am »
The problem with the deathrealm at the moment is that people are actually Roleplaying it as nothing serious. I can't even count the number of suicides by different people just to avoid a mugging or becuase it was a shortcut and then have them return within the hour to continue roleplay like they went for a short walk and are simply a little winded right now.

That isn't a new problem and to be honest this idea will not really change this much exept that people have to wait untill they can survive the fall. It's not like most people will feel the need to fight anything down there anyhow.
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Mask

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Re: in addition to Dakkru's Curse
« Reply #13 on: May 13, 2011, 02:19:04 pm »
Dakkru has created a world in which dying is a preferable option to walking back to Hydlaa from the BD.

No. As far as I can see it, this is not the case. Dakkru is a setting/story element. The lack of mounts/means of transportation is a problem caused by the fact that the issue of mounts and transporation isn't completely developed yet. Players taking a shortcut through the DR make use of the current holes in the game's development. Death is not an IC way of fast travel. I see the setting as one side, the mechanics of the game as the other. Problems on one side might distort the other side, but not imply a problem there.

The problem with the deathrealm at the moment is that people are actually Roleplaying it as nothing serious. I can't even count the number of suicides by different people just to avoid a mugging or becuase it was a shortcut and then have them return within the hour to continue roleplay like they went for a short walk and are simply a little winded right now.

That isn't a new problem and to be honest this idea will not really change this much exept that people have to wait untill they can survive the fall. It's not like most people will feel the need to fight anything down there anyhow.

You should be devastated upon awakening in DR, death is traumatic.

Sarras has a point there.

One might suspect that, in a world where permanet death is quite rare as long as you are strong enought, the fear of death declines among sentinent beings (and others, too - depending on settings). Not only does it taken the factor "death" out of the evolution of beings, it also has a psychological dimension: death is not something you fear because it ends your existance, but hurts you like multiple broken bones or a very long forced march instead. These effects could be easily cured by magic without any problem at all, while the psychological strain on someone that dies regularily (because she/he/kra lives a violent life) diminishes over time.
Therefore, I do not see a problem with characters that shake the DR experience off quite easily - if you get hurt a lot, for example in material arts, you just get used to it sooner or later. Instead of increasing the curse, some "sanity" based system might work out better. This stat could be regenerated over time or with some high-level spells (or other factors, like praying, meditation, arts or anything else - this mechanic may or may not be influenced with choices during character creation), but is reduced quite a bit when leaving (or entering) the death realm. If your "sanity" isn't high enough, you cannot leave the DR or, maybe better, your skills and stats receive a pentalty. Instead of sanity, you could also call it "soul stability" or something like that.

This mechanic might improve following factors:
  • Account for the strain the trip to the DR takes on a character's psychology and physiology, making insanity a possibility within the game's mechanics
  • Sets a (controllable) boundary for RP in regards of how much or how less death influences a character
  • Implements the possibility for e.g. followers of Dakkru to be affected less by the curse (or other factors, like mentally hardened characters, special charms,...)

Downsides are:
  • Implementation a lot of work in the engine (keeping tack of the "sanity" stat and calculating negative modifiers for skills and stats, effects of "sanity==0" and so on)
  • Additional barrier for new players which die quite often due to carelessness or a lack of knowlege

In my opinion, it is a question of a character's belief, stats and personal history how to deal with death and Dakkru's curse. There is a thin line between IC and OOC here, and something that needs the be learned by the players.
It's just an idea, it might contain nonsense until proper sources are given.

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Garile

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Re: in addition to Dakkru's Curse
« Reply #14 on: May 13, 2011, 02:50:51 pm »
I agree. If death really was all it is right now mechanicly then it would be logical that death would not be seen as a big deal in PS.

The problem with this argument is that death -IS NOT- just what has been implemented right now. Setting Devs and GMs have on multible occasions (as I said not a new topic) told us that death is still very much a big deal in PS and that the deathrealm right now is only a small part of what will be eventually implemented

The question ofcourse arises if you really want to make the mechanics as terrible as death would be in PS.

PS: I just thought it might be a good idea if a window pops up when you die telling the player just how terrible dying is for the character so players know a little better what to roleplay.
« Last Edit: May 13, 2011, 06:51:51 pm by Garile »
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