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Yurell
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Posted: Tue, Dec 15 2009, 4:53 AM |
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Player
Joined: 06 Jan 2008 Location: ANU, behind the coffee mug (+10 GMT)
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I'd still like to see friendly little warnings beforehand, though. 'This may result in permadeath' is a friendly little message that could save hurt feelings later.
_________________ 2009's Second Most Overall Contributing Player
يمكنني استخدام مترجم جوجل
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Greyweaver
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Posted: Tue, Dec 15 2009, 4:56 AM |
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Player
Joined: 07 Mar 2009 Location: CST (GMT-6)
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WonWon wrote: I'll quote what I'd like to see-
Permadeath in the following situations only
- Absolute Undeniable Stupidity Resulting In Death. "Who wants to see me cannonball naked into a vat of acid?!"
- Absolute Undeniable Stupidity Resulting In Death. "No, seriously, guys! I can do it! It's only acid! Watch me!"
- Actions After Extreme Warning / Obvious Presentation of Risk. "Banned from Cordor on pain of death? Who cares! They've only killed us four times already!"
- DM Events. "Foresight? Who cares! I'll get out of this anyway even if I don't think ahead or use my brain!"
Yes. The top three have all occured. No, I'm not kidding about the acid. I've seen it done.
lol yeah that too >.<
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Yossarin
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Posted: Tue, Dec 15 2009, 4:56 AM |
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Player
Joined: 23 Jan 2006
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Yurell wrote: I'd still like to see friendly little warnings beforehand, though. 'This may result in permadeath' is a friendly little message that could save hurt feelings later. Yossarin wrote: I believe a DM has a responsibility to inform you about the threat of permadeath. Permadeath should be a story-appropriate consequence that the player is aware of before ever undertaking actions that would lead to it.
Stated three pages ago, btw.
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maglorine
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Posted: Tue, Dec 15 2009, 4:57 AM |
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Player
Joined: 13 Oct 2006
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I mean seriously, if you are going to go all Wile E. Coyote on Amia, then NOT being permakilled is the crime we should all be complaining about.
_________________ Tark Hammerfeast - Immovable Object True Greenspan - Bendir's Boy Wonder
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Grymia
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Posted: Tue, Dec 15 2009, 4:57 AM |
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Player
Joined: 14 Dec 2004 Location: Kohlingen, and a Basement in Canada
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WonWon wrote: I'll quote what I'd like to see-
Permadeath in the following situations only
- Absolute Undeniable Stupidity Resulting In Death. "Who wants to see me cannonball naked into a vat of acid?!"
- Absolute Undeniable Stupidity Resulting In Death. "No, seriously, guys! I can do it! It's only acid! Watch me!"
- Actions After Extreme Warning / Obvious Presentation of Risk. "Banned from Cordor on pain of death? Who cares! They've only killed us four times already!"
- DM Events. "Foresight? Who cares! I'll get out of this anyway even if I don't think ahead or use my brain!"
Yes. The top three have all occured. No, I'm not kidding about the acid. I've seen it done.
... The third one is especially unsurprising. *facepalms* .. Why do I sense that one at least once has also had a meeting with a certain Seven foot tall General? *of the not so pleasant kind*
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Yossarin
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Posted: Tue, Dec 15 2009, 5:02 AM |
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Joined: 23 Jan 2006
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maglorine wrote: I mean seriously, if you are going to go all Wile E. Coyote on Amia, then NOT being permakilled is the crime we should all be complaining about.
Oh, but having the remote control in your hands means it is perfectly valid to change the channel to cartoons. 
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Yurell
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Posted: Tue, Dec 15 2009, 5:02 AM |
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Player
Joined: 06 Jan 2008 Location: ANU, behind the coffee mug (+10 GMT)
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Yossarin wrote: Yurell wrote: I'd still like to see friendly little warnings beforehand, though. 'This may result in permadeath' is a friendly little message that could save hurt feelings later. Yossarin wrote: I believe a DM has a responsibility to inform you about the threat of permadeath. Permadeath should be a story-appropriate consequence that the player is aware of before ever undertaking actions that would lead to it. Stated three pages ago, btw.
I was adding that to Wonwon's post, not as a statement in general- while they may seem incredibly stupid to us, affirming to someone else that it is so helps avoid arguments.
_________________ 2009's Second Most Overall Contributing Player
يمكنني استخدام مترجم جوجل
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TormakSaber
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Posted: Tue, Dec 15 2009, 5:36 AM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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People, I just worked a ten and a half hour shift. Can I get cliffnotes here?
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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BlackDahlya
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Posted: Tue, Dec 15 2009, 5:41 AM |
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Player
Joined: 17 Aug 2005 Location: Land of the Scorching Sun, Empowered by Global Warming
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Not sure what cliffnotes mean, but if I understood right you want a resume or some such?
Lemme try.
#1 Forced Permadeath only if the power is in the hands of the DMs, provided there is a warning beforehand. Also, it should be meaningful.
#2 There should be other alternatives than Permadeath. Check this thread for suggestions: http://www.amiaworld.net/phpBB2/viewtopic.php?p=714356#714356.
#3 Players cannot hold the power to decide when and how to kill their fellow players' PCs. Check #1.
I think these are the main?
Guys? >_>;;
_________________ BlackDahlya
Once Upon A Time Played Adr'ael Ken'rahel, Auron Teken’ath, Aurora Mesodias, 'Daniel' Daoskinaxarijikkym, Eilin'ira, Helena Rios, Layla Faircurrent, May'Une Do'Ndar, Mellinda Tellus, Michael of Cliffside, Rizzen of Twilight, Valkirya d'Claddath
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TormakSaber
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Posted: Tue, Dec 15 2009, 5:42 AM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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Ah, okay. So what I tried and got berated for. No probs.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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MoshingChris
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Posted: Tue, Dec 15 2009, 5:47 AM |
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Player
Joined: 04 Sep 2007 Location: Down South and Bent Edge
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Reposted because of "I just woke up" fail.
I was having a thought about this last night actually.
I believe that you should get one character and one character only to call a main, this character is nominated and subject to time related perma-death if he fails the perma-death roll (ie he dies in PvM, PvP, PvBoss etc) and he's out for a week. As with the current new rebuild rules, you can opt to change mains once every three months.
All your alts are played in a Hardcore fashion. They die, they are subject to a X percent chance of being gone forever. In my opinion alts of alts of alts are one of the things holding Amia back from being a truly exceptional server because of the core alty alt group of players that are fundamentally metagaming because they have so many characters, they know and are involved in everything.
Before someone throws the hypocrite card at me, when i started Taur i withdrew from the other faction I was involved in because of Conflict of Interest. All my Characters post the Creation of Taur have been in someway linked back to the Mulhorandi.
Anything that reduces the amount of faction whoring that is an Amian staple these days gets a vote in my book and I see Perma-death as being the great shining light on the path to cleaning up the server.
Also in this i include the removal of Greater Restoration, Restoration, Raise Scrolls from NPC merchants. The destruction of the Fountains of Purification (don't know if this has happened already).
_________________ I play: Gage le Gris Socially and recently politically Inept Knight of Xymor
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MoshingChris
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Posted: Tue, Dec 15 2009, 5:49 AM |
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Player
Joined: 04 Sep 2007 Location: Down South and Bent Edge
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Tormaks reply to my sleepy fail.
TormakSaber wrote: Quote: The destruction of the Fountains of Purification (don't know if this has happened already). We are waiting on a certain DM's stuff....
_________________ I play: Gage le Gris Socially and recently politically Inept Knight of Xymor
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corypx
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Posted: Tue, Dec 15 2009, 6:19 AM |
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Joined: 14 Oct 2006
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like last thread, if you add perma death to PVE then you would have to remove the OOC rules twinking,buffing lowbies to all hell,following them around out of party and all that, because IC every one would be doing that now and its only that OOC rule stoping them, people dont mind much now because if you die you just respawn and go back leveling.
_________________ ================-<Cory ShadowFlame>-================ Risenlord-Shifter(OMG a Non-Dragon Shifter that can hold his own in PvE) 
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O'Raghailligh
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Posted: Tue, Dec 15 2009, 7:20 AM |
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Player
Joined: 04 Jan 2009 Location: NZ
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Should make this topic a Poll.
Edit: Just seen the other one.
I liked this idea:
Didi wrote: Mr Mago wrote: How exactly does Arelith's political system work? Its kind of an automated system of appointing players to be in charge of cities, but they need to organise the collection of resources (which I think might work well with the job system). People have the option of becoming a citizen of a particular city. The councillors (or relevant structure for that place) that are voted in then have the power to ban people from their city, (though there are some problematic issues with access). They can also go to war with other cities, which imposes restrictions on the citizens of each place. Im sure theres a lot more to it than that, and Ive probably got a lot of it wrong, but thats kinda the gist. A city is only as powerful as the rp that goes into it, and a very feudal city, or group, can be very powerful by enforcing tithes, etc. Its also a good way of ensuring no stagnation of leadership, and cutting down on ooc fights, cos its all automatic.
Last edited by O'Raghailligh on Tue, Dec 15 2009, 7:23 AM, edited 2 times in total.
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TormakSaber
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Posted: Tue, Dec 15 2009, 7:21 AM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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Given the other topic has 40+ "alternatives" I can't imagine a poll being very informative at all.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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krytellan
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Posted: Tue, Dec 15 2009, 7:54 AM |
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Joined: 05 Jun 2006
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Personally would totally love to see Permadeath. I think the fact that so many don't isn't surprising since it is the 5-year long drama with some constantly ongoing characters that contributed to the current situation. Most would just vote to have it perpetuate.
Too many people are too hung-up about their computer characters. If permadeth was ever going to be implemented, it would be better done by just implementing it suddenly. Those against it will never be able to prepare themselves for the horrific real-life consequences of losing an NWN chgaracter and no time or discussion will ever change that.
I don't see how anyone can feel a sense of glory with a character that can never ever die. It's just what Amia needs.
_________________ Direct Connect spamming champion two years running.
"The pointer fingers are insured"
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soundofastream
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Posted: Tue, Dec 15 2009, 8:07 AM |
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Player
Joined: 21 Sep 2007
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Okay, I believe I've already highlighted Aertheca's Permadeath Warzone, for those whom wish a final outcome to a conflict, (Everywhere else on the server was temporary death with xp and gold penalties).
But another major factor that I think worked well and made Clerics invaluable, was the removal of ALL raise dead scrolls in shops. In fact, you could only get Raise Dead scrolls from one place, and it was as nasty as the Bastion is here...(equivalent).
It makes death = respawn, even in PvP cases.
I'd be happy for this approach to be implemented here. It worked well there, you learnt to use darkness, heal pots, invisibility, HIPS and other life saving measures. Its PvM environment was extremely tough, a much higher level of challenge than anything I've seen here so Death, even in PvM, was discomforting but not so bad as to make you lose a character after 4 years work, if you chose not to lose it (entering the Permadeath Warzone was voluntary and eventually, it was removed I believe).
_________________ Illithira Frostmaiden (Snow Elf) Guardian of the Frostfell Elithiel Issatheerin (Shadow Elf) She who Lurks Isolia Oussea'lylth (Sun Elf) Apprentice Wizardess
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xordae
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Posted: Tue, Dec 15 2009, 8:11 AM |
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Player
Joined: 01 Jul 2005 Location: Germany
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Interesting idea. But you have a DC and request system in place that makes 20 DCs spent on a piece of Armor or a spell a BIG investment. If something like forced permadeath would be introduced, you would have to change the DC system to something else. Maybe scrap them altogether and just give out XP rewards for RP. I would never want to part with one of my epics who has DC bought gear. It would be hurtful.
If you want to move towards more realism, remove the parts of the Job System that don't give the player any benefits and look at Arelith for inspiration. Make every Job do something useful, even if that means strong items (for a very high job level). And in turn remove most of the loot and substitute it with furs, teeth, eyes, meat, crafting components.
Permadeath is a big plus for immersion, particularly with the mindset of immortality that is so strong here. But there are other bits that make a realistic and fun environment.
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Dev Disco
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Posted: Tue, Dec 15 2009, 9:17 AM |
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HRM Chicken I of Amia
Joined: 02 Jun 2005 Location: Amsterdam
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xordae wrote: If you want to move towards more realism, remove the parts of the Job System that don't give the player any benefits and look at Arelith for inspiration. Make every Job do something useful, even if that means strong items (for a very high job level). And in turn remove most of the loot and substitute it with furs, teeth, eyes, meat, crafting components.
If I can remove the Mythal System first.
_________________ Say 'no' to JSBF!
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Yurell
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Posted: Tue, Dec 15 2009, 9:36 AM |
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Joined: 06 Jan 2008 Location: ANU, behind the coffee mug (+10 GMT)
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Dev Disco wrote: xordae wrote: If you want to move towards more realism, remove the parts of the Job System that don't give the player any benefits and look at Arelith for inspiration. Make every Job do something useful, even if that means strong items (for a very high job level). And in turn remove most of the loot and substitute it with furs, teeth, eyes, meat, crafting components. If I can remove the Mythal System first.
Hell no.
_________________ 2009's Second Most Overall Contributing Player
يمكنني استخدام مترجم جوجل
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xordae
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Posted: Tue, Dec 15 2009, 9:37 AM |
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Player
Joined: 01 Jul 2005 Location: Germany
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Cut it off, burn it, hit it with a stick.  It is a nice system, but if we're talking about introducing a more specialized crafting system where you have to make a choice to be good at one thing and suck at a lot of others, then it's just too beefy on top of that. Could still keep it for portal rods though.
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Didi
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Posted: Tue, Dec 15 2009, 10:03 AM |
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Player
Joined: 08 Jun 2005 Location: UK - GMT
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One year ago, I was drunk and led my character's faction in an attempt to remove a then unremovable NPC city leader.
I was drunk, it was ill thought out, I failed. Fair enough.
If I had been given the option of continuing, with the possibility of permadeath, I may well have done so. I was drunk, as stated above. Lots of players have played their valuable characters under the influence. I would have woken up the next day and have been devastated. Really, honestly, gutted. It was bad enough knowing I'd screwed my character over, making perhaps the first ill thought out move in almost 4 years of playing her. If I'd killed her, it would have been 10 times worse.
I then didnt play for nearly a year, largely because my character was banished. I waited until the NPC leader was finally removed. I did not simply play another character in the mean time. I dabbled with other servers. Is this because I resemble my character too closely? Nope, it is because I have a very busy and demanding job, which doesnt allow me the time I used to have to get into a character the way I once did with Veh, who I established whilst I was a skiving PhD student. I think its quite insulting to accuse people of being their characters, when those characters are often murdering sociopaths.
Why am I writing this? Because it goes completely against Ron's whole idea that people who are "too" attached to their characters will not take consequences. I think I took the consequences. It is not a valid arguement to say that if you're too attached, you wont let anything bad happen to your char, the connection isnt there. We've had lots of people in this thread saying they would allow bad things to happen to their chars, just not permadeath.
It also gives my opinion against DM controlled permadeath. Unless there is some 48 hour cooling period, it is STILL a bad idea. How many times have each of us talked to someone who will never play their character again, because they are angry about something which has just happened? How many of them actually meant it in the cold light of day? People can be drunk, they can have lost their tempers, all kinds of reasons why they make a decision they will come to regret.
No forced permadeath, no matter who is pulling the trigger.
_________________ 
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sYuzan
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Posted: Tue, Dec 15 2009, 10:18 AM |
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Player
Joined: 09 May 2007 Location: location, location!!
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Harsher PvP penalties or forced permadeath in any way related to PvP:
Sooner or later, likely sooner than later, people will start griefing others to permadeath. It's just that simple, you see rage-PvP's out of OOC issues even nowadays. You see PvP where the other party isn't even given the OOC or IC way out of it. And now we discuss adding more harsh penalties or permanent loss of a character you've dedicated much time and effort for?
_________________ In-Game: guano Ramika wrote: Of the things I know about Guano, half I shouldn't post. Ice wrote: Killer of threads! Bane of continuity. Herald of hiatus. All those things and sometimes even paladins.
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MoshingChris
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Posted: Tue, Dec 15 2009, 10:22 AM |
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Player
Joined: 04 Sep 2007 Location: Down South and Bent Edge
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Dev Disco wrote: xordae wrote: If you want to move towards more realism, remove the parts of the Job System that don't give the player any benefits and look at Arelith for inspiration. Make every Job do something useful, even if that means strong items (for a very high job level). And in turn remove most of the loot and substitute it with furs, teeth, eyes, meat, crafting components. If I can remove the Mythal System first.
Remove Dev and I've no problem with removing the Mythal System.
_________________ I play: Gage le Gris Socially and recently politically Inept Knight of Xymor
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Murex
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Posted: Tue, Dec 15 2009, 10:51 AM |
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Player
Joined: 01 Dec 2009
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This may be too much to work on, but...
What if the fauge plane was a place filled with areas and monsters based on the level your character is, and they have to fight their way back to life instead of just going back. If they die in the fauge plane, it's perma-deth.
Does that sound interesting?
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Kjetta
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Posted: Tue, Dec 15 2009, 10:56 AM |
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Player
Joined: 11 Nov 2006 Location: A Clean, Well-Lighted Place
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Didi wrote: I think its quite insulting to accuse people of being their characters, when those characters are often murdering sociopaths.
Why am I writing this? Because it goes completely against Ron's whole idea that people who are "too" attached to their characters will not take consequences. I think I took the consequences. It is not a valid arguement to say that if you're too attached, you wont let anything bad happen to your char, the connection isnt there. We've had lots of people in this thread saying they would allow bad things to happen to their chars, just not permadeath.
Indeed, It is insulting; critique often is. But keep in mind we are not targeting anyone specific, neither are we saying that everybody that is attached to their characters suck. We are saying that some players, being extremely attached to their PCs, are hurting our RP environment, because they do not distinguish between themselves and their PC, or do so in a poor manner. Something which leads to the akward situation where if I, as DM or a player, subject their PC to hardship, I get the feeling I am harassing a fellow human being, or at least interupt/disrupt someone's RL social life. This causes endless drama and angst.
But: Anyone who knows that they are capable of staying cool while beeing attached to their PC, may very well dismiss the critique as irrelevant for themselves. Of course.
While true full frontral forced permadeath seems off the table by this point, I do hope that we manage to steer our RP culture towards something where players are not this used to being in 100% control over their PCs at all times. Where we are not just a bunch of individuals freely writing our novels in the same setting, but where true interaction can happen - without consent. This level of control, I believe, leads to a boring gaming environment where stories just roll on forever: no matter how many times the Cordor Guard catches Joe Schmoe the Crook, he returns the next day. At some point, people must ask: what's the point of catching him?
There's also the element of players being used to 100% control going into shock when a DM steps in to play the environment, effectively taking a small bit of their control away from them. Some people really freak out when this happens. And it burns out DMs, as we must spend endless hours on debating whatever horrendous issue some player feel is "destroying his life!!!!".
There is no win without risk.
_________________ To err is human; to forgive divine, but VENGEANCE IS MINE!

Last edited by Kjetta on Tue, Dec 15 2009, 11:09 AM, edited 2 times in total.
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belgianbonzai
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Posted: Tue, Dec 15 2009, 10:56 AM |
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Joined: 01 Jan 2006 Location: Budapest, Hungary
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Dev Disco wrote: Anyway, I doubt permadeath is going to fix more than it breaks. I even doubt it addresses a real problem. IronAngel wrote: I am not in the permadeath boat, at least very strongly. I do believe a change of culture would do us good, and I am certain the only way for that to happen is by force. IronAngel wrote: Do you have a better solution to address the stagnation, low quality of RP and the infection that is a want of control, though? Selmak wrote: Well if you ask me, people leaving the server for other server does not necessarily indicate a wish for more rules for death. It could simply be that there are other issues which aren't getting the spotlight.
Sorry if that seems like I'm turning the topic on its head, but unless you interview everyone who leaves, you aren't going to know if a particular feature (or absence of a feature) is what they're looking for. I know I'm repeating myself from the first page, and I'm not 100% sure off course, but I hope it's a better idea, although it will require more time to implement then permadeath: - The big thing on amia is everyone can achieve anything, which enables every powerbuild to reach every goal without taking any flak buildwise, which in turn made amia a powerbuilder server, why not minmax completely after all, doesn't hamper your progress in any field anyways. In itsself this (powerbuilding) is not a bad thing, but it DOES lose you some RP'ers due to the fact that it's seen as a different thing then RP'ing / they can't keep up / ... you all know what I'm talking about. THAT discussion has passed the review plenty of times before. So I think the server would benefit more if the class distribution would be a bit deeper, and the gap between certain abilities a bit more noticeable. - Second part is Nwn is old. A lot of people get bored of the same stuff all the time. Adding CEP for example would allow developpers as well as players a whole new array of things. And in mean time make stuff look better too. The same 5 armors get kind of dull after 7-8 years. - Combination of repetition with no need for interaction => everybody just rush-rush-rushes to the end and that gets dull, so they move to another server. (even if they have new areas on Bmia they could explore) ---------------------- In regards to actual permadeath: permadeath will make DC's sort of useless, who wants to spend them on a char they can lose 2 days after the payment is made etc. harsher penalties: OK (uncap gold, 10%; delevel all way untill 1XP above previous level taken) character downtime: OK (no coming back for x hours/resets/days) corpse looting: not OK unless a bank is made, and even then. permadeath in DM quests (with advanced warning off course: you join this, you know death is permanent, chars get moved to a unaccessible vault): OK (ps: made this post at work, dont know how many ppl i repeat or how long it took to type it completely so might be that it stopped making sense because i typed on it 30 seconds at a time) EDIT: didn't see this but boy does it belong here too Dev Disco wrote: xordae wrote: If you want to move towards more realism, remove the parts of the Job System that don't give the player any benefits and look at Arelith for inspiration. Make every Job do something useful, even if that means strong items (for a very high job level). And in turn remove most of the loot and substitute it with furs, teeth, eyes, meat, crafting components. If I can remove the Mythal System first.
YES for crafting systems that need specialization and focus and experience.
_________________ Click here for the navis & lukavi portraitpacks preview & download.
Last edited by belgianbonzai on Tue, Dec 15 2009, 11:40 AM, edited 1 time in total.
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Selvec Darkon
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Posted: Tue, Dec 15 2009, 11:00 AM |
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Player
Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
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MoshingChris wrote: Dev Disco wrote: xordae wrote: If you want to move towards more realism, remove the parts of the Job System that don't give the player any benefits and look at Arelith for inspiration. Make every Job do something useful, even if that means strong items (for a very high job level). And in turn remove most of the loot and substitute it with furs, teeth, eyes, meat, crafting components. If I can remove the Mythal System first. Remove Dev and I've no problem with removing the Mythal System.
What the heck? What does that have to do with anything? Removing the Mythal system is to counter how overpowered things would be if you included significent development into the Job's system.
Removing Dev to remove the Mythal System makes no sense. Removing the mythal system could even help manage Dev if the new system has no method to include Keen.
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
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Yurell
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Posted: Tue, Dec 15 2009, 11:13 AM |
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Player
Joined: 06 Jan 2008 Location: ANU, behind the coffee mug (+10 GMT)
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Selvec Darkon wrote: MoshingChris wrote: Dev Disco wrote: xordae wrote: If you want to move towards more realism, remove the parts of the Job System that don't give the player any benefits and look at Arelith for inspiration. Make every Job do something useful, even if that means strong items (for a very high job level). And in turn remove most of the loot and substitute it with furs, teeth, eyes, meat, crafting components. If I can remove the Mythal System first. Remove Dev and I've no problem with removing the Mythal System. What the heck? What does that have to do with anything? Removing the Mythal system is to counter how overpowered things would be if you included significent development into the Job's system. Removing Dev to remove the Mythal System makes no sense. Removing the mythal system could even help manage Dev if the new system has no method to include Keen.
I believe that's his point - the mythal system is absolutely needed right now to get fortitude saves up to counter dev crit. If dev crit is removed, so would the necessity.
_________________ 2009's Second Most Overall Contributing Player
يمكنني استخدام مترجم جوجل
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Selvec Darkon
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Posted: Tue, Dec 15 2009, 11:25 AM |
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Player
Joined: 12 Oct 2005 Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.
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Yurell wrote: Selvec Darkon wrote: Removing Dev to remove the Mythal System makes no sense. Removing the mythal system could even help manage Dev if the new system has no method to include Keen. I believe that's his point - the mythal system is absolutely needed right now to get fortitude saves up to counter dev crit. If dev crit is removed, so would the necessity.
Well I thought it would be assumed that a new crafting system would allow for the ability to get fort high enough.
_________________ I keels u with my axe!
"Do ye know where the Holy-Flamin' Frost-brand Gronk-slayin' Vorpal Hammer o' woundin' an' returnin' an' Shootin'-Lightnin'-out-yer-bum is?"
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Kjetta
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Posted: Tue, Dec 15 2009, 11:30 AM |
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Player
Joined: 11 Nov 2006 Location: A Clean, Well-Lighted Place
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Oi! We're approaching a new record in classy forum conduct here, and that on a touchy subject. Don't spoil it!
Back on topic: DEATH!
_________________ To err is human; to forgive divine, but VENGEANCE IS MINE!

Last edited by Kjetta on Tue, Dec 15 2009, 11:33 AM, edited 1 time in total.
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Didi
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Posted: Tue, Dec 15 2009, 11:30 AM |
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Player
Joined: 08 Jun 2005 Location: UK - GMT
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Kjetta wrote: While true full frontral forced permadeath seems off the table by this point, I do hope that we manage to steer our RP culture towards something where players are not this used to being in 100% control over their PCs at all times. Where we are not just a bunch of individuals freely writing our novels in the same setting, but where true interaction can happen - without consent. This level of control, I believe, leads to a boring gaming environment where stories just roll on forever: no matter how many times the Cordor Guard catches Joe Schmoe the Crook, he returns the next day. At some point, people must ask: what's the point of catching him?
I'm glad to see forced permadeath off the table. I also agree with the idea that your character can be influenced by things which should not be avoidable. Cori calls it "roll with the punches", I call it "suck it up" and its a great thing. I realise its a big perception change, as we have been nannied here for many years. I've personally been good at it at times, less so at others. I take on board that I could do it better and my attitude is that I really want to try, but know I sometimes make less than perfect choices. Few situations are clear cut, and there's often something about a hostile encounter, whether with players or DMs, which strikes us as unfair. I'm an advocate of "suck it up", but also acknowledge that human nature means we don't always practice what we preach.
[salespitch] BTW, the above situation with Joe Schmoe would be solved by a political system which allowed PC councillors to ban others from cities  [/salespitch]
_________________ 
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Kamina
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Posted: Tue, Dec 15 2009, 11:35 AM |
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DM
Joined: 05 Jul 2007 Location: Kent, England.
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You know, after reading the couple of topics on this, I was saying to myself "I really don't want my character to perma-die".
But then I slapped myself.
This is a really good idea, as stated I'd love to have the challenge of -keeping alive- while hunting, because I do know if I die someone's going to res me and I'll continue.
I have big plans for one of my characters which will stur up PvP, PvM and PvFactions, and hell, if he dies in the process, I won't say getting him to level 30 will be a waste, I'm sure his name will go down in the books.
But hey, I don't really mind how it's implimented, I just love a challenge is all :3
_________________  "Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met"
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Scimiter
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Posted: Tue, Dec 15 2009, 11:44 AM |
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Player
Joined: 25 Apr 2009 Location: Canada
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Yaster Galer wrote: I have big plans for one of my characters which will stur up PvP, PvM and PvFactions, and hell, if he dies in the process, I won't say getting him to level 30 will be a waste, I'm sure his name will go down in the books.
But hey, I don't really mind how it's implimented, I just love a challenge is all :3
That is where you as a player can decide to perma that PC. You don't need a system for it. If you are willing to say that on your own than don't look for someone else to say "it's time". Don't know what you're planning but I say keep screenies and I look forward to the post of a fantastic death
_________________ Guys I play: Finng Meras Joshua Steel Daniel Makie Celub Elubmiire Tristan Len'ionel 
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Kamina
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Posted: Tue, Dec 15 2009, 11:49 AM |
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DM
Joined: 05 Jul 2007 Location: Kent, England.
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Scimiter wrote: Yaster Galer wrote: I have big plans for one of my characters which will stur up PvP, PvM and PvFactions, and hell, if he dies in the process, I won't say getting him to level 30 will be a waste, I'm sure his name will go down in the books.
But hey, I don't really mind how it's implimented, I just love a challenge is all :3 That is where you as a player can decide to perma that PC. You don't need a system for it. If you are willing to say that on your own than don't look for someone else to say "it's time". Don't know what you're planning but I say keep screenies and I look forward to the post of a fantastic death
Well it's not that I want a system that tells me when it's time, it's just that there's no real risk to PvM or PvP at the moment.
_________________  "Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met"
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Scimiter
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Posted: Tue, Dec 15 2009, 11:56 AM |
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Player
Joined: 25 Apr 2009 Location: Canada
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Well I don't plan to do it myself anytime soon but make your own danger then. PM a DM to work with you and say "Add this to the DM forum please. The next time this PC dies I'll send you another PM to have him deleted" and stick with it. Only way that's not dangerous is if you don't stick with it.
Edit:
And if you want to live /really/ dangerous do it as a public post. I'm sure that will get people's attention. "I'm posting this cause I intend to let my guy die. Help me make it a death to be remembered". 
_________________ Guys I play: Finng Meras Joshua Steel Daniel Makie Celub Elubmiire Tristan Len'ionel 
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Kjetta
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Posted: Tue, Dec 15 2009, 12:42 PM |
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Player
Joined: 11 Nov 2006 Location: A Clean, Well-Lighted Place
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The notion of personally self-imposed death penalties only speak to individualistic approach to RPing which we should want to end: the notion of "my story". The arguement might seem sound at first glance, but it doesn't really work if you think of RPing in a PW as a communal project, where the fate of your PC greatly impacts the fate of other PCs, where acomplishment, tied to risk, impacts your standing in an adventurer (or whatever faction you belong to) community, and where you truly feel immersed in a world where there are greater forces than your creative self at work.
Self-imposed death penalties also does not work as a source of suspense, because "suspense is a feeling of uncertainty and anxiety about the outcome of certain actions, most often referring to an audience's perceptions in a dramatic work. (...) An audience experience suspense when they expect something bad to happen and have (or believe they have) a superior perspective on events in the drama's hierarchy of knowledge, yet they are powerless to intervene to prevent it from happening." - Wikipedia, on suspense.
Self-imposed death penalties is like trying to tickle or scare yourself, or like balancing on a girder on the floor imagining that if you fall off, you descend into an endless abyss. It doesn't create the desired effect. For suspense to happen, there must be a solid distance between the situation where death occurs and the decision to actually bite the bullet. The decision must be baked into the system, so that death is not experienced as imposed by oneself but by the IC environment.
_________________ To err is human; to forgive divine, but VENGEANCE IS MINE!

Last edited by Kjetta on Tue, Dec 15 2009, 12:49 PM, edited 1 time in total.
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hendrack
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Posted: Tue, Dec 15 2009, 12:48 PM |
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Player
Joined: 24 Sep 2007 Location: Vienna
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hendrack wrote: We're on the "I laugh death in the face and my char is invincible" end of the spectrum. It isn't about being hardcore, HC and permadeath are two pair of shoes. Chars playing their cup of tea for five years is also fine.
What's not so fine, and that is entirely my own opinion, chars that get dragged on for years in factions or other positions which do not leave room for any change. Faction X gets dragged on until there is no interest and fades away. Faction Ebil vs Faction Goodshoe, PvP, rinse, repeat until one of them vomits out of boredom.
The second thing is what Mosh mentioned, people having 10 main chairs and 30 side chars, I am of the opinion you have one main char and dedicate time into it until the story ends or your char dies. Period. I see the +1 faction crowd as hurtful to the server, having 10 chars in different factions, never to log in and showing up for events, eventually. Look in the Khem forum when Tormak wanted to make an event with the Hoarites.
From my viewpoint perma death can deal with those two points, but not unless players let go of their avatars and play for the story, not their second life.
Its about server culture and play style. All that in between stuff doesn't deal with the things above. No one cares if you loose a bit more gold or XP, or have to pay a DC to get rid of a CON penalty. Didi wrote: I'd agree with the problem, but I also don't see permadeath as a solution. As someone pointed out, there are a limited amount of people with the inclination to lead a faction. Factions die more often because there are not enough leaders to go round than too many. Permadeath would cause a shortage of the kind of leaders which make the world come alive.
Again, my solution to the "no consequences" would be to have some kind of automated city rule system. It would even be possible, I am sure, to include the death of a citizen as a penalty to the well being of a city.
Just brainstorming a little here....
Example: City A is at war with City B Every time someone from City A kills someone from City B, taxes (not sure how these would be implemented) in City B go up. You could have an effect form ANY death, just make it greater in time of war. IC justification? Death means that that citizen is a less productive member of society for some time, and the other members have to pay for their healing in some way. Like an invisible kind of benefit system. Other things, such as trade, could perhaps make taxes go down. I dont know how you would work it, but I am sure it could be made to work.
Arabel has a nice system. There are DM and player factions. The DM factions need application and have a set amount of slots. Those are the ones who get to advance the story and bath in the sunlight, but ultimately risk death in the events. I believe this could work for Amia too and would give the DMs tools to advance a general plot on the server.
Still I think permadeath is the solution for the +1 faction side char issue.
I'd rather have a faction that thrives for two months with a set of dedicated players and have a hell of a time and then have a fitting end, rather than a slow death rattle of side characters occupied elsewhere.
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a normal person
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Posted: Tue, Dec 15 2009, 13:27 PM |
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Player
Joined: 06 Nov 2009
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RuffTuff wrote: Personally, I'm all for the suggestions of resurrection rituals and legitimate spell component usage for raises. Another suggestion which may have been mentioned is that after a certain level, say five-ish, when a character dies in any method aside from PvP, they have to hang out on the Fugue plane for a certain amount of time according to their level or some other variable. Say Player X was bossfarming, accidentally lost his GS bubble and was consequentially pyropwned by the mass of angry spawns he'd triggered. Player X is level 30 and died in a similar fashion not long ago. Player X can't just wait for reset, because they're transported to the Fugue plane (without the respawn option) and must remain there for X number of resets, or until his RP buddies (assuming he has any) perform the proper resurrection spell.
Just a thought.
i liked the idea ruff had here of being stuck on the fugne plane. perhaps have the fugne plane redone to be when you are sent there you speak with the woman (the one you see at your first respawn) and you make a bargan with her, she will ask the pantheon to bring you back to the living in exchange for service and some of your life force. in other words XP & gold, and you must stay on fugne for a certain amount of time.
_________________ Eldon Strongarm, Strongheart hin
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Mobile_Svensk
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Posted: Tue, Dec 15 2009, 13:30 PM |
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Player
Joined: 21 Jul 2005 Location: Awarded most Confused Git of 2014!
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, i still like the Permadeath "Lite" as Didi suggested.
Why? Because it inspires the "fear" into players, that if they're not carefull, they might not be able to play their toon for a week.
It would prevent people from Pvp'ing abhorridly much. And on the other hand makes it a lot more intresting sinc you've got something to loose, rather than your pride?
Any suggestion regarding the loss of items upon death i say "NO" to.
I would like the option to have banks, And the risk of dropping 'all' gold upon death. Makes it much more realistic. And inspires fear upon dying yet again. (Wich i think is what we're looking for, some dynamic enviroment)
Anything that resoults in a Temporary "Negative" Level seems very reasonable. Because - i do believe a character doesn't feel to well just getting his arms and legs chopped off, and then raised. He still feel the horrible pain, and his entire body would protest, hence he would move slowers(lower saves) and not be himself for a set amount of time.
I leave the PvM and PvP Balance issues to the Dms'
_________________ Amia Minecraft Server Ip: vps1602.directvps.nl NWN Damage Calculator: http://www.afterlifeguild.org/Thott/dnd/ NWN Build Calculator: http://nwvault.ign.com/View.php?view=Other.Detail&id=856
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Didi
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Posted: Tue, Dec 15 2009, 13:39 PM |
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Player
Joined: 08 Jun 2005 Location: UK - GMT
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On the players in opposing factions stuff, I totally agree.
On the DMs providing the main story line and players the side plot, totally disagree. I think you have it totally back to front, and I think THAT'S the big thing I'd like to see changed about Amia. I think that is where the action and consequence part should come in, by giving players the ability to shape the world, both by their successes and their failures. I don't think these changes have to be huge module shifting affairs, I think they can be built in with a bit of automation, affecting things like shop prices and player access to various cities.
I realise this is a totally personal stance though.
[new addition to last post - just throwing some ideas out there]
As a little demonstration of how I think the city thing could work, solve the problem, and NOT be artificial, here's how I see it panning out....
The goodly cities have formed an allegiance, and are at war with many of the eviil cities. The evil cities are well organised, their dictators forcing everyone who lives there to be a citizen, and every citizen to contribute to the economy (via the job system somehow). The goodly cities are more populated, but less motivated (and probably having fewer power builds!). The citizenry of each city fight often when they encounter each other. Some, small skirmishes, some perhaps DM supervised bigger battles.
Every death takes a toll, but a death in battle even more so. Because the cities are aligned, all the aligned cities feel the cost. We can assume that the proportions of PC deaths to the opposing side represent the flow of the battle, and that the sides which are doing badly feel it economically. This is represented by prices in the shop going up greatly.
The war is going badly for the good guys. Shop prices have increased by 500%! Those who are citizens of these cities cannot get into the cheaper, evil cities. They are banished, by being at war with them. What effect does this have?
There is at any point someone who is clearly winning. The good cities need to do something to break the cycle. Either they must make terms with their enemies, or shape up, making their citizenry pull together in the war effort. There might be a loss of citizens to more neutral cities, who are not involved in the war, at the same time as an attempt by the city leaders to bring the neutral states on board to assist with the war effort. Some of the alliance members might crack, and sue for their own peace. This might end up with some of the goodly cities fighting a war on two fronts against their former allies!
You might have a group of lazy rich people who don't involve themselves with their home city. This might lead to them being told to shape up or ship out by the rulers of that city. Maybe they would get banished, and this might lead to a certain city specialising in accepting the idle and neutral rich. These would basically be the players who didn't to opt in to the system, but even they wouldn't be able to escape consequences completely. Maybe the cities that had thrown them out would banish them, or even go to war with them? This would limit their travel and shopping opportunities.
All of this could hopefully be done without any DM intervention (not including the maHOOsive amount of scripting work). It would mean that the players were having a real effect, shaping things. It would give players that sense of either victory, or defeat, and have meaning. It wouldn't mean every city would need to be rebuilt every day because it had been blown up.
I see a potential problem with the cost of items to new players, if you have things tying in to the prices in the shops too much. I'd like to see some way around them feeling the pain quite so much. Maybe, you could have it so that people are "forced" to be citizens by a certain level, but until then, are free to travel as they please? I'm sure there must be a solution. Other than that, I see a system like this -adding- a lot, without doing much to frighten a lot of people off, so working within Disco's conservative/daring schema. It would also actually -remove- a lot of stress from the DMs, IF people adopt the "roll with the punches" / "suck it up" attitude, when they get banished, or their city goes to war, or the shop prices sky rocket.
Anyway, obviously this is only my personal vision, based on a very cursory experience with Arelith's system. I don't know if its very close to the one there or not, as I didn't much get into teh mechanics of it there, having only a couple of minor occassional characters. I'm not sure whether its something that would appeal to others, and I don't know how much of it even possible. I don't know whether it addresses the same problems as the permadeath idea tried to, or whether its totally off topic.
Thankyou for letting me witter on, its passing my time well and taking my mind off waiting and sitting here bored. 
_________________ 
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hendrack
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Posted: Tue, Dec 15 2009, 13:51 PM |
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Player
Joined: 24 Sep 2007 Location: Vienna
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Didi: DM faction just mean the DMs set a general plot and ensure the plot goes on, its of course player driven. Application basis on that really has worked out on Arabel for years.
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Travis
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Posted: Tue, Dec 15 2009, 14:10 PM |
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Player
Joined: 15 Aug 2009
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Having read the compiled quotes in the other topic, which appears to be now locked, I'm gonna take an idea from Arelith: In addition to these alternatives to permadeath, you might introduce the choice as to whether your character is 'marked' or not upon creation, that is to say that if they choose this option then their character, after a certain amount of deaths, perhaps 10, is perma killed. However, should this option be taken, it will prove faster to level up. In this case, you might have to nerf the xp gained by monsterinos.
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Yurell
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Posted: Tue, Dec 15 2009, 14:14 PM |
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Player
Joined: 06 Jan 2008 Location: ANU, behind the coffee mug (+10 GMT)
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Take the non-permadeath slow way myself ... who cares who levelled up faster a month ago?
_________________ 2009's Second Most Overall Contributing Player
يمكنني استخدام مترجم جوجل
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Didi
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Posted: Tue, Dec 15 2009, 14:14 PM |
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Player
Joined: 08 Jun 2005 Location: UK - GMT
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Travis wrote: Having read the compiled quotes in the other topic, which appears to be now locked, I'm gonna take an idea from Arelith: In addition to these alternatives to permadeath, you might introduce the choice as to whether your character is 'marked' or not upon creation, that is to say that if they choose this option then their character, after a certain amount of deaths, perhaps 10, is perma killed. However, should this option be taken, it will prove faster to level up. In this case, you might have to nerf the xp gained by monsterinos.
One of the things I love about Amia over Arelith is that you dont have to grind and grind and grind to get to max level here. On Arelith, I used to find myself going out hunting for about oooh, 80% of my time? I never had a high level character, and this really did seem to limit my rp opportunities there.
On Amia, the time and investment in levelling is much more to my liking. I wouldn't want to swap that just to make the 10 death XP increase meaningful. I think the XP rate on Amia is MWAH!
*makes a circle between forefinger and thumb and kisses it*
_________________ 
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Travis
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Posted: Tue, Dec 15 2009, 14:18 PM |
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Player
Joined: 15 Aug 2009
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Then maybe just keep the option there for players that want to go that route regardless, for whatever reason.
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hendrack
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Posted: Tue, Dec 15 2009, 14:20 PM |
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Player
Joined: 24 Sep 2007 Location: Vienna
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You miss the point of the original post from Kjetta.
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Dwagin
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Posted: Tue, Dec 15 2009, 14:50 PM |
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Player
Joined: 08 Aug 2006 Location: The Land of Nod
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I'm a role player, not a screen writer. I play the character, not write their story. I may write their backstory, where they came from, their dreams, asperations.. but I never forget that the DMs are the screenwriters and directors. It's my job to act and react to the situations that my role is placed into according to how I believe they would react.
_________________ Dwagin [Duh-wa-GIN] N. - 1a. Small and cute thingum, particularly fond of four legged scaled creatures of the metalic and chromatic varieties.
-Extraordinarily ordinary in the mostest of ways.
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Neus Scario
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Posted: Tue, Dec 15 2009, 15:05 PM |
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Player
Joined: 18 Apr 2005 Location: Kentucky
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No. Forced perma death is a stupid idea. Come up with more interesting plots instead of trying to force people to play the way you want to play. You are losing players because there is nothing to keep them interested here, and potentially forcing them to kill their PCs and thus the one thing that would keep them here is the silliest thing you could do.
_________________ Characters: Yurioji Azzara Seto
PM me if you need something with them.
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msheeler
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Posted: Tue, Dec 15 2009, 15:11 PM |
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Player
Joined: 17 Dec 2008 Location: eastern USA
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For what it is worth I'll post my thoughts and experiences here, you may just find them insightful:
Well, the bulk of my expereince with NWN, at least what I consider to be the most important of it, was from playing on, then DM'ing, and finally hossting a perma death server. This server was perma death from the day of it's creation. To boil down years of experience there in to a few words this is what I saw -
There was some of the best roll playing I ever witnessed in an online game. I believe this happened for basicly two reasons. 1- All the players that were interestd in "power builds" and "lone wolfing" found that for the most part it could not be done there and so they left. 2- The players that were left and stuck it out were the ones that were more intrested in the rewards of roll playing than they were in the rewards of looting.
Eventually though the player base shrunk to such small level that it became hard to find some one to actually RP with. Why? Because the perma death rules simply pushed to many people away. Even the people that liked perma death eventually found that it alienated them. There is a time in every characters life that you are going to roll a 1 when it really counts, and losing the connection you had to the character is a hard thing when you have what can amount to years of time put in to building that virtual life, and its just plain hard to start all over from scratch after a loss like that.
So, like I said, that is what I saw. The short version: Perma death will quickly drive away ass monkeys while keeping the better roleplayers, for the short term. Eventually though it will drive away all but the most hard core players. It's almost as if character perma death is a slow perma death for the server, which I am sure no one here wants.
So, how do you reach the ideal balance between not to light (my character is immortal and will eventually reach level 30 because it is inevitable) and to heavy (man this is the third character I've made today, I keep getting rappy rolls and dieing)? Well, I would suggest some sort of heavier penalty then currently exists. Just what that penalty is, or would be, is I am sure a debate that can rage on for years and years. After reading the two threads on this I will list a few that I think just might work.
1. When respawning (important note- this does not include being raised/ressurected) you lose 10% experience (yes this may and will at times result in a level loss). This will usually mean that one respawn will not cost you a level (unless you've just recently leveled up) but that two successive respawns would. To keep people from using server resets to get a free res... well either do not allow them in the entre area, or have character locations saved and characters are sent to the last saved location on re-entry.
2. Another idea - When respawning have the character sent to limbo, and characters can only be removed from limbo when the server resets. Some sort of temporary (undropable) token that is put in the characters inventory and removed on a server reset. This would not apply any direct concequence to the character (like ability loss or level loss) but would make dieing much more undesireable.
3. The loss of one random item with a respawn. Here I would suggest that the item is removed, but not dropped to elminate people from greifing another character to get "loot drops". Not really my favorite idea, but it might work and it is a penalty that may make people not want to die.
I would point out that with any of these three ideas I do suggest that this is only done when a character "respawns", not when a character is raised or ressurected. Those promote role play, and that after all is the point of the game is it not?
Well, I would say that that was my 2 cents, but it seems like it would be more worth a buck fifty  .
Good day to you all, and I'll see you in game.
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