View unanswered posts | View active topics * FAQ    * Search
* Login 




Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 587 posts ]  Go to page Previous  1 ... 7, 8, 9, 10, 11, 12  Next
Catmanduke
 
PostPosted: Wed, Dec 16 2009, 20:05 PM 



Player

Joined: 12 Dec 2009

This is going to make powerbuilding pretty much essential, if only to survive encounters in DM events.


 
      
Kjetta
 
PostPosted: Wed, Dec 16 2009, 20:11 PM 

User avatar

Player

Joined: 11 Nov 2006
Location: A Clean, Well-Lighted Place

The DM decides the premise for your survival in an event; might depend on mechanics, might depend on something else, like ...creative thinking, pure luck, the cleverness of others etc.

_________________
To err is human; to forgive divine, but VENGEANCE IS MINE!
Image


 
      
D-Finitiy
 
PostPosted: Wed, Dec 16 2009, 20:26 PM 

User avatar

Player

Joined: 04 May 2007
Location: Olympic Villiage 2010

Dev Disco wrote:
I am utterly against almost anything that involves 'forced', is permanent, and hasn't been implemented yet.

I wouldn't mind a death system that's more severe. For instance: raising takes a full day and some ritual, and every time you die another day is added. That would make death quite a bit more involved.


What Disco said.

_________________
"When somebody headbutts, everybody looses."


 
      
Wilagins
 
PostPosted: Wed, Dec 16 2009, 20:32 PM 



Player

Joined: 28 Nov 2009

I still like permadeath. Just needs a good way to work. I think Dm events should be up to the DM on character death, and from what I've seen the DMs here would be alot more fair with it that some other servers I've seen. Other penalties are good too, I prefer Xp loss and mabey stat effects that would wear off in time but if enough stacked would become slowly perminant. The effects and length determined by how the character is brought back to life with the harshest being clicking the respawn button and a very slight penalty for ressurection. That makes the most IC sence to me, XP penalties DO NOT have to be OOC. The gods spit you out but your memory of what happend is gone, anything you leanred you wouldn't know, xp is the way to keep track of what a character has learned and how they improve. I realy dislike gold loss on death way more than XP loss because unless someone actualy goes through the characters pockets and takes it there's no logic behind it except as an OOC penalty.

Basicly the stat effect idea would be sorta like this: Character dies, you have a few options for continued survival. 1 Respawn button... -3 to all stats for two hours 2. raise dead scroll -2 to all stats for an hour and a half 3. Ressurection -1 to all stats for an hour. If you die again while your stats are decreased from comeing back the effects stack on the character and the timer resets to the method you just used to come back. For every -5 to stats from this -1 becomes perminant. When a characters con drops below 3 (unbuffed, no gear) they are dead forever.

You can still go do stuff, have the same xp/gold penalties, and a system that gives a temporary ill effect that if constantly ignored can become perminant.
Just an idea.


 
      
mairacle_ninja
 
PostPosted: Wed, Dec 16 2009, 22:58 PM 

User avatar

Player

Joined: 02 Sep 2006
Location: Australia

I like Disco's idea of the whole day-to-get-raised thing. Players would think twice about jumping into a perilous situation for the fun of it if dying meant being unable to play that character for a while.

Just my thought on a system, although it could be a bit harsh. When a character dies, they have to wait a certain amount of time to respawn, say 1 day for levels 1-10, 2 days for 11-20, 3 days for 21-30. If, before they respawn, nothing is done to help them, they receive XP/GP penalties. If they are Raised, they receive milder penalties. If they are Resurrected, no penalties. Although, the XP/GP penalty plus the days to wait is probably too much. It's meant to give Raise and Resurrection something to do. Maybe they could reduce the time you have to wait?

But personally, I wouldn't like forced permadeath. Well, maybe in DM events, but for a damn good reason; Better than your hero dies in a valiant effort to stop a villain than because they rolled a 1 against one of his mooks.

_________________
in my dream i am the star.
its me


 
      
Yurell
 
PostPosted: Thu, Dec 17 2009, 0:08 AM 

User avatar

Player

Joined: 06 Jan 2008
Location: ANU, behind the coffee mug (+10 GMT)

Dwagin wrote:
Yurell wrote:
You still haven't explained why the acid permakills you but the Disintegrate doesn't even if you fail the save.



Dust from desentigrate was once 'Part of the being.' Just got torn apart, but not chemically altered.


Believe it or not, dust has a different chemical composition to a fully-functioning human body.

_________________
2009's Second Most Overall Contributing Player

يمكنني استخدام مترجم جوجل


 
      
Selmak
 
PostPosted: Thu, Dec 17 2009, 0:29 AM 

User avatar

Player

Joined: 17 Dec 2004

From a roleplaying point of view, it would make sense if a character has gained favour with their patron deity, to grant them a swift passage back to life. But once this favour is used up, you have to do something else to gain favour, or suffer a delay before you can return.

And of course, DMs are well-placed to judge whether or not characters have earned such favours, and how many they should be allowed to have.

Trouble is, getting enough of those to players who are going to use them at some point.

Don't get me wrong, it would motivate players to be more concerned about their character's patron deity, but for day-to-day raising needs it's going to be insufficient. And maybe that shortfall is necessary in order for players to play things as safe as their character should.

Just thought I should throw that on the pile, even if it is unworkable.


 
      
Selvec Darkon
 
PostPosted: Thu, Dec 17 2009, 0:29 AM 

User avatar

Player

Joined: 12 Oct 2005
Location: On a Disk, carried by four elephants, which stand on a gigantic turtle.

Yurell wrote:
Dwagin wrote:
Yurell wrote:
You still haven't explained why the acid permakills you but the Disintegrate doesn't even if you fail the save.



Dust from desentigrate was once 'Part of the being.' Just got torn apart, but not chemically altered.


Believe it or not, dust has a different chemical composition to a fully-functioning human body.


This is a fantasy world. Take your real world science elsewhere, it's not wanted. *nod* :D

_________________
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?"


 
      
Delarwyn
 
PostPosted: Thu, Dec 17 2009, 5:08 AM 

User avatar

Player

Joined: 09 Dec 2007
Location: Aligators land...

*sighs* I am one of the players that is extremely attached to my PCs. Come on I used fifty dream coins for a set of wings and now she may be permakilled? Kind of sucks balls. Also, I love Delarwyn Salenor, she is my oldest character, she isn't substituting anything in my RL, but if she is permakilled, a huge part of Amia will die for me.

Besides, I worked in a wiki entry for most of my main characters, I searched for pictures, I wrote about them, I developed a background and I put many years of work on the characters. Honestly I don't know if I would have the pleasure to play anymore if after all this time of dedication to Lisselle, Delarwyn, Alynne and Ayla (The characters I play for longer and have more connection) I lose them.

I could try and avoid any type of conflict and remain inside safe areas and socially RP, until a crazy dude kill one of my characters with a RP reason and I am done for. I could stop hunting to avoid being permakilled, but how do you level if you don't hunt? How can you not die from hunting but die in a PC hands?

It worries me. It honestly does.

I will agree with lack of Accomplishment, but then make things harder. Make rules that will say Qirlan cannot go to Ultrinnan unless DMs are on and kick his behind. Bring on plots and quests that are hard to accomplish and make a fuzz about it, making people proud of what they did. You don't have to threaten people with death. I am still proud to have beaten one of the DM creatures with Alynne and won a flawless Mythal to the War Knights. It was a long time ago, but it made me proud of my character then and still makes me proud now.

Well, the factions thing are fine with me, if I don't want to die, I just need to remove all my characters that matters to me from factions and play it safe. But, then if everyone that has a connection with their characters and are not willing to waste all the dcs, work and years of development in a single character, decide to play safe, well, amia will become more of a social server dont you think?

Injuries would be fine, you lose a battle and get killed, you are out with the character for a while or you can log in the Salandra temple to recuperate or rp injuries. It can be reinforced too I would think.

Suspense: Make Amia more threatening, if you leave Cordor at night you will be mugged. Bandids will attack you and if they are successful you will loose 20% of your gold. Be creative to bring suspense to the game, use the tools to make it more dangerous and such.

Drawbacks: Older players with a constant character will have wasted all the years of investment on such character for nothing. Honestly after all I have done for my favorite characters why would I play after they get killed? Why would I even leave the Nomad if I am risking to loose a character that I am connected to? The reason I don't play in other servers is that it is just too damn hard to start again in a new environment, with new people, new character without a story, without development, without a touch of a care feeling from me. I tried it, I got so bored so quickly I quit. If I am having my characters killed and have to be making new characters all the time, the game is just not for me.

Cycle of PCs: PCs would become short-lived. You wouldn't have the kind of 4 year old, super-developed characters we have now.

- AND that is what sucks the most for me. Really, if I want a new character I make one, but it takes a long time to make a story for your PC. You need to engage in hours of RP, develop relationships, create a faction, work for it, research for things you want that PC to do. It isn't just a new pair of shoes that I can get bored and throw in the trash. I take my characters seriously. I develop them, I have a family for Delarwyn with children and grandchildren. I don't want to start a new character and go thru all of it and then die. Why would I even want to do that?


More PvP angst: Well, if you know me you will see I rarely PvP. Unless it is a faction thing and others get in conflict and I have to help, all my characters are pretty much level headed and won't kill others for no reason. So, this for me at least, isn't saying a thing.


I don't want to play in a hardcore server, if I did want that I would have chosen one right?

_________________
Image
Signature by Qualiz

Del's Characters Entry - Amiawiki.


Last edited by Delarwyn on Thu, Dec 17 2009, 5:37 AM, edited 2 times in total.

 
      
Dervish
 
PostPosted: Thu, Dec 17 2009, 5:26 AM 

User avatar

Player

Joined: 16 Dec 2005
Location: on the couch (-6 GMT)

I don't understand how making the game less fun somehow makes it more fun.

Any sort of perma-death should be up to the player. I've witnessed a couple perma-deaths, it was great RP. But to force it upon a player for any reason doesn't sound fun to me.

A "time out" death penalty would be a total drag. Not all of us have all the time in the world to play here. I don't see how that makes it more fun.

I do think there needs to be something though. Death is all too easy to overcome. As a matter of fact, I like to RP death as 'near death' when I use a rez scroll, because it just seems cheesy bringing folks back from the dead on such a casual basis.

I certainly haven't read all this thread by any means. But I did see one sort of idea that makes sense. Make death sting, but not a total drag.

The stat penalties for x hours after being raised by any means make complete sense to me. I think that's how it'd feel being brought back from the edge. And to have them stack also makes sense. Too many deaths in a row and CON would drop below 3 for a while until the penalty clocks worn down, the pc couldn't even stand up. That in itself would create a 'time out' for really reckless players.

And possibly some xp penalty with res scrolls too...I can see that.

Make it sting so players will be more cautious in their play because death will suck no matter how they're brought back, but don't make 'em just get up and walk away from the game angry.


 
      
TormakSaber
 
PostPosted: Thu, Dec 17 2009, 6:00 AM 

User avatar

Player

Joined: 16 Dec 2004
Location: Somewhere

If a character gets themselves into a situation so bad that escape is not possible then permadeath should be on the table. Because it came about via their own IC actions.

_________________
Davion Telemos - Monk of the Four Winds
Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
GreatPigeon
 
PostPosted: Thu, Dec 17 2009, 6:07 AM 

User avatar

Player

Joined: 04 May 2009
Location: London, UK

I've thought about it... and Im all for it.

_________________
The Peacock wrote:
[GreatPigeon] is better than me.


Uncle-Opustus wrote:
Just before I fall asleep, I like to pretend it's just a public feat so Pigeon can succeed in politics and save the world from poverty... with his unicorn and shining armour and Excalibur.


 
      
The Cobbit
 
PostPosted: Thu, Dec 17 2009, 6:27 AM 

User avatar

Player

Joined: 09 Aug 2005
Location: Satellite Of Love

Short version of my opinion: IC consequences for IC actions.

If your character decides to jump into a volcano because someone told him there might be a powerful ring at the bottom of the lava, then permadeath should be a viable option.

And really, it's always been an option for the DM team, it's just been enforced very rarely. But if your character backs himself into a corner and throws away all other options, then the DM team should have the right to say, "You already cut your own safety rope, you already shooed away the giant eagle, you already refused the experimental gnomish parachute. You fell in the lava, you're dead."

_________________
I have a large seashell collection which I keep scattered on the beaches all over the world. Maybe you've seen it.


 
      
TormakSaber
 
PostPosted: Thu, Dec 17 2009, 6:32 AM 

User avatar

Player

Joined: 16 Dec 2004
Location: Somewhere

No, it's not an option, Cobbit. I tried to enforce that option and was put in my place.

_________________
Davion Telemos - Monk of the Four Winds
Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
The Cobbit
 
PostPosted: Thu, Dec 17 2009, 6:37 AM 

User avatar

Player

Joined: 09 Aug 2005
Location: Satellite Of Love

Hrrm, I was under the impression that was the case. Corrected.

And, well, dang it... It should be.

_________________
I have a large seashell collection which I keep scattered on the beaches all over the world. Maybe you've seen it.


 
      
Selmak
 
PostPosted: Thu, Dec 17 2009, 6:37 AM 

User avatar

Player

Joined: 17 Dec 2004

On the other hand, your character could get into a situation where escape seemed impossible, until a dramatic and daring rescue happened.

Presently, any player knows that character death is fleeting, and so they are not motivated. And so if a character seems indifferent to their ending, that's a result of that lack of motivation.

Maybe it's not a lasting permadeath that you actually need, but the very real and imminent possibility of death. Whether there actually is a rescue or not, a player is going to get the motivation to play their character as if it really is the end.

Which mechanic is used to keep that character out of service (assuming that you do want to do that) is not as important as the fact that they can't count on that rescue, it either comes or it doesn't.


How does this make the game more fun?

Well if your character is important enough to be killed off in the course of a plot, then they're important enough that they should also be able to live to do something that turns the plot on its head. Which is why they're in such mortal peril to begin with.

If your character isn't important enough to be killed off because of the main plot, but insists on putting themselves in harm's way, they can become redshirts. Whose sole purpose is to die in the place of the one in mortal peril. Here's a tip, if you're attached to your character, don't make them a redshirt!

Either way, the fun comes from not having a safety net, from quite possibly having a short character life expectancy.

It's not something you're going to want to put your 'safe' character through, but then they're there to survive the plot and live to tell the tale of heroism and/or tragedy to others. The 'live fast die young' characters are a necessary complement which at the moment, you just don't have.


 
      
Crowsterf
 
PostPosted: Thu, Dec 17 2009, 10:48 AM 

User avatar

Player

Joined: 08 Jun 2005
Location: Goldcoast, Australia

How about an option upon entry the first time you go into the mirror with each character.

First you get the normal options of starting at race location or cordor as you do now. Next you get the option of makeing your character subject to Perma death or not. You pick not nothing changes, you pick Permadeath compatable and you get.. lets say a random number between 10 to 40 deaths.

you dont know how many lives you have, one drops off each time you Die another if you respawn to the fugue plane, your first death is not free and you dont incure the second life loss penalty if you are raised by a fellow player.

This makes each death meaningfull to your character as you dont know when the last one will be, and it can be icly explained as your soul has just had enough.. it just cant return anymore its spent... or it has been collected already by your god and its happy where it is.

// Additional: Free respawn area's such as the arena's do not incure a loss of a life, and to help against greiving only one life per character that slays you can be lost, so someone cant just kill raise kill raise you to oblivion

// Additional Additional: This option can be turned on in game for old characters who want it but it can never be turned off :twisted: Also upon the last and final death of your character you get a nice little shout over the two servers that says "(insert characters name here) has been Crowsterfcised"


Last edited by Crowsterf on Thu, Dec 17 2009, 11:05 AM, edited 2 times in total.

 
      
Terra_777
 
PostPosted: Thu, Dec 17 2009, 10:51 AM 

User avatar

Administrative Developer

Joined: 31 Jan 2007
Location: Sweden

Bleh, just rip off dragonage. You died you got a soar throat: now you can't cast spells properly for 24 hours?

_________________
Fear is not evil… It tells you what your weakness is. And once you know your weakness, you can become stronger as well as kinder. - Gildarts Clive, Fairy Tail, Hiro Mashima.


 
      
Travis
 
PostPosted: Thu, Dec 17 2009, 11:23 AM 

User avatar

Player

Joined: 15 Aug 2009

Crowsterf wrote:
How about an option upon entry the first time you go into the mirror with each character.

First you get the normal options of starting at race location or cordor as you do now. Next you get the option of makeing your character subject to Perma death or not. You pick not nothing changes, you pick Permadeath compatable and you get.. lets say a random number between 10 to 40 deaths.

you dont know how many lives you have, one drops off each time you Die another if you respawn to the fugue plane, your first death is not free and you dont incure the second life loss penalty if you are raised by a fellow player.

This makes each death meaningfull to your character as you dont know when the last one will be, and it can be icly explained as your soul has just had enough.. it just cant return anymore its spent... or it has been collected already by your god and its happy where it is.

// Additional: Free respawn area's such as the arena's do not incure a loss of a life, and to help against greiving only one life per character that slays you can be lost, so someone cant just kill raise kill raise you to oblivion

// Additional Additional: This option can be turned on in game for old characters who want it but it can never be turned off :twisted: Also upon the last and final death of your character you get a nice little shout over the two servers that says "(insert characters name here) has been Crowsterfcised"


I could have sworn I suggested this earlier.


 
      
Crowsterf
 
PostPosted: Thu, Dec 17 2009, 11:41 AM 

User avatar

Player

Joined: 08 Jun 2005
Location: Goldcoast, Australia

Sorry, 400 odd posts is just to much for me right now to read back over.. great minds?

And there is no way you sugested the Crowsterfcised part.. unless.. *shifty eyes* Father?


 
      
Murex
 
PostPosted: Thu, Dec 17 2009, 11:43 AM 

User avatar

Player

Joined: 01 Dec 2009

Why not just have a ton of polls for every decent idea suggested? Leave them up for a while, and let the players voice their wants.


 
      
Travis
 
PostPosted: Thu, Dec 17 2009, 11:43 AM 

User avatar

Player

Joined: 15 Aug 2009

You were young, your mother and I never wanted it to be this way.


 
      
TormakSaber
 
PostPosted: Thu, Dec 17 2009, 11:45 AM 

User avatar

Player

Joined: 16 Dec 2004
Location: Somewhere

Murex wrote:
Why not just have a ton of polls for every decent idea suggested? Leave them up for a while, and let the players voice their wants.


Because they players do not always want or know what's best for them, like a child who eats 5 pounds of candy on halloween night.

_________________
Davion Telemos - Monk of the Four Winds
Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
Murex
 
PostPosted: Thu, Dec 17 2009, 13:49 PM 

User avatar

Player

Joined: 01 Dec 2009

TormakSaber wrote:
Murex wrote:
Why not just have a ton of polls for every decent idea suggested? Leave them up for a while, and let the players voice their wants.


Because they players do not always want or know what's best for them, like a child who eats 5 pounds of candy on halloween night.


Yeah, democracy sux.


 
      
Xaviera
 
PostPosted: Thu, Dec 17 2009, 14:57 PM 

User avatar

Player

Joined: 07 Aug 2006
Location: Temple of Love

Crowsterf wrote:
Next you get the option of makeing your character subject to Perma death or not. You pick not nothing changes, you pick Permadeath compatable and you get.. lets say a random number between 10 to 40 deaths.

Someone suggested that this would create a two-tier system with all the attendant complexities thereof. Whatever the ruling re. perma, it should be consistent so that everybody stands on an equal footing OOC (ie. everyone has a chance to lose their PC by doing something really dense - or suicidally brave - in a DM event). Otherwise you end up with "perma-option PCs stand over here, others stand over there and we'll run two events" or "this event is only for perma-option PCs".

On the other hand, this is good:

Crowsterf wrote:
This makes each death meaningfull to your character as you dont know when the last one will be

_________________
Image
~Sharess on AmiaWiki~
Priestess, politician, prostitute
"[They] were moving in on me like Sharessans on a new broad in the bath house" - Tracer Bolt
AmiaWiki mod (mostly inactive)


 
      
Dervish
 
PostPosted: Thu, Dec 17 2009, 15:05 PM 

User avatar

Player

Joined: 16 Dec 2005
Location: on the couch (-6 GMT)

If perma-death is going to be an optional thing, then I couldn't care less how it's implemented. Go for it. I know I'd opt out.


 
      
Wilagins
 
PostPosted: Thu, Dec 17 2009, 16:14 PM 



Player

Joined: 28 Nov 2009

I don't see how permadeath is less fun, it makes heroism actualy heroic. the way death works now every farmer and innkeep in the realm could do the same things as the adventurers. Permadeath situations do NOT stop heroic people from being heroic... let me sight a few examples some of you may know.

MajGen Lewis B. Puller USMC, 5 Navy crosses (the decoration for valor in the US Naval service immediatly under the Medal of Honor) and several other medals.
MajGen Smedly Butler USMC, 2 Medals of Honor.
And everyone listed at this adress http://www.history.army.mil/moh.html.

What makes what they all did so heroic as opposed to the actions of our characters? They faced death. Real, perminant, and unressuctionable death. There's nothing heroic in what immortals do unless they sacrafice their very soul to achieve something greater. All these powerful "ubercharacters" aren't great heros or vilians as far as I see it because they risk nothing beyond a stubbed toe to gain so much. I hate hardcore rules of eating/drinking/sleeping or your character suffers, but there's no real risk to the character which is what leads to soo many brash arrogant brutal characters... They can't die no matter how many times a Paladin or Blackguard smites them, RolePlaying is to play the role of a made up being interacting with the world they are in, A world where only PCs are immortal is... well... silly.

Edit: Ofcourse, our characters live in a fantasy world, which is why I made the suggestion I did above. There's still a risk of death from pressing as hard as those mentioned did, but it's more forgiving than reality because it's fantasy.


 
      
Delarwyn
 
PostPosted: Thu, Dec 17 2009, 16:36 PM 

User avatar

Player

Joined: 09 Dec 2007
Location: Aligators land...

It is because you just started playing and you don't have a character that you have invested as much as I did on mine. I think that permakilling them would destroy my fun. You can be a hero without permadeath. I am certain we can be quite creative and suggest something else.

_________________
Image
Signature by Qualiz

Del's Characters Entry - Amiawiki.


 
      
Travis
 
PostPosted: Thu, Dec 17 2009, 16:38 PM 

User avatar

Player

Joined: 15 Aug 2009

I love the idea of perma death because, though others might put it more eloquently than I, it undoubtedly makes things a whole lot more interesting and exciting. The only reasons I don't play on a hardcore server is because it also usually entails the worlds slowest level progression which I have no patience for. Also, I'm yet to find the high standards of roleplay I do on Amia elsewhere, though RP encounters on said hardcore servers are usually a lot more exciting because of the risk involved. Amia would be perfect if this should be implemented, I reckon.


 
      
Wilagins
 
PostPosted: Thu, Dec 17 2009, 16:58 PM 



Player

Joined: 28 Nov 2009

Umm, I just started playing?...Yeah 27 years ago. I've lost hundreds of characters in Roleplaying games, both online and offline. I don't have characters I've invested hundreds of hours in? Not on this server, and not alive on any other server, no. I have a few old characters in my folder who are still alive 20 years after I made them and I pull out from time to time, I have characters in my other folder who died rather quickly. I've played NWN online for several years, and I've had alot of permakilled characters that were very much invested in and I liked plaing, I personaly find your assumption that just because I am new to this server I new to Role Playing games to be rather offencive and uninformed.
Now, to get back to the topic, it's here to see if people are interrested in it. I am, I have offered what I think to be a system that would impliment it in a fair, realistic, and... close to the system I grew up with manner that will not cause people who want to keep their characters to lose them unless they act in a completely and utterly reckless manner.


 
      
Selmak
 
PostPosted: Thu, Dec 17 2009, 17:18 PM 

User avatar

Player

Joined: 17 Dec 2004

Your characters can be heroes without the risk of dying, but their lives will be guarded, cautious, and less exciting than those of their fast-candle-burning brethren.

Your characters may die on Amia, and be stomped into little pieces, and how believable is that when they're back on their feet in minutes, if not seconds?

There is no point in investing time in a character if players are going to keep doing the things they have done, because characters lives are rendered meaningless when for example, that ugly skull-helmeted sociopath who lives under the bridge keeps making those lives a living hell.

Imagine, if you will, Apophis continually returning in the fifth, sixth, seventh, eight, ninth and tenth seasons of SG-1, to be met with a chorus of groans. Certain characters serve their purpose and then they are no more. Repeatedly pumping the stomach of Death to bring a character back, as opposed to snatching them from out of the jaws of Death, is crass and unbelievable.

Let me re-iterate. People should have a choice to make a throwaway character who can be eliminated. And they should then be locked into that choice. That's all.


 
      
IronAngel
 
PostPosted: Thu, Dec 17 2009, 17:24 PM 

User avatar

Player

Joined: 29 Sep 2005
Location: Helsinki, Finland

PvP/PvM permadeath seems to be off the table. The majority is opposed to it. DM-plot permadeath is more of a DM discussion, truthfully; no one will be forced to such unknowingly, anyhow.

Please suggest alternatives, if you have any. I think we'll close this soon enough, and start a new topic to work on specific suggestions. I know mine, but do post yours again if you fear I will lose it in compiling the best ideas from the topic.


The basic ideas seem to be increased XP/Gold penalty (delevel apparently not doable), temporary cooldown before you can get raised, a regenerating number of lives (with increasing penalties), or temporary negative status effects.

_________________
On Joon, Kjetta wrote:
The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!


 
      
Dwagin
 
PostPosted: Thu, Dec 17 2009, 17:57 PM 

User avatar

Player

Joined: 08 Aug 2006
Location: The Land of Nod

Quick and easy:

I want a small XP/Gold penalty regardless of being raised or not. Just 'less of one' if you are raised.

No Raising in the Entry

_________________
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.


 
      
Selmak
 
PostPosted: Thu, Dec 17 2009, 18:09 PM 

User avatar

Player

Joined: 17 Dec 2004

There's no Dread or similar in NWN. That would have been my preferred alternative.

Basically it's like a level drain, but a little less severe. You can gain varying degrees of Dread from 1 to 4 points, depending on your level. The effects of 4 points are more severe than the effects of 1 point. In all cases, Dread caused by defeat lasts ten minutes real time.

The effects include loss of maximum hitpoints, poorer healing, and reduced combat damage.

The first of these could be done in NWN as a loss of CON effect. The second would need a little tinkering in the healing spell scripts and still, wouldn't affect healing kits. The third could be done as a reduced damage effect, but obviously this doesn't affect damage from spells.


 
      
BloodNAshes
 
PostPosted: Thu, Dec 17 2009, 19:03 PM 

User avatar

Player

Joined: 10 Jun 2007

I personally agree with Kjetta and Iron about there needing (or at least, would greatly be my preference for) a shift in server culture although I highly doubt perma-death would do anything to encourage this, either by bringing in more "hardcore" players or by making already present ones more interested in dynamic, deep RP.

If you want to change a culture you generally have to do it slowly and sneakily, by introducing little things, under pretenses of other reasons, to nudge things in a direction and then keep piling them up over time claiming a precedent has been set by earlier actions. Coming out at once and asking openly if people want permadeath and plainly stating your reasons why is bad politics. :P

Seriously though, if permadeath was by DM event only, then I'd simply make "permadeath characters" for DM events and keep my mains (Goodmane, Ukre, etc.) away from those events, which wouldn't necessarily generate more great RP as I'd be using largely unknown and not known characters in said events, and I suspect others would mostly do this as well. If permadeath is going to be at any time, then I want the ability as a player to potentially have a lot more influence over the server through my actions too. If I kill off a large spawn of orcs, I don't want to see them popping right the hell back up if I'm not going to be able to upon dying myself, but that will never be able to happen here. Hence, either way, permadeath is mostly a bad idea.

_________________
Former characters:
Dawnbringer Goodmane
Gralg Elfbane
Ukre Cobcruncher
Ug Rhalac


 
      
Nex_addo
 
PostPosted: Thu, Dec 17 2009, 19:11 PM 

User avatar

Player

Joined: 08 May 2007
Location: New Zealand

I think the server would benefit from just making rasing for hurtful and harder.

I.e

Take away raise scrolls for a start. They have no RP justicifcation. You cant raise someone in .5 of a second by quickly reading a scroll. And how about if you die you drop say 10% of your gold uncapped. And no it will not make griefing more common it'll just make you more cautions when you tell those highway men to go shove it.


 
      
Dwagin
 
PostPosted: Thu, Dec 17 2009, 19:15 PM 

User avatar

Player

Joined: 08 Aug 2006
Location: The Land of Nod

BloodNAshes wrote:
Seriously though, if permadeath was by DM event only, then I'd simply make "permadeath characters" for DM events and keep my mains (Goodmane, Ukre, etc.) away from those events, which wouldn't necessarily generate more great RP.


Thats why I would suggest the rewards are 'IC' Ergo, not DC's. But something tailored to the PC's present.

_________________
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.


 
      
Anade_Evriana
 
PostPosted: Thu, Dec 17 2009, 20:10 PM 

User avatar

Player

Joined: 25 Dec 2007
Location: [GMT -4/5]

D-Finitiy wrote:
Dev Disco wrote:
I am utterly against almost anything that involves 'forced', is permanent, and hasn't been implemented yet.

I wouldn't mind a death system that's more severe. For instance: raising takes a full day and some ritual, and every time you die another day is added. That would make death quite a bit more involved.


What Disco said.


QFE. I think forced, permanent death is crappy, but having one day (and longer) times until a raise is allowed adds back the consequences that we are, currently, sorely missing.

I actually have a character right now that will (most likely) be perma-killed when she reaches 20 deaths (yes, I'm keeping track), but I would NOT want that enforced on my other characters. It may be painful or stressful to come back, but they have too much to come back for.

However, I do agree that some form of higher consequences for death would be helpful to stop those who get killed and...guess what, just pop right back up and go right back to what they were doing before. Personally, I think harder consquences for death (not related to the current OOC cost of xp and gold since those are OOC and not real deterents) and not enforced perma-death are the best way to go.


 
      
msheeler
 
PostPosted: Thu, Dec 17 2009, 20:38 PM 

User avatar

Player

Joined: 17 Dec 2008
Location: eastern USA

Quote:
Just my thought on a system, although it could be a bit harsh. When a character dies, they have to wait a certain amount of time to respawn, say 1 day for levels 1-10, 2 days for 11-20, 3 days for 21-30. If, before they respawn, nothing is done to help them, they receive XP/GP penalties. If they are Raised, they receive milder penalties. If they are Resurrected, no penalties. Although, the XP/GP penalty plus the days to wait is probably too much. It's meant to give Raise and Resurrection something to do. Maybe they could reduce the time you have to wait?


I like this, but would rather see it as...
1-5 instant...
6-10 one reset...
11-15 two resets...
16-20 three resets...
21-50 four resets...
26+ five resets...


 
      
Kamina
 
PostPosted: Thu, Dec 17 2009, 20:48 PM 

User avatar

DM

Joined: 05 Jul 2007
Location: Kent, England.

Dwagin wrote:
BloodNAshes wrote:
Seriously though, if permadeath was by DM event only, then I'd simply make "permadeath characters" for DM events and keep my mains (Goodmane, Ukre, etc.) away from those events, which wouldn't necessarily generate more great RP.


Thats why I would suggest the rewards are 'IC' Ergo, not DC's. But something tailored to the PC's present.


Such as more Divine Mythals, Shapechange Widgets and other DM-given widgets? Or were you thinking on all out epic swords of Dieties?

_________________
Image
"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"


 
      
Delarwyn
 
PostPosted: Fri, Dec 18 2009, 1:37 AM 

User avatar

Player

Joined: 09 Dec 2007
Location: Aligators land...

Wilagins wrote:
Umm, I just started playing?...Yeah 27 years ago. I've lost hundreds of characters in Roleplaying games, both online and offline. I don't have characters I've invested hundreds of hours in? Not on this server, and not alive on any other server, no. I have a few old characters in my folder who are still alive 20 years after I made them and I pull out from time to time, I have characters in my other folder who died rather quickly. I've played NWN online for several years, and I've had alot of permakilled characters that were very much invested in and I liked plaing, I personaly find your assumption that just because I am new to this server I new to Role Playing games to be rather offencive and uninformed.
Now, to get back to the topic, it's here to see if people are interrested in it. I am, I have offered what I think to be a system that would impliment it in a fair, realistic, and... close to the system I grew up with manner that will not cause people who want to keep their characters to lose them unless they act in a completely and utterly reckless manner.


Never said anything about your many years of playing. I don't know you, why would I say that?

Being new to the server, means you don't have a character on this server that you have a connection and it is much easier to you to say kill them all than it would be for me.


IronAngel wrote:
PvP/PvM permadeath seems to be off the table. The majority is opposed to it. DM-plot permadeath is more of a DM discussion, truthfully; no one will be forced to such unknowingly, anyhow.

Please suggest alternatives, if you have any. I think we'll close this soon enough, and start a new topic to work on specific suggestions. I know mine, but do post yours again if you fear I will lose it in compiling the best ideas from the topic.


The basic ideas seem to be increased XP/Gold penalty (delevel apparently not doable), temporary cooldown before you can get raised, a regenerating number of lives (with increasing penalties), or temporary negative status effects.


Why is delevel not doable?

I have a suggestion, if a character gets killed why you don't add some type of thing that will make that character slow and blind for several hours? The character could be raised and such, but he wouldn't be able to go back into a fight or to do any thing forceful. Make it so that only a PC cleric would be able to "heal" him from the effect.

Also I like the idea of stop selling scrolls. It would slow down leveling for certain since we won't have a healer in all the parties. But, maybe a healer organization could be created and work like mercenaries renting their services for parties. Bringing the raising of dead in hands of PC players that can do this for a reason. I am certain my healer wouldn't mind going into places and saving people. It would create a healer's RP, maybe even motivate the Salandrans and the Ilmatari in game.

Maybe the Salandra and Ilmatari could even create such organization that would follow with parties into hunting grounds or that would come to help people killed. I am certain there are loads of PCs in game that can raise dead and/or ressurrect.

_________________
Image
Signature by Qualiz

Del's Characters Entry - Amiawiki.


 
      
Dark Immolation
 
PostPosted: Fri, Dec 18 2009, 2:27 AM 

User avatar

Developer

Joined: 20 Apr 2008
Location: The downeaster "Alexa"

Still, the skew to me comes as this.

Being forced to accept permadeath chance when your character is doing something that's insanely dumb, even from an IC insane-person's standpoint = legitimate.

Being forced to accept permadeath or turn tail because you don't want to loose your character forever, but know that your character would/should do the action regardless of what you accept OoCly = sketchy. I guess the thing is actively or passively come across during the course of the quest or event.

Active: "I want to attack this castle/settlement and run rampant with no fair warning to anyone or anything." "I see this portal open up into what appears to be the Void and I want to charge into it just because it's there."

Passive: "*during the course of the quest a NG character comes across an innocent being lowered over a pit of acid* DM: 'To try to save the woman, you must accept a chance of permadeath. If you decline, you can always say ICly that your character must have decided the person deserved it.' PC:'Gah...what to do.. my character would never stand by and let this happen. He wouldn't reason to not at least try to save the person... but I'm not ready to say goodbye to my character forever just yet. Maybe for RL months.. but not forever. Not to this, at least. But I don't want to let OoC influence IC! *racks brain*'"

That was my biggest concern with permadeath in DM plots. A player may come to the crossroads of RPing their character true risking loosing them forever or reserving that call but being left feeling quilty for letting their OoC sentiments change their IC reaction.

It's like the (passive)situation "*Your PC's utter and most terrible enemy rises out of the smoke infront of them. He/she is a concise, concentrated symbol of everything they stand against. Choose to accept Permadeath to confront the enemy, or take the IC rationalization of being too scared and run/walk away.*" It's an nobley idealistic concept to think every RPer will go "I must stay true to my actions IC nomatter what it may mean to me OoC. And if my character dies forever here today, well then I served my role dutifully, and should think fondly of the time I had with them. After all, true roleplaying is the purpose of this game, second to "fun" *pats self on the back*."

I'm not saying such a situation is unreasonable though. If I came to a situation in which my reasoning for permadeath being an option and a DM's call for it as an option coincides, then I'd gladly take the chance. I would hope that would be the case. But I guess my fear is, along with a few other players' is that the DM's reasoning of a "meaningful death" and my reasoning will be at complete odds in a serious situation. Thus, leaving me with either accept the possibility of loosing this character to an end I may find less than "meaningfull" in order to RP my character appropriately, or feeling yellowbellied and like I let my RP down because of OoCly honestly not being ready for it in that situation. It's not me at that point saying "I don't want to let anything at all happen to my character, and he's mine so I have say in everything that happens to him" it's "I just don't want possibly his last experience to be this. Fine with this being perhaps his last experience for a long long time, and even some permanent IC things."

But I guess that's where trust comes in. And I do trust our squad of Mightly Morphin' Dungeon Masters. I trust that permadeath will be reserved beyond less-than-epic situations of "*A huge tree falls on you in the middle of the abandoned forest. Ironically, no one is around to hear it. You are permadead, kthxbairollstats.*" As well, I trust that just because a DM says *This is a permadeath-possible plot* the first roll you fail will not automatically mean you die. I'm sure we have more tasteful ideas than that.

I guess most of that should be filled under expectations rather than trust... either way, I just hope such situations are done in a way that won't send people running out of the plot the moment Permadeath is mentioned. I still support DM's having some sort of token-giver that says mechanically "This PC cannot be played until this DM or another takes it off after the proper IC steps have been taken by still-alive PCs." That way it's not so much permadeath such much as "Indefinite Death". Which I'd dare to say 90% of all IC deaths could be filled under.


 
      
Selmak
 
PostPosted: Fri, Dec 18 2009, 2:30 AM 

User avatar

Player

Joined: 17 Dec 2004

Delevelling is not workable because some classes break a character when their levels are removed. Therefore, it cannot be applied to all PCs.

Of course, you could simulate a delevel with effects, but it wouldn't be complete by any means and it would need to get removed/re-applied when logging off and back on, so that even if you change servers it will persist.


 
      
Yossarin
 
PostPosted: Fri, Dec 18 2009, 2:32 AM 



Player

Joined: 23 Jan 2006

Dark Immolation wrote:
Passive: "*during the course of the quest a NG character comes across an innocent being lowered over a pit of acid* DM: 'To try to save the woman, you must accept a chance of permadeath. If you decline, you can always say ICly that your character must have decided the person deserved it.' PC:'Gah...what to do.. my character would never stand by and let this happen. He wouldn't reason to not at least try to save the person... but I'm not ready to say goodbye to my character forever just yet. Maybe for RL months.. but not forever. Not to this, at least. But I don't want to let OoC influence IC! *racks brain*'"


Why would I ruin a perfectly good dramatic scene that way? Just because you have a gun doesn't mean you have to shoot it.

Unless you're with the NRA.


 
      
Grymia
 
PostPosted: Fri, Dec 18 2009, 2:34 AM 

User avatar

Player

Joined: 14 Dec 2004
Location: Kohlingen, and a Basement in Canada

And just cause you have a gun, doesn't mean you can't use the butt of it to jam whatever mechanism's lowering the poor innocent lass.

Out of box thinking can lead to interesting RP.


 
      
Dark Immolation
 
PostPosted: Fri, Dec 18 2009, 2:37 AM 

User avatar

Developer

Joined: 20 Apr 2008
Location: The downeaster "Alexa"

Yossarin wrote:
Why would I ruin a perfectly good dramatic scene that way? Just because you have a gun doesn't mean you have to shoot it.


Chekhov says otherwise, Yoss. :wink:


 
      
Wilagins
 
PostPosted: Fri, Dec 18 2009, 6:21 AM 



Player

Joined: 28 Nov 2009

Sorry, but this:

Delarwyn wrote:
It is because you just started playing and you don't have a character that you have invested as much as I did on mine. I think that permakilling them would destroy my fun. You can be a hero without permadeath. I am certain we can be quite creative and suggest something else.


Doesn't say anything about on this server to me when I read it on a forum from a faceless stranger, it says "You're new and your opinion doesn't matter because you don't know what it's like to spend time on a character and them have them die, and your idea isn't creative or good because the one I've been playing for so long could still die with it."

As to another ideas, there's some good ones here, but I will say that if I have to hang out on the fuge plain any longer than waiting for a rez I will take my login elsewhere. I'd rather lose the character than be forced to play them in a pointless state for hours or days like some servers make you.

I would personaly prefer to see a server be a changeing and growing place with chaging faces where everyone through some work can effect massive change than a static place where you see character X and just dust off the talking with character X script. Having characters die makes this happen. I don't want to play on a hardcore server because 90% of the rest of the rules I've seen on them are just... not fun. Anyway, doesn't look like it's gonna happen, so I'll be here another six months to a year, have fun and roleplay with you all untill I get bored and move on to another group of happy gamers.


 
      
Didi
 
PostPosted: Fri, Dec 18 2009, 9:38 AM 

User avatar

Player

Joined: 08 Jun 2005
Location: UK - GMT

I agree very much with Dark Immolation. In addition, if my character were faced with the situation where she was faced by her arch enemy and the chance of permadeath, my character would not run into the battle. I'm quite fortunate in playing a character for whom paranoia and self preservation are right up there as defining qualities.

What she -would- do is order all the males around her to run into the battle and face permadeath. Which would place them in a double bind, because I would be making their own withdrawal from the situation more difficult.

I then would be in a very similar ooc bind to the one DI mentioned, where I would -not- order in the troops, even though my character would, because I wouldn't want to pressurise them into risking permadeath.

_________________
Image


 
      
Murex
 
PostPosted: Fri, Dec 18 2009, 10:54 AM 

User avatar

Player

Joined: 01 Dec 2009

IronAngel wrote:
PvP/PvM permadeath seems to be off the table. The majority is opposed to it. DM-plot permadeath is more of a DM discussion, truthfully; no one will be forced to such unknowingly, anyhow.

Please suggest alternatives, if you have any. I think we'll close this soon enough, and start a new topic to work on specific suggestions. I know mine, but do post yours again if you fear I will lose it in compiling the best ideas from the topic.


The basic ideas seem to be increased XP/Gold penalty (delevel apparently not doable), temporary cooldown before you can get raised, a regenerating number of lives (with increasing penalties), or temporary negative status effects.


I don't think enough people read this.

Perma-Death isn't a good idea. Besides, we should fix the problem of easy lives a little less drastically. Amia is supposed to be fun, not a bummer. I can see many getting pissed and never playing on Amia again after they join, run around a bit, start to get the hang of Amia, leveling a bit, and then getting their character killed (perma-killed). That player will most likely get pissed and never come back.

Problem = easy lives.

Easy Fixes = Higher price for rez scrolls, or no more rez scrolls. No more log out-log in raise in starting area. Higer xp/gold loss upon death.

A drastic jump to perma-death is silly, it can ruin the playerbase. Starting with small changes allows for time to ajust and appraise the changes.


 
      
chefwudan
 
PostPosted: Sat, Dec 19 2009, 9:02 AM 

User avatar

Player

Joined: 01 Mar 2006
Location: Miami, FL

I'm not sure if someone mentioned this or not. 10 pages is alot to read, but if the point of the Perma Death is to keep things new and fresh.

Why not have the PC's age? After a certain point Death comes-a-knocking similar to that of the Sims, but just not NEARLY as quick. Say an Amian lifetime anywhere from 6 months Real Life time to a year depending on race and whatnot.

Another thought could be to remove the respawn option and only have raises but not make Raises so readily available and/or alot more expensive at leas, similar to that of some spell components... lets be honest 2000 gold is pocket change for your regular adventurer once you get around lvl 10. I'd be ok with making them cost as much as 100k. People won't be so eager to die, or raise another person if that was the case and that would in turn give life more meaning IC and IG. Their'd be alot more hunting parties and that would create more RP as a result.

Another thought is death penalties. Upon being raised or whatnot the PC has some longterm disabilities, whether weakened (STR decrease) or drained, there could be lots of penalties that could be determined by % rolls.

I remember a thought reguarding removing the "FREE" restore fountains and instead have cleric that charges fees to heal and retore and whatnot. and once again make healing items COST MORE!! The average lvl 30 player i'm sure has near a million gold, more than enough to have a portable cleric in a bottle. This again would force some people to hunt in parties if you really wanna get that good xp and not just kill rats til lvl 5.

On a similar note, lets also do away or drastically increase the prices of the other Spell-like potions. It ridiculous how some people use like 30 potions and/or scrolls to hunt, especially when boss hunting.

Lastly, spell components for Clerics to cast heal and mass heal and raise dead and Resurrect. If you think about it, Time stop cost about 30k to use each time, but Raise dead and Ressurect have got to be the most powerful spells with the fact it give life back to people. Why not have cleric do like mages and require spell components to cast this spells and maybe even a % roll that your god will grant the spell and/or a casting time that would require an ambush roll as well.

These are just a few ideas i thought would be helpful to enhance play on Amia and give one's PC a sense of fragility that he is not invincible and can be killed so i shouldn't just go around looking for people to kill because i'm a Banite or Cyric or whatever the case may be and its what i do.


 
      
Display posts from previous:  Sort by  
Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 587 posts ]  Go to page Previous  1 ... 7, 8, 9, 10, 11, 12  Next


Who is online

Users browsing this forum: No registered users and 10 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group