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hendrack
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Posted: Thu, Feb 10 2011, 18:22 PM |
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Joined: 24 Sep 2007 Location: Vienna
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Nekhy, can you make the 'Search' button big, flashy and seizure inducing?
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corypx
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Posted: Thu, Feb 10 2011, 18:24 PM |
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Joined: 14 Oct 2006
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whats Skeletor count as then?
_________________ ================-<Cory ShadowFlame>-================ Risenlord-Shifter(OMG a Non-Dragon Shifter that can hold his own in PvE) 
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Nekhy
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Posted: Thu, Feb 10 2011, 18:25 PM |
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Player
Joined: 29 Dec 2009 Location: A beautiful fowl house in A'dam
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I tried the big, coloured and flashy method with the subrace page and it didn't work. 
_________________ Current plots: DIVIDE BY ZERO ERROR
Prod me for development-related stuff.
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Dark Immolation
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Posted: Thu, Feb 10 2011, 18:25 PM |
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Developer
Joined: 20 Apr 2008 Location: The downeaster "Alexa"
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Yossarin wrote: Banites = Elementary school bullies
War Knights = Samurai Pizza Cats
Ralten's Band = River Bottom Nightmare Band The original founders of the Serpent get to be the VR Troopers, then! Nekhy wrote: I've been saying like, forever now that people should stop treating death as a death and consider it a knockout instead. If it was up to me we'd enforce this with mechanics, but leave death as the ultimate option. Well, yeah, it kinda has to be left as an option, Nekh. I mean, my PC isn't going to constantly K.O. a person, if they keep attacking him... Escalation is a needed option. But it also needs to be used wisely.
_________________ You think Magic is your ally... but you merely adopted the Art. He was born in it. Molded by it. Sometimes, an angel is simply a devil with better intentions.
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Grymia
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Posted: Thu, Feb 10 2011, 18:45 PM |
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Player
Joined: 14 Dec 2004 Location: Kohlingen, and a Basement in Canada
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There is an IC reason Tuomas is trying to research Non-lethal spell technique. (I haven't yet put a formal request in cause I don't quite have enough RP to say he's finalized a solution but if there's a Dm who sees this and is interested in providing lore assistance I'd be much appreciative)
--
Thinking about it what Tormak says makes sense. I'd LIKE for death to have more meaning but how's that gonna happen? The frickin' Player culture as a whole needs to treat it that way.
And no, Phearnun we aren't the power rangers at the Monolith.
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hendrack
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Posted: Thu, Feb 10 2011, 19:02 PM |
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Player
Joined: 24 Sep 2007 Location: Vienna
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Anyway, back on topic I say removing the gold cap on death is more ouch than anything. True perma death: empty server.
Last edited by hendrack on Thu, Feb 10 2011, 20:02 PM, edited 1 time in total.
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Pony
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Posted: Thu, Feb 10 2011, 19:43 PM |
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Joined: 07 May 2005
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Yea, much of it is up to the players. But I will state the obvious anyway. (Fully aware I am derailing the initial topic of this thread, but as it is stupid I do not mind to do so.)
If you play a character who will retreat if he is outnumbered in face of a battle in which he would with certainty lose it adds to the atmosphere. It shows an unwillingness to die instead of standing there ("courageously"/metagamingly) knowing you can be raised afterwards. For instance Robert would flee if 4 buffed banites would attempt to get him in the forest in an ambush. Arwen rode away from the ring wraits. Hence I love the fact Seeamros actually does turn tail if outnumbered and ic I would hardly call him a coward for escaping 6 buffed Paladins. In short: Pulling a Valas is lame.
And, yes, please do not always go right to killing, if the situation allows. Piking a triadic knight ten times as a banite does little to make the conflict interesting. Beating up a triadic knight, extracting information and then handing them over for ransom is much cooler. Though doing that ten-times is also lame, so less quantity of conflict but more quality of it. If the situation is the Eternal Order catching a uber necro on the other hand, a ransom of course is not the correct way to handle it ic, but that should also not be something that happens so often. On Sharina I had a necro stalking me, who I killed five times and he came back always trying to best her. In the end I just avoided the area he was defiling as it got so extremely boring.
I was involved in a fight a while ago, and robert smacked his opponent and then left. He thought ic he was dead, but I told the other player his character is just unconscious and beat up. That was a fight where Robert would have likely killed him and not left him alive. 'Course if battle happens again with that chap, Robert will likely make sure the person is dead and not do the same mistake twice. Also, bar fight and argument at a tavern? Use chairs, mugs and so forth. Do not always just draw steel. Only reason people can get away with such killing sprees is the fact we as a community do not weigh death as more gruesome as assault, so start treating it a little harsher.
On hunts, if your character is killed 5 times and each time I need to raise him, it is boring. Get knocked out please. Bringing a person back 5 times to live is just silly. Finally, I think one reason many do not want to accept consequences is because of the "insult factor". If you defeat the Grand Templar McShiney, the Arch Wizard Grey Beard or the Evil Overlord Baby Eater, recognize their power ic. Robert sure as hell wont insult Seeamros, Valkin or Octavia as weak fools if he ever smacks them, but be glad the battle with the powerful cultist, the great necromancer or the dark lady is over and he is still alive. I am sure Eowyn did not spit upon the big ringwraith and it's beast calling them weak filth after they mauled Theoden. Also, if you win and are wounded allow your character to be out of breath and clench his side. Not drink a heal potion and giggle.
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TormakSaber
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Posted: Thu, Feb 10 2011, 20:19 PM |
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Player
Joined: 16 Dec 2004 Location: Somewhere
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hendrack wrote: Anyway, back on topic I say removing the gold cap on death is more ouch than anything. JESUS CHRIST DO THIS ALREADY
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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Estara
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Posted: Thu, Feb 10 2011, 20:22 PM |
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Player
Joined: 23 Feb 2007
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Ooh I like this thread........ it's full of honesty and heartache. <3
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Dark Immolation
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Posted: Thu, Feb 10 2011, 20:23 PM |
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Developer
Joined: 20 Apr 2008 Location: The downeaster "Alexa"
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TormakSaber wrote: hendrack wrote: Anyway, back on topic I say removing the gold cap on death is more ouch than anything. JESUS CHRIST DO THIS ALREADY Make sure you fix the switching between servers thing, first. Just having a policy isn't enough, make it mechanical already. As well, some way to keep you in Fugue over resets. I know other servers that have been able to do that.
_________________ You think Magic is your ally... but you merely adopted the Art. He was born in it. Molded by it. Sometimes, an angel is simply a devil with better intentions.
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Nekhy
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Posted: Thu, Feb 10 2011, 20:32 PM |
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Player
Joined: 29 Dec 2009 Location: A beautiful fowl house in A'dam
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Happy to do changes if the devs are actually made aware of what changes should be done. Don't shout at the current devs for what the previous ones didn't do, for reason or another.
_________________ Current plots: DIVIDE BY ZERO ERROR
Prod me for development-related stuff.
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CelestialDante
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Posted: Thu, Feb 10 2011, 20:49 PM |
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Player
Joined: 15 Apr 2009 Location: United Kingdom
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I think the idea of a forced perma death sucks for many a reason that been mentioned.
What is nice is when folks actually rp around the death through resurrections and true resurrections, for example aliant (vandel123) ... he's been dead and waiting for the true resurrection for a while now and my hat goes of to him for that. thus instead of just clicking respawn, he's created rp for multiple people.
I get tired of seeing characters die and then mysteriously pop alive again ten minutes later through no rp, at least give it a break... maybe a week not playing that character or something.
_________________ Sir Azeriel El'johnson - Tormtar and Triadic Knight
Last edited by CelestialDante on Thu, Feb 10 2011, 20:51 PM, edited 1 time in total.
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corypx
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Posted: Thu, Feb 10 2011, 20:49 PM |
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Player
Joined: 14 Oct 2006
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I also find myself leaning more to research now like Tuomas ....really hard to do having no spells,magical skills or knowledge. I Didn't Fail, I Just Found Another Way To Do It Wrong offen with massive damage and in that case... I made a WMD...chances are thats better then what I was trying for anyway.
but yes PVP kind of overdone now and that could be for a number of reasons.
_________________ ================-<Cory ShadowFlame>-================ Risenlord-Shifter(OMG a Non-Dragon Shifter that can hold his own in PvE) 
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Herra Tutteri
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Posted: Thu, Feb 10 2011, 20:59 PM |
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Player
Joined: 22 Jul 2005 Location: Vaasa, Finland
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Dark Immolation wrote: TormakSaber wrote: hendrack wrote: Anyway, back on topic I say removing the gold cap on death is more ouch than anything. JESUS CHRIST DO THIS ALREADY Make sure you fix the switching between servers thing, first. Just having a policy isn't enough, make it mechanical already. As well, some way to keep you in Fugue over resets. I know other servers that have been able to do that. I could live with these changes...
_________________ Characters: Hunar Iroff, The red-bearded, grumpy dwarf with a bastard sword. Chair of Military Issues Daren Sten, High Inquisitor of the Eternal Order of Kelemvor on Amia 
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Yossarin
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Posted: Thu, Feb 10 2011, 21:34 PM |
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Player
Joined: 23 Jan 2006
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TormakSaber wrote: hendrack wrote: Anyway, back on topic I say removing the gold cap on death is more ouch than anything. JESUS CHRIST DO THIS ALREADY Give me my perfect banking system first. 
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Dark Immolation
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Posted: Thu, Feb 10 2011, 22:02 PM |
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Developer
Joined: 20 Apr 2008 Location: The downeaster "Alexa"
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Herra Tutteri wrote: I could live with these changes... Everyone should be able to live with these changes cuz they're already freakin' rules. But until they get mechanically implemented, some are still going to slide by. DM's aren't on 100% of the time to see when people do this.
_________________ You think Magic is your ally... but you merely adopted the Art. He was born in it. Molded by it. Sometimes, an angel is simply a devil with better intentions.
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Snape75
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Posted: Thu, Feb 10 2011, 22:41 PM |
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Player
Joined: 30 May 2008
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First I just want to say, it was a hypothetical suggestion. If it wasn't worth responding to, you shouldn't have responded to it...though, thanks for responding  Yeah, the feasibility of this actually getting done, I recognize, is nonexistant - since you would have to effectively redo the entire server. Hmm...so Tormak says Sorcs are powerbuilt...(turns to look at some sorc builds) On to responding: Quote: Yeeeaaah, I read this last night and couldn't think of anything nicer to say than, "This is probably the worst idea I've seen in a very long time." So I didn't say anything.
On a curious note, how could this be any less nice without attacking the person behind the idea? The proposed idea itself is being completely rejected and not given any credit. Only thing left to attack would be the person who suggested it. Quote: So not DnD? Yeah, ok, how do you explain this in Amia? Ok - had an idea for this. Raise Dead spell functions, but only with the use of a 5,000 gp pearl, as per standard PnP rules. What you do, is make said pearl a very rare loot item...rare like perfect mythals rare. That way, if a PC dies, they're 100 % gone necessarily, but raising someone back from the dead is still friggin' hard. This also encourages one to have more contacts. The Raise Dead spell itself is a huge deal too, as are clerics in general. I guess I should specify this isn't a personal arguement on my side - its an arguement for the sake of arguement. Just pointing out the consequences. Quote: People would huddle around no PvP areas and roleplay on the server would grind to an incredible halt. Not to mention would would probably LOSE ALL OUR PLAYERS.
No areas should be 'no PvP'. The concept of a no PvP area still annoys me. Why should location x or y be arbitrarily safe? As per grinding slowing down...is this a bad thing? Is it bad for a PC not to reach lvl 30 over one week? As per your third sentance, yes the server would likely lose all players...mostly because players don't like the idea of losing their PCs involuntarily, since PCs can be though of as a huge investment of time ; ie, both in lvling and in story. I admit players who 'do' prefer forced perma-death are in the minority. Quote: Good consequences: None. One unlucky 1 and it's all over. There is "Scary" and then there's "retarded luck ends 5 years of character roleplay on the one time you decide to leave the chicken coup and dare venture off the beaten path."
Personal philosophy disagreement here. Life, to some extent, operates on sheer dumb luck. Again, this is just my personal philosophy, but I don't like the idea of NwN being Hollywood. The beaten path is MEANT to be dangerous. Even if you're james bond, one unlucky stray bullet can end you. Just the way it is. Sometimes fortune, totally out of your control, takes it all away from you. Thats life. Yes, even if the character has '5 years of character roleplay'. He can be killed, unluckily, from a nat 1. Just because your'e old/famous/hero doesn't make you immune to blind dumb luck, and in fact, some of the most famous people who die...do so in often mundane ways. Some of the most badass russian snipers in WWII...badass as they were...died to things as simple as mortar shells, land mines, or just getting shot. Being 'awesome' doesn't make you immune in real life. Why should it make you immune in NwN? Unless you want more of a Hollywood feel...not saying which is better, just saying they each have a distinct feel. Quote: No. This is BAD. BAD. BAD BAD BAD. A level 30 sorceror is capable of SINGLE HANDEDLY killing aA DOZEN OTHER LEVEL 30's. And that's just by [removed] facerolling with 3 spells. God forbid they actually use a quarter of their brain. I've seen 2 30 sorcs kill 15 people AND HAVE SPELLS LEFT OVER.
And now the true purpose of my post is revealed - I just wanted to see the most powerful class on the server. I'm jking! Yeah, this is a huge problem...3rd edition is not balanced at all. And in a situation where PvP invovles involuntary permadeath, balance is that much more important. Suddenly people will build more sorcs or whatever's good at killing things. Here's the thing, though...if said sorc kills a bunch of PCs...he's gonna get a rep for being pker. And thus, will likely soon get killed him/herself. Its a simple system of - get inloved in pvp, and likely die yourself. Or, keep your head down, and you're (more) likely to survive. I hate how everyone on Amia is a 'badass'. Were only badasses because were invincible. Add real mortality, and being a badass suddenly becomes unpopular real fast. Again, not saying this is good...just saying its a consequence. Quote: Bad consequences: The server dies because people go to a place where they're not going to be afraid to lose years of RP to a freak accident or some random jerkoff griefing. Other bad consequnces: the DMs have to waste a shit ton of time effectively freshly rebuilding a character every time they die. Let me toss you some statistics here. Today on Amia alone, 15 unique PCs died. Boom. Gone. This week? Eighty seven. Not 87 deaths. 87 UNIQUE PLAYER CHARACTER DEATHS.
That isn't "Scary". That's "Apocalypse, shut down the server". Let's assume for a moment thta everyone DOESN'T leave. That's 87 characters the DMs have to manually rebuild quickly (or risk the player getting fed u and leaving due t o being dead), give gear, give XP. 87 characters pre levelled, but existing with no real history on Amia. 87 character who probably had a large impact (Here's some names of the recently deceased: Valkin Mulgin, Nevaeh Tarvencia, Vyashir Indrire, Octavia, Ryan Banesman, Seeamros, Mathan Wayne, several Bucktooth clan, Voronwer, Justin Fairfax, Claire Volan, Kaithan Cylverand, Mentaki, Samreal, Snobbles, Phylanxrian, Jayl, Nicha Willows), quietly erased from existence, no pomp, no circumstance, no furthering of the server story. If you recognize those names, they no longer exist and never will again. And why? Maybe it was menainigful PvP. Maybe it was just a stupid lag spike.
I hope you get at what I'm saying here.
You seriously think death will be just as popular if its permenant? Players won't adventure so recklessly. PvP won't be thrownn around so casually. A power-built sorc wont go around killing -15- PCs at time...because it will cause so many others to kill him/her, and the player doesn't want to lose his/her awesome built PC. You can't seriously believe there would still be 87 unique deaths this week if the players behind them knew of the consequences of char death, would you? Unless I'm missing something plainly obvious... Interesting numbers though. Quote: The fact that you list this [lag] yet find it an acceptable consequence tells me that you should never make a design decision in an online server in any game. I should be able to post an idea without being attacked. Attacking the hell out of the idea itself is helpful and constructive. Attacking the person behind it is not. Not a big deal or anything, I don't take anything serious by it. Would just prefer presumptions not be made about my ability to make smart decisions based on a single idea I tentatively post for discussion (not necessarily acceptance). If I suddenly had the power to make this server abide by this perma-death system, I wouldn't do it, because I'm not sure its the best idea. Thats why I brought it up. To see what others say, and to learn...you know, like discussion boards are meant for. Quote: The effects of lag should be minimized at every turn, not exacerbated into something that destroys the server story, and dramatic tension, with a server crash, or, in the most ationy senses, victory and defeat should never rest on the person who lagged the least, or managed to crash out before a spell killed him or just plain his internet cutting out or whatever.
As per lag, other perma-death servers have to deal with the same issue. Teams on other perma-death servers have had to acknowledge lag and still stick with their decision to make death permenant...recognizing that, as you've pointed out, tons and tons of rp can be wiped out from something as frustrating as a computer crash. Should they also never be allowed to make a decision regarding any online game ever again? As per an IC explanation, best I can come up with personally is that again, combat is not smooth/predicateable...shit happens, natural ones happen, and lag happens. Its life. Not a great justification - I agree that lag still poses a major problem...most players would not find such generalizations comforting. Quote: They have no players anymore. There's a reason every active server in existence doesn't do this, or if they do offer permadeath, they typically function off a "lives" system, or have some form of ressurection available simply because lag happens, stupid shit happens, griefers happen, the world happens and this is a game.
The majority view held by most players, hence why these servers aren't typically so active. Hence the original suggestion to implement something that makes the 'pill go down' easier - not having to start 'all' over from 1st lvl. As per PCs who die who are less than 5th lvl - come on guys, its not a hard question...you just aren't entitled to starting above 1st lvl if this happens. Obviously you dont get rid of the player...and one can have as many PCs as possible. What allows another PC to come in at a lvl above 1st comes ONLY from a PC that dies who is 7th lvl or higher. (or w/e death penalty you want to implement). So its a PC for PC thing. But yes...most players, again, hate losing everything due to death period - grief/lag/justified - etc. Hence permadeath is unpopular. But if players could at least not have to start everything over...it might popularize permadeath somewhat. On this note, someone mentioned voluntary permadeath coming with a strong background behind their new PC as a way, if accepted, to make a non-1st lvl PC - as a way of encouraging permadeath. Problem here (and exists in the original suggestion I threw out there as well) is abuse to simply remake chars. I want a stronger build, and I can get there minus 5 lvls instantly. Its a big problem, sure. Quote: The one line worth actually responding to. You want to know the answer to this? It's easy.
Again, thank you for responding to the all the things that weren't worth responding to. Haha. Quote: Stop [removed] killing each other. When you stop flinging around murder because someone shut a door in your face (true facts: I saw this yesterday.), then death becomes dramatic. There is a certain sect of PCs who does not kill at the slightest provocation, and so when death enters the equation, you know it has gone south. And they do it with the knowledge that the person will probably come back, yes, but that death is plotted and carried out with MEANING, because it was the final solution, the last escalation when nothing else would work. And when they die? Because they're involved in these life and death situations so rarely, thn their own death becomes more meaningful, both to themselves and to the person who did it. People lament the lack of rivalries? People lament how nemeses never work? Here's how it works: You don't bloody kill each other first off. I'm dead serious. This is the answer, but as always, it requires a sweeping change in player culture to execute, and as long as people xist that say "Most people suck at RPing this way, jsut ignore them and look for the good ones", as long as people exist that aren't willing to give and set an example without being given to first, as long as people are ging to perpetuate the cycle simply because "they do it too, so why not?" then nothing is ever going to change, and I'll just have to sit and watch people make derogatory comments about other players and areas in party chat.
Make death the last solution and not the first response and everything will become more meaningful in turn. But as long as people do what they do... welp.
Welp.
Someone killed another PC for having a door shoved in their face? I admit I've yet to see PvP thrown that casually around, but it doesn't suprise me. Otherwise, I personally think this is the most valuable piece of info in the entire thread. Its a practice I've tried myself, and yes, the more its executed, the better. But something I want to point out - and I'm curious if others feel the same way - it feels harder for me to abide by this when I'm playing an evil or especially zealous character. Ie, other day Arzira (Kossuthian) was told by an Aurilite that if she did not renounce her faith, she would be killed. In front of the idol to Kossuth. Really, Kossuthians and Aurilites don't get along...they do tend to kill each other on sight. Maybe it can be curtailed, but it does feel like evil spawns pvp more regularly...i mean, take two: You're a paladin and you come across a necromancer with a mummy following him around. That being said when I play good aligned PCs...character death seems much more rare and consequently richer. Just my two cents. As per Nekhy's knocking out idea...only problem here, again, is how rp is not always conducive to knock-outs. I'm sorry, but if I'm a an evil Kossuthian, and I'm fighting an Aurilite on the top of a mountain, I'm aiming to kill - why wouldn't I? Why would I only knock him out? Thanks everyone for all the input so far! Apologies - this belonged in gen. discussion, as its more of a 'toss ideas' around thread than a serious request...given that it would, as pointed out, require that the server be entirely redone. I would only suggest that ad-hom. attacks and going after someone's character be avoided, as they don't contribute anything. Keep the attacks to the ideas, not the people. Edit: Not saying this to Tormak - to clarify I'm not offended. I'm just setting for future reference in general, and how it applies to everyone. Be reasonable and try to be constructive.
Last edited by Snape75 on Thu, Feb 10 2011, 23:00 PM, edited 3 times in total.
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Snape75
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Posted: Thu, Feb 10 2011, 22:45 PM |
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Player
Joined: 30 May 2008
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Also, I like the idea of simply forcing PCs to take a 'recess' whenever they're killed.
1) Keeps them from popping back quickly
2) Makes death more meaningful/still something to be avoided
3) Makes adventuring a little scarier
4) Lag is still frustrating...but at least you don't lose a whole character
5) (my favorite) = one extra motive (not saying there aren't motives already) for playing more than one PC. Playing extra PCs is encouraged...which I personally like. Granted, some players have the view that one PC is best, for maximum development in rp/etc, so they wouldn't appreciate this as much...
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Nysor
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Posted: Thu, Feb 10 2011, 23:23 PM |
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Player
Joined: 03 Oct 2008 Location: Wherever it is, it better not be cold
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I'd just like to add that people who dont like the permadeath idea because of levels have their head in the wrong place. Its getting killed for some arbitrary, unrealistic reason after youve put time, energy, and emotion into a character to change the world thats the real problem. Losing that source of storyline because someone has the hots for the attack button is BS to people who value RP.
_________________ Nysor Shorshanis: A squirrel in his own right Solrend Inignus: The Kossuthian cleric who is "hot, but not in that way" Adin Twitterleaf: Crazy elven trickster. Isaac Kley: Young gimp of a sorcerer.
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Funiculus
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Posted: Thu, Feb 10 2011, 23:30 PM |
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Joined: 04 May 2005 Location: Right here!
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O.o Perma-death? You think griefing is bad *NOW*? Just imagine when there's now a rather sizable OOC motivation to "get someone back" for something.
No no; this can only end in tears.
_________________ Working on tastey new adventures! Playing: Theos Gend, Perry Sawmir, Mers Larin Good? Bad? I'm the guy with the two giant wolves.
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Silent2001
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Posted: Thu, Feb 10 2011, 23:42 PM |
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Player
Joined: 19 Jun 2007 Location: United Kingdomshire
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Could always just add a faitugue effect on people when they get raised.
_________________ <3 MarynWe are going to die and that makes us the lucky ones.
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Snape75
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Posted: Fri, Feb 11 2011, 0:18 AM |
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Joined: 30 May 2008
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I'm still feeling partial to the recess idea...oui, griefing and ooc revenge is a problem. By the way, can I get a player's Amia award for worst idea ever? 
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Dark Immolation
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Posted: Fri, Feb 11 2011, 0:43 AM |
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Developer
Joined: 20 Apr 2008 Location: The downeaster "Alexa"
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This almost merits it, in all honesty.
But really, that can go for most any idea that involves forced permadeath on a server where a majority of its populace opposes it. Note: not permadeath itself, but the the circumstances under which it is presented.
_________________ You think Magic is your ally... but you merely adopted the Art. He was born in it. Molded by it. Sometimes, an angel is simply a devil with better intentions.
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SLS
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Posted: Fri, Feb 11 2011, 1:03 AM |
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Joined: 09 Feb 2010
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If we're gonna loose more gold on deaths, I'd say make the banking system in-game allow you to store gold as well. That would make more sense then carrying around 19 million gold on your person no?
Plus wouldn't that only affect PvE and not PvP?
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Selvec Darkon
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Posted: Fri, Feb 11 2011, 2:38 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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Except the idea of losing gold, as suggested earlier in the topic, is that it also helps regulate the economy a bit.
Amia's economy is completely absurd as is. Nobody should be forking out over 10 mill for items, so this is yet another gold sink to stop those constant grinders who feel the need to respawn 20 times to score some epic loot's. Which can only be a good thing in my book.
_________________ 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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TormakSaber
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Posted: Fri, Feb 11 2011, 4:49 AM |
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Joined: 16 Dec 2004 Location: Somewhere
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Quote: As per your third sentance, yes the server would likely lose all players The rest of your reply is irrelevant. We've thus determined that the idea is bad and no longer needs serious discussion.
_________________ Davion Telemos - Monk of the Four Winds Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham
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GreatPigeon
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Posted: Fri, Feb 11 2011, 5:15 AM |
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Player
Joined: 04 May 2009 Location: London, UK
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So can we lock it up to prevent it from destroying snape even more so.
_________________ 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.
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Herra Tutteri
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Posted: Fri, Feb 11 2011, 7:56 AM |
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Player
Joined: 22 Jul 2005 Location: Vaasa, Finland
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Dark Immolation wrote: Herra Tutteri wrote: I could live with these changes... Everyone should be able to live with these changes cuz they're already freakin' rules. But until they get mechanically implemented, some are still going to slide by. DM's aren't on 100% of the time to see when people do this. No they aren't... Rules don't state we must dump another 40k into the trash bin after respawning and the rules also don't say anything about a character having to chill out after being mauled to death. It's all right to just pop back to show your nude bottocks and laugh with your bunghole. Although, the players hate this kind of crap. Literally. Selvec Darkon wrote: Except the idea of losing gold, as suggested earlier in the topic, is that it also helps regulate the economy a bit.
Amia's economy is completely absurd as is. Nobody should be forking out over 10 mill for items, so this is yet another gold sink to stop those constant grinders who feel the need to respawn 20 times to score some epic loot's. Which can only be a good thing in my book. Yar! Although they don't respawn. They unfortunately live through it quite often.
_________________ Characters: Hunar Iroff, The red-bearded, grumpy dwarf with a bastard sword. Chair of Military Issues Daren Sten, High Inquisitor of the Eternal Order of Kelemvor on Amia 
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Snape75
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Posted: Fri, Feb 11 2011, 7:59 AM |
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Player
Joined: 30 May 2008
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Thoughs on:
1) Getting rid of gold cap on death penalty
2) Recess
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As per the former, I don't think it would affect gameplay much at all. Even at lvl 30, one could simply wait to be raised after a reset. Whereas currently players stop worrying about waiting for a raise at lvl 30 and hit the respawn button due to it costing a low amount of gold. Otherwise I don't see much of effect here. Really wouldn't change gameplay much, save for making dying 'inconvenient' when hunting even at lvl 30.
As per the latter, I think it would have more effect...but it would have to invlove restricting raise dead, which goes against cannon lore. You could require 5000 gp pearls and make them rare.
I can imagine some players getting really upset even over recesses though, in some pvp circumstances. Players get mad even now, with no death consequences. So even something like a recess, I aniticipate, would go a long way to making things more agitated.
I personallly like the 24 hour rule - after pvp, regardless of outcome, PCs are supposed to avoid each other for 24 hours, unless its consentual. Also, the victor gets to keep the ground and the loser has to avoid the area in question. Not so much a mechanic as just a server rule. This allows at least forced rest from rp involving the PC you just killed...for at least 24 hours. And at the same time, the losing player can still play his/her PC instantly, he/she just as to take their rp somewhere else, so its not much skin off their back.
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Herra Tutteri
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Posted: Fri, Feb 11 2011, 8:08 AM |
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Player
Joined: 22 Jul 2005 Location: Vaasa, Finland
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Snape75 wrote: Thoughs on:
1) Getting rid of gold cap on death penalty
2) Recess
---------------------------------
As per the former, I don't think it would affect gameplay much at all. Even at lvl 30, one could simply wait to be raised after a reset. Whereas currently players stop worrying about waiting for a raise at lvl 30 and hit the respawn button due to it costing a low amount of gold. Otherwise I don't see much of effect here. Really wouldn't change gameplay much, save for making dying 'inconvenient' when hunting even at lvl 30.
As per the latter, I think it would have more effect...but it would have to invlove restricting raise dead, which goes against cannon lore. You could require 5000 gp pearls and make them rare. Well, I guess those pearls COULD be implemented... Snape75 wrote: I can imagine some players getting really upset even over recesses though, in some pvp circumstances. Players get mad even now, with no death consequences. So even something like a recess, I aniticipate, would go a long way to making things more agitated.
I personallly like the 24 hour rule - after pvp, regardless of outcome, PCs are supposed to avoid each other for 24 hours, unless its consentual. Also, the victor gets to keep the ground and the loser has to avoid the area in question. Not so much a mechanic as just a server rule. This allows at least forced rest from rp involving the PC you just killed...for at least 24 hours. And at the same time, the losing player can still play his/her PC instantly, he/she just as to take their rp somewhere else, so its not much skin off their back. Well, folks have been trying to hint people they've killed not to charge right back to bark comments like "harsie har har! ya cannae beat me, ya babypoos!" and instead lay low and even act like they're hurt, if not physically then mentally.
_________________ Characters: Hunar Iroff, The red-bearded, grumpy dwarf with a bastard sword. Chair of Military Issues Daren Sten, High Inquisitor of the Eternal Order of Kelemvor on Amia 
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Snape75
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Posted: Fri, Feb 11 2011, 8:16 AM |
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Player
Joined: 30 May 2008
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Makes me want to make that 1000+ hp dwarf (he has to be fat), CE, call him Tiny Ivan the Child Eater, and grief Good aligned PCs with arduous pvp and heal potions, only to instantly come back a second time.
On a more serious note, yeah players tend to abide by good sport behavior anyway...but not always. I remember getting really teed off by it a few times. Blew a fighter with dev crit to smitherenes with some isaacs + GR action. Only TWO minutes later I've moved on further north, heading to the dale. I stop and rest...and he shows up in the middle of it and dev crits me. Two friggin minutes 'sigh'
I've also had issues of players doing wierd things. Like after oocly reviving them, they quickly emote shadowy demons coming out of the ground and raising them back from the dead!
Stopping myself short before I break into a rant, making this an actual server rule would be nice...so players can at least tell their persistent assailants "no, you MUST wait 24 hours!"
Unless there is a 24 hour rule I'm unaware of, and have somehow missed...I didn't think there was though.
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Selmak
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Posted: Fri, Feb 11 2011, 8:32 AM |
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Player
Joined: 17 Dec 2004
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An increased, uncapped gold penalty only makes sense if the PCs actually have lots of money. If they have converted their money into items or consumables (to be converted back into money or to avoid having to pay for more consumables later on) then they lose pocket change when they respawn.
So in that case, respawning needs to cost them not just that pocket change but any chance at loot for a good while. After all, what the hell is a penniless guy doing taking on an epic boss? Hmm, smells suspicious.
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Selvec Darkon
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Posted: Fri, Feb 11 2011, 9:43 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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Yossarin wrote: Banites = Elementary school bullies
War Knights = Samurai Pizza Cats
Ralten's Band = River Bottom Nightmare Band Are you peering into my mind? How did you know that was my favorite Cartoon as a child? Think I just won leading the faction of Samurai Pizza Cats. Can I have the big bow on our base replaced by a gigantic magnum that fires members of the War Knights?
_________________ 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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HellScourge
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Posted: Fri, Feb 11 2011, 11:52 AM |
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Player
Joined: 17 Jan 2007 Location: GMT+1
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Snape75 wrote: I've also had issues of players doing wierd things. Like after oocly reviving them, they quickly emote shadowy demons coming out of the ground and raising them back from the dead!
Stopping myself short before I break into a rant, making this an actual server rule would be nice...so players can at least tell their persistent assailants "no, you MUST wait 24 hours!"
No matter how much I agree with that (Having been witness to one such incident of idiocy unfairness Godgaming myself), the rules also say that you can't take the hunting grounds from someone by killing them. And that is also a good rule as I have seen often enough.
_________________ "Most assume that all the followers of Lathander are great morning people. They're very wrong." "I think we are the only group where AD&D stands for Attention Deficit Disorder." TeroSNS wrote: Hello Everyone [...] I like tentacles [...] 
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hendrack
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Posted: Fri, Feb 11 2011, 11:54 AM |
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Player
Joined: 24 Sep 2007 Location: Vienna
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Selmak wrote: An increased, uncapped gold penalty only makes sense if the PCs actually have lots of money. If they have converted their money into items or consumables (to be converted back into money or to avoid having to pay for more consumables later on) then they lose pocket change when they respawn.
So in that case, respawning needs to cost them not just that pocket change but any chance at loot for a good while. After all, what the hell is a penniless guy doing taking on an epic boss? Hmm, smells suspicious. Good idea actually, we should remove the bag of holdings as well while we're at it. 
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P Three
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Posted: Fri, Feb 11 2011, 12:45 PM |
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Player
Joined: 18 Dec 2008
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Selmak wrote: An increased, uncapped gold penalty only makes sense if the PCs actually have lots of money. If they have converted their money into items or consumables (to be converted back into money or to avoid having to pay for more consumables later on) then they lose pocket change when they respawn.
I have /one/ character that has more than the forty-thousand loot cap right now, and it's Delia, my paladin. Even Katsumi has like...pocket change. There's something to be said for being broke, other than "it sucks."
_________________ Bobo_Underhill wrote: Ley lines, y'all. Just let me go wrangle up my cowboy boots and lasso us up some magic.
Yee-haw! Aly'dra Zau'ana: Priestessish Of EilistraeeDanika Nefzen: Druid of the EarthmotherDelia Am'Anodel: Paladin of Torm
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corypx
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Posted: Fri, Feb 11 2011, 12:52 PM |
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Player
Joined: 14 Oct 2006
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gold cap removed is fine, but cant say I am a fan of the idea of items, unless they were only say Scrolls and potions, monsters kill you, stomp on your body and smash some of your potions.
_________________ ================-<Cory ShadowFlame>-================ Risenlord-Shifter(OMG a Non-Dragon Shifter that can hold his own in PvE) 
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Herra Tutteri
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Posted: Fri, Feb 11 2011, 13:04 PM |
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Player
Joined: 22 Jul 2005 Location: Vaasa, Finland
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If raising dead PCs etc. should be such a big thing, how about we don't let every street corner fence sell Raise scrolls, we stop calling the Raise scrolls and use those fancy DnD pearl-thingies. (don't blame me for anything wrong, I never player anything DnD related before buying NWN for the sake of Amia) Perhaps death would create some RP to begin a quest back to get a cleric to raise the git who went and died even though the odds were against him/her.
_________________ Characters: Hunar Iroff, The red-bearded, grumpy dwarf with a bastard sword. Chair of Military Issues Daren Sten, High Inquisitor of the Eternal Order of Kelemvor on Amia 
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Snape75
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Posted: Fri, Feb 11 2011, 14:55 PM |
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Player
Joined: 30 May 2008
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A server I used to play on before this one had no raise scrolls you could buy. So ninth lvl + clerics were awesome and highly valued. The lvl cap was also 20 and it took a long time to lvl, so there weren't that many 9+ lvl clerics...and more often then not, they wouldn't be online. Also, rping was super serious...you'd get hammered for asking a cleric with a pm to come raise you.
The penalties for dying were also steep. You always lost all the xp you gained to put you down at the bottem of your lvl. You never went down a lvl, but the closer you were to your next lvl, the more xp you lost - always going back to the bottem of your current lvl.
Finally, there was a forced resess. You went to an area called 'Hell', where you had to break out of with puzzles and imps who torture you with mind games. Basically, it was a PAIN to die.
--------------------------------------------------------------------
Brings me to another point I always wish a server would implement: You die, you go to an 'afterlife', which has its own set of areas and is big/expansive. It could be cool to use the Ghostwalker Campaign to make death its own adventure. Not sure what happens if you die in the afterlife though...just a thought.
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Nekhy
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Posted: Fri, Feb 11 2011, 15:47 PM |
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Player
Joined: 29 Dec 2009 Location: A beautiful fowl house in A'dam
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I think your problem is that you think of all these cool ideas you've seen elsewhere and try to put them into Amia, without considering Amia as the starting point for new ideas. And that's why almost none of the suggestions you're making here are possible, for one reason or another.
Consider that, please. It's an honest piece of advice given in friendly manner. I think you have a lot of good ideas there, but you need to think them through a bit more.
_________________ Current plots: DIVIDE BY ZERO ERROR
Prod me for development-related stuff.
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Snape75
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Posted: Fri, Feb 11 2011, 20:18 PM |
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Player
Joined: 30 May 2008
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Thank you for the advice. I think you're right.
But have other server done the Ghostwalker thing of inventing an afterlife world a PC can go to after they die? I honestly thought that was original, and 'was' trying to use Amia as a starting point for it.
That Fugue plane you visit when you die (in Amia)...blue, hazy, and mysterious. I've always wanted to explore it ICly and OOCly. It looks like its just begging to be known. But we (as PCs) never see more than just a glimpse of it, because there is nowere for us to go except back to the world of the living.
I suppose some of this is due to FR/lore, I'm honestly a bit in the dark concernening exactly what the Fugue Plane is (hence why I'd be curious // both icly and oocly to explore it).
Look, I'm only speaking from my personal experience, as ONE player - one always wishing there could be more to do in the Fugue Plane than hit the respawn button.
I suppose where you technically go after you die, should be dependant on the deity you worship -- yet we all end up in the Fugue plane as it is. Why not expand it a little?
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Yossarin
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Posted: Fri, Feb 11 2011, 20:34 PM |
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Player
Joined: 23 Jan 2006
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What's the point? By the lore PCs never remember the fugue plane anyway, and the only things that are story-relevant occur in the land of the living. DMs can break this mold if we so choose, but if we need to for the sake of the story, we'll have our own section of the fugue plane created.
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Dark Immolation
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Posted: Fri, Feb 11 2011, 20:34 PM |
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Developer
Joined: 20 Apr 2008 Location: The downeaster "Alexa"
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Snape75 wrote: I suppose where you technically go after you die, should be dependant on the deity you worship -- yet we all end up in the Fugue plane as it is. Why not expand it a little? Not really. For 10 days after you die, you stay in the City around the Topaz Spire. Unless someone plans on permakilling their character, no, they don't end up in different places. Not until they really, really die. As far as expanding Fugue...I'm not sure how I see the need. Of course, it would be fun...maybe get to see a little bit of the town, ghosts floating around, devils trying to barter for souls. But ultimately, again, no one is going to spend much time there. You're either staying or visiting. If you want to RP your PC exploring fugue, just don't play them for a while.
_________________ You think Magic is your ally... but you merely adopted the Art. He was born in it. Molded by it. Sometimes, an angel is simply a devil with better intentions.
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Yossarin
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Posted: Fri, Feb 11 2011, 20:36 PM |
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Player
Joined: 23 Jan 2006
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Yeah, death in Faerun is an amusing little bureaucracy. And Jergal was always better at handling that paperwork than this new emo kid, Kelemvor.
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SLS
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Posted: Fri, Feb 11 2011, 21:23 PM |
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Player
Joined: 09 Feb 2010
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Thought Jergal still handled the paperwork?
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Janna Ogder
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Posted: Fri, Feb 11 2011, 21:51 PM |
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Player
Joined: 08 Sep 2010
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As has been expressed before, it has to do with the server culture.
I see much ado about certain behaviors that many of us agree are just detrimental to the RP environment here, but, instead of legislating the server to a crawl, why don't we police ourselves, within the rules?
For example, there's been a couple instances on a server where I and others have experienced seriously immature behavior of some sort or another, and we just stopped acknowledging any RP or PVP related to that behavior, and they either corrected themselves, left, or they got pissed and broke a rule and were tossed.
Rather than throwing down another rule or restriction or whatnot, I think it is up to us as players to maintain an environment that we can all agree as pleasurable.
However, that might also be putting too high of expectations on the player base, so, I don't know.
_________________ I hated hipsters before hating them was cool.
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Snape75
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Posted: Fri, Feb 11 2011, 22:54 PM |
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Player
Joined: 30 May 2008
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Quote: As has been expressed before, it has to do with the server culture.
I see much ado about certain behaviors that many of us agree are just detrimental to the RP environment here, but, instead of legislating the server to a crawl, why don't we police ourselves, within the rules?
For example, there's been a couple instances on a server where I and others have experienced seriously immature behavior of some sort or another, and we just stopped acknowledging any RP or PVP related to that behavior, and they either corrected themselves, left, or they got pissed and broke a rule and were tossed.
Rather than throwing down another rule or restriction or whatnot, I think it is up to us as players to maintain an environment that we can all agree as pleasurable.
However, that might also be putting too high of expectations on the player base, so, I don't know.
Pretty much. I think we should always strive to keep high expectations of ourselves and others, though. We won't get there obviously if we don't even try or have hope. So its being stated that Amia has about the right level of enforcement in regards to pvp rules and decorum? Again, if I were to go just one step further, I'd suggest a 24-hour no-contact rule following pvp death, subject to consent from both parties. As per using this to deny someone hunting grounds - Amia has plenty of places to hunt.
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Herra Tutteri
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Posted: Fri, Feb 11 2011, 23:05 PM |
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Player
Joined: 22 Jul 2005 Location: Vaasa, Finland
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Yossarin wrote: Yeah, death in Faerun is an amusing little bureaucracy. And Jergal was always better at handling that paperwork than this new emo kid, Kelemvor. Your mother's a kid!
_________________ Characters: Hunar Iroff, The red-bearded, grumpy dwarf with a bastard sword. Chair of Military Issues Daren Sten, High Inquisitor of the Eternal Order of Kelemvor on Amia 
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Yossarin
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Posted: Fri, Feb 11 2011, 23:48 PM |
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Player
Joined: 23 Jan 2006
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SLS wrote: Thought Jergal still handled the paperwork? According to a couple of things I've read, this kind of seems to be the case. So much so to the point that Jergal seems to be retreating into a kind of beautifully misanthropic silence, even from Kelemvor, busied in a steady flow of death records and soul transportation requests. I have a great mental image of Jergal as this kind of monstrous-looking old deity that is like the octogenarian in the office that should have retired and gone home two decades ago when AO called in a younger branch manager, yet he lingers, not in an unwelcome way. I actually rather fancied (prior to 4th Ed) that Jergal's quiet desire (and suspected bid) to regain some of his old authority would fail in the face of inaction due to his odd obsessions and would reveal to Jergal a final secret about death: that the most inexcusable death is the death of that yet unrealized...a dream, or hope...and that the death of his dreams/hopes would give him a kind of orgasmic/cosmic epiphany and Jergal would then die as a god, satisfied that he had seen all the death that needed to be seen save his own. Yes, I know this is a little off-topic, but I think Jergal is supercool.
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SLS
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Posted: Sat, Feb 12 2011, 0:48 AM |
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Player
Joined: 09 Feb 2010
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Never really thought of gods as being so philosophical, let alone ones to die from such a revelation. Only thing I can think of that comes close IMO, is the trap Leira laid out of Oghma. Personally I've always seen Jergal as more of an office worker who was extremely dedicated and enjoyed his work. That he was content to have the whole process of death run like a smoothly oiled machinery, without the whole power mongering and "red tape" getting in the way.
Then again, what little I know about Jergal was from reading about Kelemvor and Myrkul.
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