I'm sure this is a bit of an iffy subject to talk about, but I feel that the way that OOC death is handled currently in game is a very, very poorly done. That is not to say that I don't think that it has no merit, I just feel like that it could be much better handled.
Currently, the way OOC death is handled is negative because it...
1. Creates the image ICly that death is only a minor bother that is rectified soon after. This is because when someone dies, whether it be through PVP means or by questing out in the world--they will turn up again in either a matter of minutes or matter of hours. Unless the player chooses that each death will be a perma for that character, but who really wants to perma their character while out fighting goblins alone? You and your party valiantly fight your way through the ogre caves, and a powerful blow from the chieftain manages to kill one of your allys. It is not a matter of horror or astonishment, or even worry. It is simply "Find a priest, they will be okay."
2. It does not promote Roleplay and actually fosters grinding. Let's face it, people like to grind because they want more powerful characters. So, say the level 13 dies out in the woods. No one is around to find him, so what does he have to do? Sit around in the fugue and wait. This is time that could have been spent with community members roleplaying, creating a more rich enviroment with everyone else. Now, however, he only sits and waits. Maybe reads a book in real life while he hopes someone finds him and decides to not put him in a sarcophogus where he may never be seen again. As to how it promotes grinding, the fact that death can take away a large portion of your experience--and even levels--makes people want to regain what they loss. They die, so they fight harder and longer to make up for the time that was wasted before the death. That, or they just log off because it is a waste of time. This, again, is all time that could be spent doing roleplaying with the community.
Another side effect is that it makes the level cap system not work how I assume it is intended. I figure the level cap system is made to make sure people roleplay between their grinds. But, if someone dies and their experience is essentially reset, the level cap continues to go up and they don't need to take time out to roleplay.
3. The punishment far outweighs the risk in many places. I can go with a full party to deal with Argyle or the Lizards and not get much out of it besides the possible green item and experience. Argyle crypts especially. Not even the main boss, who can clearly two shot people if he gets lucky (Actually, any named mob can seem to get a lucky shot off and instantly end a groups fun.), drops any noticible loot. It's just a bit upsetting that you fight only for experience in this area, and if you die...There goes your progress for the week.
These are the main problems I have identified, and I know many will choose not to agree with them, but I think that its at least worth discussing.
I do think some changes need to be made in place. Specifically, I think that the current "Death" should be made into a "Seriously Wounded, Unconcious" state. What this would do is immediately eliminate issue number 1, because death would not longer be thrown so forcefully on the table for us to swallow. Death is no longer an average occurance, and instead can remain a serious issue. As well, considering the servers primary purpose is RP, I think there needs to be a certain line drawn between OOC mechanics and IC reasoning. Just because we think of the -10 health as a death, doesn't mean it really needs to be a death.
Going along further with this idea of serious injury, though. The person should be able to recieve assistance from others nearby through use of bandaging or healing. This allows parties to recover faster after lucky shots from bosses. I am not saying this should go without consequence, however. As someone who suffers serious injury is not likely to just "Get up" and shrug it off, there needs to be an effect in place. I think that a randomized punishment ranging from Broken legs to broken arms, or other ailments should be in place that puts a SERIOUS hamper on your OOC killing abilities.
What this does is successfully create a punishment for those that die, and actually encourage new RP. Now you need to face the consequences of your actions and your character must deal with this problem for a certain length of time, be it in game days or real life days. As opposed to waiting in the fugue for someone to res you, you can not get up and out and Roleplay with others, with the added dynamic of knowing your character is injured.
I also feel that in this situation, there should be a heavier punishment against those that are soloing. If you are not helped up by others within a certain length of time, you do wake up...However, you do so with more dire consequences to your body. Perhaps preventing you from even considering the idea of PVE for a few days. Notice though that I did not suggest an EXP loss. I feel that EXP loss in general is a horrible OOC method that does not represent IC correctly. For example, if my character is a level 6 palemaster, he has his Undead Grafted arm in place. He dies, loses the level and the arm's ability, how is this correctly explained? Did it fall off and he forgot all the methods that he learned?
Anyway, this is just my two cents...I would like to spark some discussion about it.
Currently, the way OOC death is handled is negative because it...
1. Creates the image ICly that death is only a minor bother that is rectified soon after. This is because when someone dies, whether it be through PVP means or by questing out in the world--they will turn up again in either a matter of minutes or matter of hours. Unless the player chooses that each death will be a perma for that character, but who really wants to perma their character while out fighting goblins alone? You and your party valiantly fight your way through the ogre caves, and a powerful blow from the chieftain manages to kill one of your allys. It is not a matter of horror or astonishment, or even worry. It is simply "Find a priest, they will be okay."
2. It does not promote Roleplay and actually fosters grinding. Let's face it, people like to grind because they want more powerful characters. So, say the level 13 dies out in the woods. No one is around to find him, so what does he have to do? Sit around in the fugue and wait. This is time that could have been spent with community members roleplaying, creating a more rich enviroment with everyone else. Now, however, he only sits and waits. Maybe reads a book in real life while he hopes someone finds him and decides to not put him in a sarcophogus where he may never be seen again. As to how it promotes grinding, the fact that death can take away a large portion of your experience--and even levels--makes people want to regain what they loss. They die, so they fight harder and longer to make up for the time that was wasted before the death. That, or they just log off because it is a waste of time. This, again, is all time that could be spent doing roleplaying with the community.
Another side effect is that it makes the level cap system not work how I assume it is intended. I figure the level cap system is made to make sure people roleplay between their grinds. But, if someone dies and their experience is essentially reset, the level cap continues to go up and they don't need to take time out to roleplay.
3. The punishment far outweighs the risk in many places. I can go with a full party to deal with Argyle or the Lizards and not get much out of it besides the possible green item and experience. Argyle crypts especially. Not even the main boss, who can clearly two shot people if he gets lucky (Actually, any named mob can seem to get a lucky shot off and instantly end a groups fun.), drops any noticible loot. It's just a bit upsetting that you fight only for experience in this area, and if you die...There goes your progress for the week.
These are the main problems I have identified, and I know many will choose not to agree with them, but I think that its at least worth discussing.
I do think some changes need to be made in place. Specifically, I think that the current "Death" should be made into a "Seriously Wounded, Unconcious" state. What this would do is immediately eliminate issue number 1, because death would not longer be thrown so forcefully on the table for us to swallow. Death is no longer an average occurance, and instead can remain a serious issue. As well, considering the servers primary purpose is RP, I think there needs to be a certain line drawn between OOC mechanics and IC reasoning. Just because we think of the -10 health as a death, doesn't mean it really needs to be a death.
Going along further with this idea of serious injury, though. The person should be able to recieve assistance from others nearby through use of bandaging or healing. This allows parties to recover faster after lucky shots from bosses. I am not saying this should go without consequence, however. As someone who suffers serious injury is not likely to just "Get up" and shrug it off, there needs to be an effect in place. I think that a randomized punishment ranging from Broken legs to broken arms, or other ailments should be in place that puts a SERIOUS hamper on your OOC killing abilities.
What this does is successfully create a punishment for those that die, and actually encourage new RP. Now you need to face the consequences of your actions and your character must deal with this problem for a certain length of time, be it in game days or real life days. As opposed to waiting in the fugue for someone to res you, you can not get up and out and Roleplay with others, with the added dynamic of knowing your character is injured.
I also feel that in this situation, there should be a heavier punishment against those that are soloing. If you are not helped up by others within a certain length of time, you do wake up...However, you do so with more dire consequences to your body. Perhaps preventing you from even considering the idea of PVE for a few days. Notice though that I did not suggest an EXP loss. I feel that EXP loss in general is a horrible OOC method that does not represent IC correctly. For example, if my character is a level 6 palemaster, he has his Undead Grafted arm in place. He dies, loses the level and the arm's ability, how is this correctly explained? Did it fall off and he forgot all the methods that he learned?
Anyway, this is just my two cents...I would like to spark some discussion about it.
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