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Suggestions: death and bleeding system

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  • #16
    Son, I played world of warcraft for two years. I have killed more people in the game than most people have seen running around the world. Forum posts of people laughing at how badly they got wrecked by Kalypzo and Sinistra. From levels 1 to 60. I would camp lowbies trying to run from distant lands just to get to the rest of the world. (There was a certain road they had to run acrosS).

    NWN1? I played on a server where Drow were typical setting. We killed each other more than we killed our enemies just because we wanted to prove how tough we were. I even played a Halfling mad priestess on one server that demanded donations to her church and would basically slaughter anyone who would not donate. It's funny how hard people fight to hold on to 5 gold pieces. I'm sure soulbadguy remembers that character. Jeharasha.

    Vanguard? I'm on the free for all PVP server with all my characters

    Farther back in time, Ultima Online? You could loot corpses clean in that game. And I loved it


    I'm not afraid of PVP personally or even phobic. If the server was full of players who felt the way I do then I would say "All kills are justified" and eventually form IC a bounty hunter group to take out griefers and let them even be handled IC.

    The problem is, 3 out of 4 times I see the "Player Killed a Player" message on the DM channel. Someone messages right after "Blahzeblah killed me for no reason". Then I have to investigate. If someone actually had to pay to kill someone, then they'd go "Huh... well, I don't want to lose the 100 experience, but this guy REALLY deserves it".

    However, I was speaking with some humor.

    If you all agree I should make the victim of PVP lose experience and gold like normal PVE, then say so. That's a double edge sword though as you're aware. My thinking was when I instituted the policy is many would be reluctant to PVP. If they had no -real- loss I assumed they wouldn't really care that someone killed them in an OOC way and people would be more willing to accept that PVP exists. Somehow, however, even without the loss people are still reluctant to be attacked by a player, not RP reluctant, but OOC to where they ask us to deal with the attacker when the attacks seem warranted. I'm not sure why personally.

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    • #17
      Oh, i remember that godbeast. Being accused of pvping.. and somone messaged you on a dm channel about me. The gnome was saying Helm can kiss his ass, in helms temple as well, telling me he doesnt care about Sune, he started calling me a whore, ran out with invisibilty. Then i helped him kill a goblin, he started calling me a bitch and what not, and he expected me not to kill him. >>. He said helm could kiss his ass where there were about 2 helmites right there, as a npc. He would have been slaughtered immediataly, but they were npcs, and he used that to his advantage.
      Last edited by undeadsteak; 02-20-2007, 01:42 PM. Reason: Because I forgot to Put in everything.

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      • #18
        I for one loved to loot corpses in good ol' Ultima Online. Cheers for that Merlin!

        Rogue Player:
        Ok, I'll tell you what. I'll give you one gold for every door you open here in Undermountain.

        Fighter Player: Hmmm..you got yourself a deal

        DM: *grins*

        *Actual happening in PnP D&D*

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        • #19
          How bout something along these lines:

          Write a script that fires on player death by another player. When this script launches it looks up a database field to see the number of "free" deaths already used for the month and compares it to a preset. Once that number of free deaths is exceeded, the person loses experience as normal.

          You can implement this by a small GUI that pops up if a person is killed by another person and has less than the preset amount of free deaths. This GUI would have two choices "accept pvp death" : "reject pvp death". If the player accepts the death they get normal death penalities, if they reject the death it increments their "free" death counter by one.

          Something like this would do a few things:

          It would allow individuals to punish griefers, who will abuse the current system by simply dying, respawning and comming back to steal/attack/etc an unlimited amount of time. Eventually they would stop returning or completely ruin their character.

          It will allow normal players who are griefed the option of taking no penalty and simply not returning to that area, or reporting the individual to a DM. Which in turn results in less DM intervention (restoring EXP, etc).

          It allows a buffer zone for people who wouldn't normally get involved with in character conflicts to do so at no personal risk.

          Personally, I would like to see full penalities and looting. I do realize this wouldn't be possible with dry-looting powergamers, and an open server... but I can still wish.

          I miss the Ultima Online days of monster hunting in absolute terror that a PK would show up and kill me, then gate under my doorstep and loot my house, then kill me again. As GodBeast said, eventually a group of bounty hunters would form to offset this behavior and we could have some good old fashion wars (all IC of course).
          Paerin Truthe
          Professional Vagabond

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          • #20
            well its not a good idea to penalize the killer, he might not have been the instigator of the problem. you could how ever do some thing along the lines of in town guards will break up any violence they see, and out in teh wilderness if far game, and maybe attract monsters into the area due to the sounds of combat.
            Angrim Thundergut: The Incredible Bulk

            The Hint Banality

            FINISH HIM!

            ^, >, >, V, X

            Screen goes dark

            Large red hand smashes opponent to chunky salsa

            Banality!

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            • #21
              Hmm.. the topic got shifted a bit, but PvP is a related note obviously.

              The worst thing about lite death is when pvp occurs, and the dead victim respawns and comes back to get a 2nd, or 3rd, or 4th shot at the other pc.

              A more painful death works best with a playerbase that polices itself, and are regularly overseen by DMs, really. At the moment things are rather fresh, open application meaning any jerk can log in, players don't really know each other that well, so it may be worse now than it will become eventually. I fully expect that soon enough between the quality of this project and the staff/DMs and their presence as well as more quality RP oriented players coming here and staying, as well as the PKers moving on, PvP situation will improve and stablize.

              I believe it can and will happen here - eventually if RP standards are reinforced consistently enough people who are good RPer will stay and others will move on or learn/adapt to RP style.

              At the very least then, for now, how about a script that gives severe temporary reduction to stats and makes running impossible for a few minutes so that jumping back out to find the ones that killed you (either pc or monster) is not feasible? and leaving the xp and loot loss as it is for now? really, this will make life easier for everyone especially DMs.
              PC - Corwin Eska'las (Sun Elf pursuing the dream of becoming a Bladesinger)

              Alt PC - Brevin Smoothands (meticulously groomed half orc bard swashbuckler... sort of... sings great, less fighting)

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