Just started playing yesterday, and overall as I've told a few staff people I'm very very impressed by the areas in the server and many of the features, and also have found some very good RP focused players balanced with challenging and interesting combat areas (especially kudos to the trapped and locked chests that require a rogue; any PW that encourages skill/finess PCs is doing something right imo). Add to that the impressive website and the things I'm reading are in the works for the server and I am really looking forward to what this server can become.
I did find some players running around talking ooc and having no interest in anything but grinding/killing mobs as well, but especially today I found some really good RP going on and had a blast.
One thing that is the most glaring area though that I'd like to make a suggestion on:
I'm finding the lack of/lightness of death penalty to be disruptive to the immersion/RP on the server. Now I tend to view death as being a rather big deal on RP servers and have played on so called permadeath servers and found that the seriousness of death there brings a new level of RP intensity and slows down grinding... I understand that's not the approach this server's going to take, but I'd still recommend a couple of things:
One: the bleeding script is a great idea and very well suited to a RP oriented server and encourages partying up. However it's nearly useless if mobs keep attacking you while you're down at 0 or less HP. Within one or two rounds you're dead anyway and no one will have a legitimate chance to revive the person. This I'm guessing is not the way it's intended to work and I'd recommend it be fixed.
Two, if you have a bleeding script system in place, that tells me that someone does take death seriously and is presenting a 'buffer/cushion' before actually dying by giving a fallen PC a chance to be revived... except that it doesn't really make that much sense if once you do bleed to death there is hardly any consequence to it at all. Why bother giving a chance to be revived when it might actually be less painful to die anyway and get revived with full HP, no disability, and little penalty anyway, as opposed to being revived in a dangerous area and possibly require costly spells/heal kits/potions to return to full strength?
The worst thing about death currently was amply demostrated by the PC who's been goin around stealing from everyone and ninja looting, until half the server population got sick of them and now this PC gets killed almost on sight or as soon as they try and steal something... the PC dies, respawns, and within two minutes they're at it again... and people are going, 'wait, didn't that person just die???'
Part of this might be the player's atrocious RP ettiquete/protocol handling death, but part of it is the death system; if you die, find yourself in town at the temple with full HP and completely good health, maybe your PC doesn't know exactly what happened, but they can say 'hey, I feel great, even better than I did halfway through that last level when I was badly wounded. Let's jump back out there right away'... completely ruining immersion for everyone that's involved/saw the PC die, just as much as someone walking around talking ooc or PKing without reason imo.
The lack of any serious penalty/disability means people can grind away without fear; take away fear and danger also translates into take away a huge element of good RP and good storytelling. This combined with being able to rest and heal up/regain spells at any given moment makes non stop grinding not only plausable but actually ridiculously easy to do.
I did find some players running around talking ooc and having no interest in anything but grinding/killing mobs as well, but especially today I found some really good RP going on and had a blast.
One thing that is the most glaring area though that I'd like to make a suggestion on:
I'm finding the lack of/lightness of death penalty to be disruptive to the immersion/RP on the server. Now I tend to view death as being a rather big deal on RP servers and have played on so called permadeath servers and found that the seriousness of death there brings a new level of RP intensity and slows down grinding... I understand that's not the approach this server's going to take, but I'd still recommend a couple of things:
One: the bleeding script is a great idea and very well suited to a RP oriented server and encourages partying up. However it's nearly useless if mobs keep attacking you while you're down at 0 or less HP. Within one or two rounds you're dead anyway and no one will have a legitimate chance to revive the person. This I'm guessing is not the way it's intended to work and I'd recommend it be fixed.
Two, if you have a bleeding script system in place, that tells me that someone does take death seriously and is presenting a 'buffer/cushion' before actually dying by giving a fallen PC a chance to be revived... except that it doesn't really make that much sense if once you do bleed to death there is hardly any consequence to it at all. Why bother giving a chance to be revived when it might actually be less painful to die anyway and get revived with full HP, no disability, and little penalty anyway, as opposed to being revived in a dangerous area and possibly require costly spells/heal kits/potions to return to full strength?
The worst thing about death currently was amply demostrated by the PC who's been goin around stealing from everyone and ninja looting, until half the server population got sick of them and now this PC gets killed almost on sight or as soon as they try and steal something... the PC dies, respawns, and within two minutes they're at it again... and people are going, 'wait, didn't that person just die???'
Part of this might be the player's atrocious RP ettiquete/protocol handling death, but part of it is the death system; if you die, find yourself in town at the temple with full HP and completely good health, maybe your PC doesn't know exactly what happened, but they can say 'hey, I feel great, even better than I did halfway through that last level when I was badly wounded. Let's jump back out there right away'... completely ruining immersion for everyone that's involved/saw the PC die, just as much as someone walking around talking ooc or PKing without reason imo.
The lack of any serious penalty/disability means people can grind away without fear; take away fear and danger also translates into take away a huge element of good RP and good storytelling. This combined with being able to rest and heal up/regain spells at any given moment makes non stop grinding not only plausable but actually ridiculously easy to do.





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