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  • #31
    Originally posted by Rhifox View Post
    I know I'll get in trouble with this but I'll say don't follow the server rules if they're going to disrupt RP. If you have consent, then that's enough reason, IMO, and consent requires simply sending a tell asking the person if your reason is good enough. If Mal wanted to kill her because of whatever reason he has then I'd have been okay with that, it was enough reason for me. I believe consent should be the main rule, other rules should be in place to prevent random killing but consent should bypass the other rules.

    As far as not having the chance to develop her, that assumes that I wouldn't have been able to work my way out of it.
    Right on, consent is the key! And the sort of consent you speak about is currently in the server rules. But hardwired PvP rules exclude that. The current system is player consent or DM decision... I reckon that's as it should be.

    On a side note... I'm reluctant to ask people to give up their characters. I put a load of work into mine, both before and during play, and I assume everyone else does too; that makes me reluctant to ask. I figure, this being an RP server, that people have put work into their charcter's background, personality, development while on the server, and so forth. I'd say the characters are the most important thing, not some sort of death system.
    I got one leg missin'
    How do I get around?

    One Leg Missin'
    Meet the Feebles

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    • #32
      Originally posted by Machiavelli View Post
      Right on, consent is the key! But hardwired PvP rules exclude that. The current system is player consent or DM decision... I reckon that's as it should be.

      On a side note... I'm reluctant to ask people to give up their characters as you say would be appropriate. I put a load of work into mine, both before and during play, and I assume everyone else does too; that makes me reluctant to ask. I figure, this being an RP server, that people have put work into their charcter's background, personality, development while on the server, and so forth. I'd say the characters are the most important thing, not some sort of death system.
      I agree as well. But again, I see consent as not necessarily guaranteeing a fatal outcome. I'm fairly confident in my ability to RP my way out of death, though I suppose Mal might be a bit more difficult to convince than other people given his rather... eccentric behavior.

      How a character deals with the immediate aspect of their own death is something that can also lead to great RP.
      -Arcanist Josirah Caranos, Red Wizard of Thay

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      • #33
        Originally posted by Rhifox View Post
        How a character deals with the immediate aspect of their own death is something that can also lead to great RP.
        Also true... but it doesnt mean too much if they actually end up permadead
        I got one leg missin'
        How do I get around?

        One Leg Missin'
        Meet the Feebles

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        • #34
          But what system are you implying? That of the perfect lawful good character that gets permakilled without sufficient warrant or the complete paperhat that just barely passes the rules enforced? Permakill is a touchy subject just because it approaches the legal system of any arbitrary country.

          Consider that if everyone played perfectly, we wouldn't need rules at all.

          But then, if everyone played awfully, abusing every possible rule, we would need to set everything in stone.

          So where is the line for you all? If one is to use rules, they have to adjust for the lawful good *and* the chaotic evil. Applying rules for just half of the community is hypocritical in every sense of the word.

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          • #35
            I like the death system. The XP loss is annoying, but it's a game and I want to have fun, not be in constant fear of losing 3 hours of work over one misclick. So I'd say the XP loss percentile + gold loss is a good balance.

            PvP within confined rules and limits is a very good thing, it builds a dynamic environment. I think that the system in place is good and supports this idea.

            Note - I often treat "dead" as mortally wounded.

            I like the system combined with how you have memory loss. It's good.
            • Hrogash - The Invincible Avatar of Gruumsh, Soon to be LORD OF ALL THAT EXISTS, BOW DOWN TO HROGASH FOR HROGASH IS MIGHTY!
            • James Havinth - Goldenboy

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            • #36
              What are the PnP rules for raise dead and res? Much more severe than Sundren, right? I'm against permadeath, like PnP has, but actually arguing that there should no penalty for dying is ridiculous to me. Having the penalty of 50 exp per level is essentially having no real penalty anyway. So what if you lose a few days worth of exp...is it a race? Isn't it all about the journey? So what if it takes an extra few days to strengthen that character again?

              If it were up to me, I'd vote for the following:

              1. Respawn = Midpoint of previous level;
              2. Respawn = Beginning of current level;
              3. Ressurection = No penalty.

              Or:

              500 exp per level lost for #1 (including possibility of level loss);
              250 per level for #2 (can include level loss); and
              100 exp per level (no level loss) or no penalty for #3

              But since Saulus did not really ask for suggestions, and everyone was throwing them out there anyway, I figured what the hell...

              I know noone will implement any system that includes level losss, but I still like it.
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              Fingal Haller - dwarven scout, locksmith and mercenary
              Reuel - Human (absent-minded) Wizard
              Rudash - Orc-blooded lad with a chip on his shoulder

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              • #37
                Oi.. don't get into level losses...just avoid it entirely.

                People play wow because you don't lose XP when you die.
                People shoot themselves in the head because they lose levels in EQ.

                Knock them down to the start of the level, but avoid level losses. Besides in character this sounds retarded..


                Bob: Didn't you already know that spell ability?
                Jim:: Yes but I woke up and suddenly forgot it.
                Bob:: Damn Helmites stealing our knowledge again!

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                • #38
                  I've read this thread with various degrees of agreement.

                  But to me the penalties on both PvP deaths and NPC deaths is just right for the higher levels. The low levels are like some others say too easy to not even pay any mind to it.

                  But there is a solution that pops into my head that no one seems to have brought up, and that is capping your current level for a period of time.

                  Example -
                  Say your a lvl 5 char, and go to the necropolis because the XP and the gold gains there are great when in a group. But you get twatted over the head and die.

                  When you respawn via the essence your lvl 5 char is capped for 48hrs play time.

                  This way, you take out the grind element because you cant receive the XP for your kills. And you begin to actually use your head in encounters.
                  "We are what we think.
                  All that we are arises with our thoughts.
                  With our thoughts, we make our world"

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                  • #39
                    I think I have enough input, and I'm closing this because despite how I said this isn't a thread to toss out ideas on death rules and everyone decided to anyway.
                    The very existence of flame-throwers proves that some time, somewhere, someone said to themselves, You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.

                    George Carlin

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