That is where role play courtesy comes into play. Both players would have to be in agreement to the terms of the PvP or whatever, and that takes maturity. The player that loses shouldn't even be around your character for awhile, whether its a couple days RL what have you. If they are, wear a hood or something as a cool off timer, and most definitely NOT engage in an open area where they could confront you and brag about 'how tough' they are (nor should you encourage any type of taunt or bragging in the presence of that character, let the experience lie within itself). That would be poor implementation on the loser, or rubbing it in as the winner. They can still play the game, the end doesn't have to be the 'end end', but to blatantly and openly act like that after an encounter like that is poor sportsmanship and poor role play, in my opinion. Certain things need to be left 'open ended' and 'unanswered' in order for there to be a level of agree-ability and maintain interest and free-play community wise.aaron22 wrote:or maybe i can just role play that we are actually not on the prime but actually a perverse illusion of archeron. it explains why i can kill the same monsters again and again and why that guy i just chopped the head off of and fed to trolls is somehow back at the merchant telling me how tough he is.Incarnate wrote:I completely agree.. In fact, if they so want, they can just self-enforce it.Cenerae wrote:I'm also strongly against the idea of trying to force permadeath on the entire server. Just because a handful of you might think it's a great idea doesn't mean everyone else will be thrilled at the concept. If you want your hardcore experience, you can already have it. You don't need the server to enforce it for you.
Dying 3 times, delete the character - simple.
simple.
i would say that sure, we should just roleplay completely different aspects of life and death. but doesnt that just get us further from good?
I understand the inherent desire for some players to wish to implement an enforceable sense of mortality as a proposed suggestion for resolving and managing some of the poor role play experiences they have had as a result of death not being permanent.
I also think it's an attempt to resolve the issue of some players being incapable of displaying in game respect towards other peoples depiction of the role play environment.
Successful role-play requires patience, respect, and understanding (without enforcing necessary permanent consequences of death server wide).
It's a community role play maturity issue, not one that can be resolved through mechanically forcing perma-death. I too get irked sometimes with the level of EGO (meaning grandiose identity significance, not the Freudian sense) some players place in their characters as being some sort of 'center of the universe' significance. I never liked that being shoe-horned into video games like Fallout or Skyrim either, which is why I chose to heavily mod those games and diminish (but not fully eliminate because its nearly impossible) the sense of singular significance my 'heroes' play, in order to experience playing a character that's a 'part' of the world, as opposed to being the center of it, like most JRPG experiences.
Mechanically implementing perma-death is relatively easy. Encouraging mature, respectful role play is a much more difficult war to wage.