death penalty at 30

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aaron22
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Re: death penalty at 30

Unread post by aaron22 »

disclaimer 1: my use of specifics such as, but not limited to, you, we, our, my, and your is not an indication of any one in particular. It's use is to apply to the general public on the server. thank you.

disclaimer 2: my use of definitive words such as, but not limited to, all, every and each may or may not be an indication of an actual number or percentage but a simile of a vast majority.

we play a game and if you think for a second you do not comply to the game to dictate your RP then you are either very naive or have self imposed a blind fold over your view. this is a game and there are rules that we follow and a goal(s). the goal is OOC. the rules are OOC. the boundries are OOC. your participation in anything and everything is OOC. you logging in and logging out is OOC. why? because you (the player) are deciding everything and know all the things i mentioned above.

we are human animals and the human animal learns. our ability to adjust to the factors and limitations around us makes us human. this is a fantasy world game and not a life simulator. we treat it as such and death/nondeath is a part of this fake world. but as long as there are limited penalties to death you will KNOW THIS. you will play the game and adapt your game as a human being to give little actual regard to the aspect that is death.

i am in favor of perma death but i am not fighting to make this real. it isnt. plain and simple. not gonna happen. but if you think that you/we play this game with every action and every decision based on your IC, then you are way off the rails. get real. self evaluation might be a good start.
Khar B'ukagaroh
"You never know how strong you are until being strong is your only choice."
Bob Marley
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aaron22
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Re: death penalty at 30

Unread post by aaron22 »

added:

why do you think one of the prevailing arguments against stronger penalties to death is "do you want to see a world where no body does anything and just stands around in safety."

because death is not appreciated.

**drops keyboard**

*picks up keyboard and looks at it to make sure it isn't broken**
Khar B'ukagaroh
"You never know how strong you are until being strong is your only choice."
Bob Marley
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Reckeo
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Re: death penalty at 30

Unread post by Reckeo »

Seriously, imposing a temporary death penalty to represent the characters exhaustion after falling (whether it was death, unconscious etc) has been highly successful in many, MANY video game series, RPG's, and MMO's.

That being said, so has item loss on death. The complaint of losing an item on death isn't as horrendous as it sounds. It boosts the economy because then that gold? It's gonna be either going to a Vendor, or (hopefully) a Player who has something to sell to replace what was lost. Also, everyone assumes the loss is going to be their favorite most coveted item. Maybe, maybe not. DON'T DIE.

Maybe it could be relative to whether you die in a dungeon, or in an outside zone. For example, dungeons could get an even greater XP bonus due to the increased danger, but only in dungeons do you lose items.

There could also be non-droppable, or lockable items, possibly not tradeable or droppable upon being picked up (unless simply thrown away), that could not be lost on death. There are many more possibilities floating around.

There was a loot system in place like this in the Realm, an oooold game. I remember dying and losing my awesome awesome weapon that was a gift to me from someone. Luckily, someone went back with me, we killed the monster, and I got it back, but my luck would run out. Also, they had a crafting system in place so while only a few people could craft that item, it wasn't irreplaceable.

A penalty like this isn't as dramatically bad as people are making it out to be, it encourages CAREFFUL exploration and fighting. It gives an incentive for players to take drastic measures to STAY ALIVE and keep what they earn, less they fall and throw the dice on some of their precious gear (a much heavier difference than facing an XP loss, which sucks in it's own right).
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Hoihe
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Re: death penalty at 30

Unread post by Hoihe »

Reckeo wrote:Seriously, imposing a temporary death penalty to represent the characters exhaustion after falling (whether it was death, unconscious etc) has been highly successful in many, MANY video game series, RPG's, and MMO's.

That being said, so has item loss on death. The complaint of losing an item on death isn't as horrendous as it sounds. It boosts the economy because then that gold? It's gonna be either going to a Vendor, or (hopefully) a Player who has something to sell to replace what was lost. Also, everyone assumes the loss is going to be their favorite most coveted item. Maybe, maybe not. DON'T DIE.

Maybe it could be relative to whether you die in a dungeon, or in an outside zone. For example, dungeons could get an even greater XP bonus due to the increased danger, but only in dungeons do you lose items.

There could also be non-droppable, or lockable items, possibly not tradeable or droppable upon being picked up (unless simply thrown away), that could not be lost on death. There are many more possibilities floating around.

There was a loot system in place like this in the Realm, an oooold game. I remember dying and losing my awesome awesome weapon that was a gift to me from someone. Luckily, someone went back with me, we killed the monster, and I got it back, but my luck would run out. Also, they had a crafting system in place so while only a few people could craft that item, it wasn't irreplaceable.

A penalty like this isn't as dramatically bad as people are making it out to be, it encourages CAREFFUL exploration and fighting. It gives an incentive for players to take drastic measures to STAY ALIVE and keep what they earn, less they fall and throw the dice on some of their precious gear (a much heavier difference than facing an XP loss, which sucks in it's own right).
Runescape style

"3 most valuable carried items (by AH value + added Mithral and exceptions for SR and weird stuff) + 1 chosen by player." - will never drop.

Everything else: If worn: lower chance than when in inventory.

This would guarantee nobody loses their 3 most valuable items and gets to protect a non-valuable RP item. It would also guarantee that "just in case" equipment is more at risk than "necessary" equipment.

I know I carry a ton of random shit "just in case." Some valuable some not. I'll assume a proper fighter will have tons of variants of his primary weapon based on DR at least and added damage.

Now I'll also grant it doesn't punish wizards much. Perhaps also include losing spells?
For life to be worth living, afterlife must retain individuality, personal identity and  memories without fail  - https://www.sageadvice.eu/do-elves-reta ... afterlife/
A character belongs only to their player, and only them. And only the player may decide what happens.
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aaron22
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Re: death penalty at 30

Unread post by aaron22 »

losing an item with bonus 2,3,4 wiz.... losing spells.
Khar B'ukagaroh
"You never know how strong you are until being strong is your only choice."
Bob Marley
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