100% Optional Permadeath Mode

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Sun Wukong
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100% Optional Permadeath Mode

Unread post by Sun Wukong »

Another NPC in Nexus that hands out undroppable Permadeath trinkets.

If a character with one of these trinkets dies, that character would be automatically deleted from the player's character vaut.

All the experience points gained would just vanish in the air.

But, the dead character would leave behind a corpse for someone else to loot. This corpse would have the entire inventory of the slain character inside it, from gold to equipment.

Therefore, if someone wants to play this server on a permadeath mode, they simply could. Not to mention that they could turn their pre-existing characters into permadeath characters.



And this would be 100% optional. Whoever takes one those trinkets should know there will be no refunds, not from unfair PvP, server crashes, or for any other reason you could come up with. The only way to be freed from this trinket would be through an RCR.
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aaron22
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Re: 100% Optional Permadeath Mode

Unread post by aaron22 »

garbage.

all or none or it is garbage. simplest thing in the world to understand.

how about we make an npc in the nexus that gives you a token that only lets you get 10% of your xp and all your outfits are charlie chaplin costumes?

maybe ill propose that? want math to back it up too?
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MrPsion
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Re: 100% Optional Permadeath Mode

Unread post by MrPsion »

Would prefer local variable on PC to instanced gear. Also as much as I pride myself on making builds that don't die unless I'm being dumb or RNGesus is blatantly punishing me... would prefer this to be restricted to PVP vs PVE

An alternative would be to make this token / variable work such that it is indeed your time to die according to the Gods... unless a PC resurrects you. But then there will be issues with crashes and resets.

I would also propose an iron man leader board be established for highest level PC or longest lived PC that is using this iron man mode. (e: in this case token can only be assigned at 0 xp.) Overall I very much like the opt-in nature of your proposal and the additional thrill of an iron man challenge possibly ending at any moment.
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Hawke
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Re: 100% Optional Permadeath Mode

Unread post by Hawke »

Honestly, folks continue to talk about getting a second server to handle loads.

Second server with Permadeath.

Diablo does it that way, and it has worked for years.
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Flasmix
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Re: 100% Optional Permadeath Mode

Unread post by Flasmix »

*Transitions to the South tradeway. He is ganked by either PC's that are up for some griefing or a stack of mobs left there by a player who ran by and is killed. Fun, lost PC before even loading in.*
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Apis
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Re: 100% Optional Permadeath Mode

Unread post by Apis »

It would be interesting if only permadeath players could cause permadeath. Otherwise there is no risk to ganking.

A second server seems unwise if they are two distinct worlds/rules. It would likely disperse the players over a huge area and make both feel empty.
Sun Wukong
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Re: 100% Optional Permadeath Mode

Unread post by Sun Wukong »

And it seems everyone thus far is against the idea of permadeath.

Oh well, such a loss indeed. 0:)
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izzul
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Re: 100% Optional Permadeath Mode

Unread post by izzul »

what about a popup every time you die giving option

1.do you want a perma death

2.send me to meet Myrkul to be resurrected somehow.

and if you dont choose any, it will send you to Myrkul anyway in 10 seconds?
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Blame The Rogue
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Re: 100% Optional Permadeath Mode

Unread post by Blame The Rogue »

not only the situation flasmix mentioned, or similar situations, but also, not everyone is on board with permadeath

so why institute a mechanic for it? those that want permadeath can self police it on themselves :)
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Steve
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Re: 100% Optional Permadeath Mode

Unread post by Steve »

Apis wrote:It would be interesting if only permadeath players could cause permadeath. Otherwise there is no risk to ganking.
It would have to be this way, or the idea proposed loses out on any real value to a game experience.

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NegInfinity
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Re: 100% Optional Permadeath Mode

Unread post by NegInfinity »

Sun Wukong wrote:And it seems everyone thus far is against the idea of permadeath.
I proposed this before.

With few diffrences:
Rather than having one life you'd have several, once they run yout you're dead.
No equipment drop on death. You die, equipment poofs with you.
While permadeath character is active, he/she gets small amount of xp at irregular intervals.

The idea was to provide a decent alternative to insanity called "questing".
------
Bonus XP or not, If you want optional permadeaeth, a good idea would be to give several "lives" to character (that either cannot be replenished at all, or a re very hard to replenish), and make equipment disappear on death ocmpletely.

The reason for "equipment must vanish" is because I played on survival game with this mechanic, and it encourages rushing to last death location to grab your stuff.

Now, on bgtscc most likely you will not be able to rush anywhere to grab your previous character's stuff (due to leveling), but I feel like this particular mechanic encourages incredibly OOC behavior.

So, equipment must disappear on death.
NegInfinity
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Re: 100% Optional Permadeath Mode

Unread post by NegInfinity »

izzul wrote:what about a popup every time you die giving option

1.do you want a perma death

2.send me to meet Myrkul to be resurrected somehow.

and if you dont choose any, it will send you to Myrkul anyway in 10 seconds?
That makes it meaningless.

The point of permadeath is that you don't get to choose where you can respawn or not.
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Hoihe
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Re: 100% Optional Permadeath Mode

Unread post by Hoihe »

NegInfinity wrote:
Sun Wukong wrote:And it seems everyone thus far is against the idea of permadeath.
I proposed this before.

With few diffrences:
Rather than having one life you'd have several, once they run yout you're dead.
No equipment drop on death. You die, equipment poofs with you.
While permadeath character is active, he/she gets small amount of xp at irregular intervals.

The idea was to provide a decent alternative to insanity called "questing".
------
Bonus XP or not, If you want optional permadeaeth, a good idea would be to give several "lives" to character (that either cannot be replenished at all, or a re very hard to replenish), and make equipment disappear on death ocmpletely.

The reason for "equipment must vanish" is because I played on survival game with this mechanic, and it encourages rushing to last death location to grab your stuff.

Now, on bgtscc most likely you will not be able to rush anywhere to grab your previous character's stuff (due to leveling), but I feel like this particular mechanic encourages incredibly OOC behavior.

So, equipment must disappear on death.

No.

This imposes a shelf-life and to hell with shelf-lives.
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NegInfinity
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Re: 100% Optional Permadeath Mode

Unread post by NegInfinity »

Hoihe wrote:
NegInfinity wrote:
Sun Wukong wrote:And it seems everyone thus far is against the idea of permadeath.
I proposed this before.

With few diffrences:
Rather than having one life you'd have several, once they run yout you're dead.
No equipment drop on death. You die, equipment poofs with you.
While permadeath character is active, he/she gets small amount of xp at irregular intervals.

The idea was to provide a decent alternative to insanity called "questing".
------
Bonus XP or not, If you want optional permadeaeth, a good idea would be to give several "lives" to character (that either cannot be replenished at all, or a re very hard to replenish), and make equipment disappear on death ocmpletely.

The reason for "equipment must vanish" is because I played on survival game with this mechanic, and it encourages rushing to last death location to grab your stuff.

Now, on bgtscc most likely you will not be able to rush anywhere to grab your previous character's stuff (due to leveling), but I feel like this particular mechanic encourages incredibly OOC behavior.

So, equipment must disappear on death.

No.

This imposes a shelf-life and to hell with shelf-lives.
Nobody forces you to utilize the mechanic.

Also one can argue that having a real risk of dying will encourage safer and lore-compatible behavior. Right now, at the beginning of the new level, when your xp bar towards the next "ding" is 0, the game effectively encourages reckless behavior - you have nothing to lose.

Complaints about weird post-death behavior were raised before. One of the examples invovled people participating in torunaments where fights were conducted to the death and jumping back into the fray seconds after having their throat slit.

--------

I also don't know what the hell "Shelf Life" is supposed to mean.
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Hoihe
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Re: 100% Optional Permadeath Mode

Unread post by Hoihe »

NegInfinity wrote:
Nobody forces you to utilize the mechanic.

Also one can argue that having a real risk of dying will encourage safer and lore-compatible behavior. Right now, at the beginning of the new level, when your xp bar towards the next "ding" is 0, the game effectively encourages reckless behavior - you have nothing to lose.

Complaints about weird post-death behavior were raised before. One of the examples invovled people participating in torunaments where fights were conducted to the death and jumping back into the fray seconds after having their throat slit.

--------

I also don't know what the hell "Shelf Life" is supposed to mean.[/quote]


Your proposal enforces everyone to have finite lives. Thus to have a limited span to enjoy the character.

I would be fine with itemloss on death. EVE does it. And it works. And people risk stuff worth around 1 000 000 USD and they commit those assets. The 1 000 000 dollar value is derived rom the ability to purchase game time for real money, and to sell game time bought with real money for IG money.

Item loss solves everything. You solve power creep by limiting the gear on the market, you solve lack of consequences and you don't screw people like me over.

Everyone is happy.
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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