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Rework "Death" and going to Myrkul

Posted: Mon Jul 04, 2022 3:59 pm
by Rask
Revivify gave me a bit of an idea.

Rather than make dying go to Myrkul and go through the whole thing (This sort of makes death mean nothing. ) have characters instead respawn inside of a temple/hospital instead. Perhaps an area with healers/clerics instead who function like Myrkul, but have a speech about being able to heal your near-death injury and help you get back home (Server 1 or 2. ). I think it would just go a long way into making things feel a bit more sensible.

Re: Rework "Death" and going to Myrkul

Posted: Mon Jul 04, 2022 6:04 pm
by Kanada
I like this.

Re: Rework "Death" and going to Myrkul

Posted: Mon Jul 04, 2022 8:40 pm
by selhan
100!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Re: Rework "Death" and going to Myrkul

Posted: Tue Jul 05, 2022 3:12 am
by DaloLorn
... But what if you're not respawning, and intend to wait for a player to rescue you? Or if you're in the middle of a DM event? :|

Re: Rework "Death" and going to Myrkul

Posted: Tue Jul 05, 2022 3:52 am
by Kitunenotsume
I would be more supportive of the Fugue being made more clearly an OOC construct, rather than a narratively supported location.

As I see it, the character is in the fugue only because the player has to mechanically be somewhere while coming to a decision either to self-revive, or while waiting for their allies to do things. It's not because the character's soul or body is somehow moved to wherever the player is waiting.

Also, going to Myrkul currently is counterintuitive. Myrkul got mortaled just like every other god besides Helm, so even if you treat it as a narrative location, there is a clear violation of narrative consistancy.

Re: Rework "Death" and going to Myrkul

Posted: Wed Jul 06, 2022 10:18 am
by DM Winter
Kitunenotsume wrote: Tue Jul 05, 2022 3:52 am I would be more supportive of the Fugue being made more clearly an OOC construct, rather than a narratively supported location.

As I see it, the character is in the fugue only because the player has to mechanically be somewhere while coming to a decision either to self-revive, or while waiting for their allies to do things. It's not because the character's soul or body is somehow moved to wherever the player is waiting.

Also, going to Myrkul currently is counterintuitive. Myrkul got mortaled just like every other god besides Helm, so even if you treat it as a narrative location, there is a clear violation of narrative consistancy.
agreed on all accounts

Re: Rework "Death" and going to Myrkul

Posted: Wed Jul 06, 2022 12:16 pm
by Tanlaus
Rask’s original intent could still have merit even with the mechanical need for fugue. Just if you need to respawn from fugue you end up in a temple as a respawn point.

Re: Rework "Death" and going to Myrkul

Posted: Wed Jul 06, 2022 3:55 pm
by Steve
How about when your PC dies, it just stays “dead” on the ground, where it perished, until it is collected there and Raised, or, the next Server reset.

I mean, make death kinda be like Death.

Re: Rework "Death" and going to Myrkul

Posted: Thu Jul 07, 2022 12:47 am
by JustAnotherGuy
Kitunenotsume wrote: Tue Jul 05, 2022 3:52 am I would be more supportive of the Fugue being made more clearly an OOC construct, rather than a narratively supported location.

As I see it, the character is in the fugue only because the player has to mechanically be somewhere while coming to a decision either to self-revive, or while waiting for their allies to do things. It's not because the character's soul or body is somehow moved to wherever the player is waiting.

Also, going to Myrkul currently is counterintuitive. Myrkul got mortaled just like every other god besides Helm, so even if you treat it as a narrative location, there is a clear violation of narrative consistancy.
This is how I've seen it ever since I first started on the server 5-6 years ago. "Dying" wasn't actually dying. If I had to rez via Myrkul, I'd make a plausible reason as to why/how my toon barely escaped with their lives. The only time my toons "died" was during PVP where the opponent won and killed them, or in DM events when the DM said they died, rather than just being knocked unconscious.

Re: Rework "Death" and going to Myrkul

Posted: Thu Jul 07, 2022 12:52 am
by Kitunenotsume

Re: Rework "Death" and going to Myrkul

Posted: Thu Jul 07, 2022 1:05 am
by Moonsong
The idea od some kind of lounge is actually not bad, where the soul meets Myrkul or who ever after he will die. But given the ToT situation, i wouldn't only worry about the mechanics....

With the gods not being in their homeplanes, where does the soul go if anyone dies?

Re: Rework "Death" and going to Myrkul

Posted: Thu Jul 07, 2022 8:31 am
by selhan
I miss the old Fugue map where you walk in the city of dead and surrounded by the wall of the faithless lol. It always gave that feeling of ..*Yup you screwed up*

Re: Rework "Death" and going to Myrkul

Posted: Thu Jul 07, 2022 2:33 pm
by zhazz
I made a similar suggestion months ago. Don't think anything ever came of it.

The whole death-mechanic on BG has always bothered me.

viewtopic.php?f=446&t=74869

Re: Rework "Death" and going to Myrkul

Posted: Thu Jul 07, 2022 3:06 pm
by Kitunenotsume
zhazz wrote: Thu Jul 07, 2022 2:33 pm I made a similar suggestion months ago. Don't think anything ever came of it.

The whole death-mechanic on BG has always bothered me.

viewtopic.php?f=446&t=74869
That actually was actioned on. Currently the damage states and spells consider that a character is more likely incapacitated and unconscious than they are likely to be actually dead.

Re: Rework "Death" and going to Myrkul

Posted: Fri Jul 08, 2022 8:23 pm
by Lambe
You could have a prompt come up upon death stating "You have fallen" then give two options to click " Snooze" or "Lose". Maybe make it snooze for 10 minutes before asking again. This system has been done before.