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 Post subject: Death and the Consequences.
PostPosted: Fri Dec 26, 2008 9:07 pm 
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Threnody wrote:

The root of the problem is that death simply doesn't mean enough in SK. It isn't RPed by most as anything more than a passing nuisance. Few priests of late demand anything more than "You died? Ok, hold on, poof!" So if people want to push their enemies, the only true inconvenience is to junk everything, which is solely an ooc nuisance. The fact that it is given more weight than the killing itself, ICly, is just...sad. Achernar should be outraged.



This was posted in a Jlooting thread in which I whole heartedly agree with what some have said. The thing with death is you can't make it too harsh on a player because that makes it too difficult to enjoy the game. On that thought, you can't make it too easy either or else you have our current situation, or in other words, people who aren't afraid of death no matter what happens. Their characters simply don't fear the river or anything, so a new method of griefing is introduced, aka JLoot. Anywho Jlooting isn't the point of this thread.

Pool your ideas together, what can we do to make death meaningful? With the existence of a resurrection spell being so available, how do you make death actually be something that someone should fear? Ideas? Comments? Share em here!

I personally believe that priests who are willing to just flat out resurrect anyone with minimal RP are the cause. People no longer have to work for resurrections, instead it's as was said above. "Oh you died?" [poof] "Give thanks." And they're on their way. While I'm not saying this is bad RP..

Perhaps make it so a person can't be resurrected so many times a day. That way they will HAVE to spend time in the river and can't just automatically be spam killed or such. Say..I dunno, two resurrections per day on a soul. Resurrection after all, is pulling a soul out of the river, so it could be that it takes a heavy toll on it. With your enemy out of the picture for the day, would Jlooting then be absolutely necessary?

Thoughts? Ideas? Share your comments!


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PostPosted: Fri Dec 26, 2008 9:28 pm 
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SK Character: Airkli
Spirit disorientation is the toll you speak off. Which stacks.

The current system is fine. It doesnt need to be changed.

There are a handful of priests that only ask one question, in the river yet? So mana is not wasted. This is really up the discretion of the priest whether or not they chose to give life RP-intensively or not. There are some that do the "poof, give thanks" method and are excellent RPers and essential to the function of the game. Others are a bit more nonchalant.

Death is a tragedy. The mortal spirit feels this upon being returned and therefore learns a lesson given the nature of their death. Perhaps a bit more better at PK or more wsie about a certain area in game.

In any case. I disagree with the first post.


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PostPosted: Fri Dec 26, 2008 9:49 pm 
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The thing is, how many people do you see waiting off Spirit disorientation to PK? How many people icly learn a lesson? Now, yes I can understand throwing yourself at the enemy time and time again, but 90% of the MUD icly feels that death is no more than a nuisance, and this is actually true.

How much does SD actually affect you ? I mean come on, -1 to all stats per SD? To actually feel any affects you'd need at least 3-5 o more deaths. This is literally a minor inconvenience to any character at best. How many people have you known to stop PK'ing for a while just because they died? I would imagine death, as well as rebirth being an incredibly discomforting and painful experience that no one would want to constantly experience, no matter how devout, masochistic or chivalrous they are.


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PostPosted: Fri Dec 26, 2008 10:10 pm 
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I could -potentially- but not hopefully see (as a solution) -1 to all stats, -2 to main stat. Per SD.


that is pushing it though.


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 Post subject: Re: Death and the Consequences.
PostPosted: Sat Dec 27, 2008 12:22 am 
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Kin wrote:
I personally believe that priests who are willing to just flat out resurrect anyone with minimal RP are the cause.


You can blame us all you want, but it's not us who's telling the player to go full blown back in and complete the PK cycle. In other words, while you're pointing a finger at us, take a closer look at your hand. Three fingers are pointing right back at you. :wink:

sleeper


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 Post subject: Re: Death and the Consequences.
PostPosted: Sat Dec 27, 2008 12:33 am 
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sleeper wrote:
Kin wrote:
I personally believe that priests who are willing to just flat out resurrect anyone with minimal RP are the cause.


You can blame us all you want, but it's not us who's telling the player to go full blown back in and complete the PK cycle. In other words, while you're pointing a finger at us, take a closer look at your hand. Three fingers are pointing right back at you. :wink:

sleeper


I didn't mean that so negatively. While priests like that do help the PK'ers get up to speed asap and all, they also help the people who die due to stupid stuff just as much. Double edged sword sort of deal.


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PostPosted: Sat Dec 27, 2008 4:22 am 
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I tend to think of one SD as not being a serious handicap. Two SD means that I'll only go into a fight if my cabal/tribunal buddies really need help. Once it hits three or more, I'm pretty much content to sit on my [REDACTED] and practice spells.


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PostPosted: Sat Dec 27, 2008 5:34 am 
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Kin wrote:
The thing is, how many people do you see waiting off Spirit disorientation to PK? How many people icly learn a lesson? Now, yes I can understand throwing yourself at the enemy time and time again, but 90% of the MUD icly feels that death is no more than a nuisance, and this is actually true.

How much does SD actually affect you ? I mean come on, -1 to all stats per SD? To actually feel any affects you'd need at least 3-5 o more deaths. This is literally a minor inconvenience to any character at best. How many people have you known to stop PK'ing for a while just because they died? I would imagine death, as well as rebirth being an incredibly discomforting and painful experience that no one would want to constantly experience, no matter how devout, masochistic or chivalrous they are.


The -1 to all stats can affect some classes more than others. Bards, a lot. Mercs, not so much.


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PostPosted: Sat Dec 27, 2008 8:50 am 
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Muktar wrote:

The -1 to all stats can affect some classes more than others. Bards, a lot. Mercs, not so much.


This sounds like a starting point. Perhaps a class-targetted spirit disorientation effect that hits where it hurts rather than just tossing -1 across the board?


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PostPosted: Sat Dec 27, 2008 9:05 am 
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If you really want to make spirit disorientation affect PC's on a non-permanent basis that will affect them all equally. Have SD affect skills not stats. Then again, that would probably bring a whole new level to the whining


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