Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Death
PostPosted: Sun Jul 05, 2009 12:52 am 
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So yeah. Ever run into those players that are just SOOO tough that they can never be beaten down? Annoying eh? I for one agree and find it annoying when someone, even when they don't die is sent running for the hills yet still talks trash icly. As it is now, from my perspective of playing over the years I've seen people have a problem with losing icly.

Everyone has to win or if they can't win, has to act tough and whatnot. One of the main reasons I've found for this is simply death is not punishing enough. Look at past behavior for example. People get attacked defending a city, they get resurrected, 5 minutes irl later boom, they're already attacking the assailants.

Now personally, icly i feel this should happen, just not as often as it does. Death and resurrection in my opinion should be something taken seriously, not seen as a mere annoying 2 inch hurdle you have to step over to continue on your way.

In light of this, I propose that spirit disorientation be changed somewhat. As it is now, people take a mild hit to all stats when they're resurrected. This of course compounds as you die repeatedly and to be effective it can take anywheres from 4+ deaths before anyone starts noticing any "real" hindrance from SD.

My proposal is simple: Change Spirit disorientation to have a shorter timer, but in turn sap ALL stats down to say, i dunno about five or so. That'd be weak strength, dim intelligence, naive wisdom (i think) etc. You get the jist.

The way I see it, a person JUST resurrected is going to be as weak as a kitten as their spirit adjusts to the body, that's the whole purpose of spirit disorientation isn't it? As it is now, it's a mere nuisance. Death needs to be something taken seriously, not something people snicker at and just ask the nearest priest "Rez plz kthx" in an RP fashion that barely lasts 3 minutes if that. (Cast rez, person gives thanks, person is on their way.)

Anyways, tell your thoughts here. If you disagree, feel free to. Voice why you disagree, don't just say the idea sucks. I want to see why people think it sucks and see some actual evidence. Yes I understand this is a game and that games are meant for fun, but as it is now, no one can truly lose unless they're beaten into the ground about twenty times or more, even then you still have those few who just refuse to give it up. No matter how stalwart a person can be, spirits eventually break. I think that this should reflect that and death should be taken much much more seriously than it is now.


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PostPosted: Sun Jul 05, 2009 1:09 am 
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Dropping everything to 5 would be ridiculous- you wouldn't be able to carry your own eq, for starters, or concentrate on even very basic spells, like heal, gate, etc. I can understand if you think it should be increased in penalty- something like -2 or -3, which might expound if you died and got rezzed before the original disorientation was up, but more than that is too much.

Alternatively, you could keep it at -1 but make it last much, much longer, and in a way that lets it fade out over time even as you're logged off at a reduced rate, kind of like jail time. This way people- particularly spam dyers- could literally 'burn out' from their spam dying ways, and be cripples for a little while if they didn't back up.

Edit: There is of course the options of perm death due to X amounts of death in your characters existence, perm death due to X amounts of death in X amount of time, or the final-strike-ish inability to get resurrected, or resurrected without penalty, due to X amounts of death in X amounts of time.

However, I'm sure that the dainty maidens who play this game wouldn't be willing to let death deflower them with those *real* consequences.


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PostPosted: Sun Jul 05, 2009 1:52 am 
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It wouldn't quite cripple them exactly. 90% of people use mods so their important stats would still be high enough to carry stuff. However, I still feel that it should do that for i unno say 5-10 real minutes. That's not too long, but enough to keep a person out of the fray for a bit. Most people carry strength mods unless they're warriors.

I understand it's ridiculous, but the whole point IS to be. As I said, death sin't something that should be snickered at and taken with a grain of salt. It should be something to be feared, respected and such. As it stands now, it's a nuisance at best.


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PostPosted: Sun Jul 05, 2009 2:03 am 
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Making death a pain is easy.
Take the priest out of the equation.


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 Post subject: Re: Death
PostPosted: Sun Jul 05, 2009 4:10 am 
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Kin wrote:
So yeah. Ever run into those players that are just SOOO tough that they can never be beaten down? Annoying eh? I for one agree and find it annoying when someone, even when they don't die is sent running for the hills yet still talks trash icly.

Yes I understand this is a game and that games are meant for fun, but as it is now, no one can truly lose unless they're beaten into the ground about twenty times or more, even then you still have those few who just refuse to give it up.


I can assure you, no matter how much you buff spirit disorientation, the type of players that you mention will never fail to talk trash and find a way around the debuff to attempt a retaliation, usually with friends.

Usually there "stalwart" characters are played by players who have a higher grasp of game mechanics and focus less on role play. It's unfortunate, but true. A character who never takes death seriously is a player who is less concerned with role play. They role play enough to keep themselves in the game, but when it comes down to it, they want pk and uberloot. They make up half of the playerbase and can be useful to the rpwhores like myself, so I don't see a reason to run them off.

For the few who "never give up" there are plenty more who fly off the handle and rage delete. I also don't see a reason to put more pressure on them.

I think spirit disorientation is fine how it is. Kudos to those that role play out the icky feeling of inhabiting a new body and feeling weak.

This is all my personal opinion, but I sincerely hope this thread isn't taken too seriously. No, you can't "lose" this game, but you can't "win" it either. Either of these concepts don't apply to this kind of game.


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 Post subject: Re: Death
PostPosted: Sun Jul 05, 2009 4:17 am 
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Evwyn wrote:
but you can't "win" it either.

i can has relics?


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PostPosted: Sun Jul 05, 2009 10:44 am 
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This would only make death that much harder for the average player to handle and widen the gap between those who know how to avoid death and those who are still learning the game and die every time they try to train or explore.

In short: no thanks.


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PostPosted: Sun Jul 05, 2009 11:23 am 
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Just the other day I was thinking to myself about how death isn't taken seriously enough ICly.

I'm going to keep this short: I vote yes, I like the idea of strengthening SD (even as far as 5 stat points)


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PostPosted: Sun Jul 05, 2009 11:36 am 
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I really think this will further drive a wedge between top tier player and the rest. As this would make j-loots even more detrimental as it would be much more difficult to regather equipment when you're pretty much a vegetable. And this would harm the players who die to the game and not other players greatly as well.


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PostPosted: Sun Jul 05, 2009 12:40 pm 
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How about if everytime you get shot to the face with a weapon theres a dice roll to see if your character is perma deleted?

How can you really expect for people to take "death" seriously in a fantasy RPG where theres a god of Death that comes down to have drinks with citizens in Teron?

Come on dude, get over yourself.


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