In response to Garthor
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Why bring up an unplayable game? I know I didn't. Don't start reaching for flame topics, if that's what you're trying to do to the topic.
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In response to Cheeseburgermafia
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A game where you are dead for hours on end is, for hours on end, an unplayable game.
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In response to Garthor
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Better dead for a few hours than dead for good, since that's what the topic is about.
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In response to Cheeseburgermafia
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Not really, no, because one's preventing you from playing the game, and the other is simply forcing to make a new character.
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In response to Garthor
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I'm with Garthor on this one - a time delayed death is essentially banning the player for making bad decisions.
Unless of course you have an 'afterlife' realm where doing certain actions allows you to take time off of your death timer. Little quests reduce the time you spend dead. 'Selling your soul' reduces it a lot but you pay by doubling the time you spend dead the next time you die, so if you really want to get back sooner you can. |
In response to Hazman
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Or have statistic penalties for selling your soul.
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In response to Hazman
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Actually, none of this is a particularly good idea, because it's been made pretty clear that annoying death penalties are annoying as hell.
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In response to Garthor
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Garthor wrote:
Actually, none of this is a particularly good idea, because it's been made pretty clear that annoying death penalties are annoying as hell. If the game does not endorse killing of other players then it would make sense to have a penalty for dying (one for killing someone would be great also). |
In response to Shlaklava
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Agreed. You should never make it impossible to kill other players, whether you want them to actually kill each other or not.
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In response to Jamesburrow
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Huh? There are excellent reasons why you would make players unable to kill one another.
Story, for example. All characters are incarnations of immortal gods, and, so unkillable. Or maybe PKing just doesn't work with the game design. |
I liked the idea of another realm after death that the player can traverse in order to win back his life. I also had the idea that maybe death can have upsides as well, like the ability to transform your life experience into rewards on the other side that you could possibly bring back with you into the world of the living, either by winning your life back, or by passing the reward onto your next incarnation. Worst case, the player loses his life, but is able to take a bit of his previous experience with him into the next life as character enhancements or traits which can only be had in the afterlife. I think something like this could really mitigate the sux0rz of permadeath.
[Edit] Also, this could really deter people from killing each other, since you'd probably not want to give your opponent the chance to gain more power in the afterlife. If you have a KO phase before actual permadeath, I'd wager most griefers would stop there and just loot you, lest you come back even stronger and really wipe the floor with them. ~X |
In response to Xooxer
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Or just make killing people give you bad karma and cause you to revive with less killing power.
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I always liked the idea of Permadeath, but players should be given the chance to avoid it, by magic, medicen or help from other players. Also, a Permadeath games doesn't work well with PK considering most players can be jerks.
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In response to Revenant Jesus
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Revenant Jesus wrote:
Also, a Permadeath games doesn't work well with PK considering most players can be jerks. Which, is why, if there is permadeath in a PK game, the killer must face equally discouraging factors if the crime is in a city/town/village/settlement/whatever |
In response to Jamesburrow
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Except that players will often bypass any PK penalties by using alt mules to avoid town guards, and then just gang up on players (preferably new ones) for example.
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In response to Jmurph
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Except, there will not be town guards, but rather it checks the area you are in.
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In response to Jamesburrow
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Agreed, in a PK mud I played, every town not only had city guards that would constantly attack "murderers", but a lot of NPCS in town refused to deal with those players until they lost the murderer flags. Also, there was like boss guards in the center of the towns, which were really elite, being able to kill them was like a achievement in the game. Any fights that broke out in front of him and he would destroy the attack ASAP, it gave newbies a safe place to hide out.
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In response to Sup3r 17
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This is terrible advice, some of my favorite games I have ever played were either text book-style-reading games, or were like ASCII mode like NetHack. Graphics < Gameplay
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In response to Garthor
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Garthor wrote:
That's an excellent way to piss off everybody while pleasing nobody. I dunno. There have to be consequences to death, and a time-delay system is one way of going about that -- one which I'm intending to give a shot. Since I don't think anyone has made a time-delayed "semi-permanent" death system, we really have no data to work with here. Of course, mine starts out much more lenient than "a couple of hours". My current rule is 3^(x-1)*15 seconds, where x is the number of times you have died. If the community is able to band together to enforce justice on a griefer, eventually that griefer will be ousted out of the game due to number of deaths, while the deaths of legit players will be distributed over the legit players as a whole and won't cost them so much. I guess the idea is, don't knock what you haven't tried. One of my other possibilities that I'm considering (if this doesn't pan out) is having an NPC who can resurrect PCs, and only if the body is present -- sort of like the role that Lord British served in the various Ultimas. Griefers get killed and no one bothers to resurrect their body (the griefer has probably given up on their character and made a new one anyway). Real players get killed and their friends haul their body off to be resurrected, then get revenge on the murderer. If the body never gets hauled back, it stays where it is until it decays after several real-time days. |
I say if you WANT players to fight and kill each other, then don't have permadeath, because death will be too common and permadeath will just make it more aggrivating. A role playing game where your character dies constantly doesn't encourage much character development.
If, however, you DO NOT WANT players to fight and kill each other, but rather make death a possibility through entering into dangerous situations (like not running from the big monster in the woods), then permadeath is good, because it makes death a much scarier thing and adds to the atmosphere of the game.
BTW you probably should search the forums for more responses. I'm sure the topic of permadeath has been brought up at least a half-dozen times.