ID:153256
 
What consequence on any kind of game would make you more cautious about dying? Losing something? Not being able to log back on for a certain amount of time? I'm curious.
Having to do a corpse run as well as having to heal up at whatever town I appear within. Those are annoying, yet not so annoying that it causes the player so much anguish that they get really pissed. If you allow others to loot corpses, or cause a lot of experience loss, then that is going too far.
In response to Kunark
If you allow others to loot corpses, or cause a lot of experience loss, then that is going too far.

Just go with permanent death and the player no longer has to worry about that experiance or items :).
In response to Theodis
i'd say really detailed character creation- then people would be less willing to take overt risks with their character.
In response to digitalmouse
I would say having being randomly relocated somwhere to find a corpse(not really your own corpse) before you return to your body. That way, if a corpse decays, you will be permantetly dead until you find a body.
Lose everything. Have to restart. Make a new character, get new money, get new items. However, leave corpses around for players to find and take stuff from.
In response to Kunark
Kunark wrote:
Having to do a corpse run as well as having to heal up at whatever town I appear within. Those are annoying, yet not so annoying that it causes the player so much anguish that they get really pissed. If you allow others to loot corpses, or cause a lot of experience loss, then that is going too far.

[Off Topic] Sounds like Kunark has played Tibia >_> [/Off Topic]

I'd have to say losing alot of experience that took forever to get would be very very annoying x_X

~Chance
In response to digitalmouse
Thats mean, I love it :D
In response to Chance777
No I played Everquest. Hence my name being "Kunark" even though I don't like it anymore.
I am a serious role playing gamer, so I dislike dying strongly even if there is no penalty for it; and I always try hard to avoid it.

To make it so nobody wants to die though, one nasty yet not debilitating thing you could do to us perfectionists is to make something lost permanently. For instance, drain an ability score. It upsets me when something like that happens to my character, so even a single point lost permanently from a score is enough to make me get paranoid and reclusive to avoid dying.
In response to Kunark
Kunark wrote:
If you allow others to loot corpses, or cause a lot of experience loss, then that is going too far.

I don't think it is. I think it's perfectly fine, as long as you give the player a chance. In Dransik, the corpse had three or four stages of decay. Once the corpse was in the last stage of decay, players could loot it, but they'd gain a criminal tag, and if a guard saw them they'd catch them and put them in jail.

~>Volte
In response to Loduwijk
I'm thinking about something... I can't quite get it out though. Just to make people think twice before taking a fatal chance.
In response to Loduwijk
That would really suck if someone was unfortunate enough to die too many times at a very high level. :-/ I've heard of some people who, with that death decreasing stats thing, have been so unlucky that their LV1000+ characters became so weak they were useless.

In response to Sarm
Well in most muds Ive played this is what happens when you die:

1. Some of them cause you to loose 10% of your exp total, and could posisbly even loose levels in the process.

2. Some of them force you to a spawn point, and your corpse back where you last died. The corpes rots. When it is fully decayed, your loot is left on that spot for anyone to nab.

3. Some of them, when you die, force you into Limbo, randomly placed in there, and its a huge maze, like 500 rooms total, and you have to find your way out to just get back to recall, then while this is happening, your corpse is also rotting away (see #2).

4. Some God Wars games has Perma Death. I was once level 500 when some little bastard stabbed me in the back and killed me. Talk about a week's worth of time lost..

5. One would put dead players into a different kind of limbo, where it was only one room, and you had to serve a certian amount of time there until you could be regenerated. You have to actully SIT in the room on the game until the time limit was up, you couldnt just log off, and play Tetris for a hour. Each time you died, your time limit would take longer and longer. I believe the max time you could get is a total of 2 hours max.


All of these would highly discourage players from dying.
In my game(if I ever finish it) I'm gonna try to use this idea. At first when you die you only have small penalties but if you die enough times than you get bigger penalties, possibly losing some/most of your items or exp.