Even though this has been suggested many times, I still agree with it.Rasteel Olin wrote:Simple.
After (a certain number of) deaths, player is perma-dead.
OR
Skills go back to 0.
Discuss. WITH NO, 'EFFIN FLAMING! Please! That's too good of a suggestion for the thread to be locked due to flaming.
Suggestion for death
Moderator: Gamemasters
- Lance Thunnigan
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Re: Suggestion for death
My suggestion (it has a very similar idea to yours)
Your constitution score.
Every time you die, it takes a -1 penalty.
When that reaches 0, THEN you die.
But it shouldn't be indefenite.
One IG month of rest, increases this...
-
In other words
I have 14 const
I die, the character now has 13 const.
A month passes, I already died this month, so nothing happens
Another month passes, I didn't die once (:) ) so the const increases by +1, its now 14
Another month of no-death passes, I now have 14 const, (can't go over max).
ect.
=
A problem is, if there's a muck-up (lyke the time when monsters appear at the cross). In that case, a death only counts if it happens 1 rot cycle after the previous one.
Your constitution score.
Every time you die, it takes a -1 penalty.
When that reaches 0, THEN you die.
But it shouldn't be indefenite.
One IG month of rest, increases this...
-
In other words
I have 14 const
I die, the character now has 13 const.
A month passes, I already died this month, so nothing happens
Another month passes, I didn't die once (:) ) so the const increases by +1, its now 14
Another month of no-death passes, I now have 14 const, (can't go over max).
ect.
=
A problem is, if there's a muck-up (lyke the time when monsters appear at the cross). In that case, a death only counts if it happens 1 rot cycle after the previous one.
- Kevin Lightdot
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- Shinn Kuuro
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- Kevin Lightdot
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Shinn is absolutely right.
But that's as Adrian said the whole problem, lots of people don't want to, lots of people don't seem to respect roleplaying in that way.
And what keeps them from doing such?
Noone, it's not a punishable rule as far as I know.
In my eyes most of the problems in Illarion come from disrespect for roleplaying and for other people.
But that's as Adrian said the whole problem, lots of people don't want to, lots of people don't seem to respect roleplaying in that way.
And what keeps them from doing such?
Noone, it's not a punishable rule as far as I know.
In my eyes most of the problems in Illarion come from disrespect for roleplaying and for other people.
- abcfantasy
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- Yridia Anar
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I think many things interlock here.
This "I am not afraid to die play " resulted, after all, also from the fact that many new PO's generally no background history have and seeing Illarion not as a RP play.
Again (my thought) has the reason about the open account system.
I avoid killing and get clouded with my Char's, because death is something tallness. And it doesn't matter whether what Char i actually play. Fact: we have to changed some things to keep and hold a good RP - game.
I have also read very attentive what Pendar / Brian wrote.
Because I have not played, however, in so-called * Old Times * I can neither judge this or understand. And a question to Brian: Why must one always stick to old things constantly? Your comments sound as you would play if everything had so remained as at your time, however, also a fairytale world cannot avoid, nevertheless, changes or I am so wrong with this ? There was and is, neither in the fairy tale, nor in the Middle Ages and already not at all in the real world ONLY good and ONLY bad, and nothing can to remain in static forever.
Illarion is an enchanting game, in their also often unnoticed, dramas passing by, an everlasting circulation ... and it's in our hands, and the Staff, with life to fulfil.
That's my thoughts ... and to all who founding mistakes in my English --- may keep it those with pleasure!
This "I am not afraid to die play " resulted, after all, also from the fact that many new PO's generally no background history have and seeing Illarion not as a RP play.
Again (my thought) has the reason about the open account system.
I avoid killing and get clouded with my Char's, because death is something tallness. And it doesn't matter whether what Char i actually play. Fact: we have to changed some things to keep and hold a good RP - game.
I have also read very attentive what Pendar / Brian wrote.
Because I have not played, however, in so-called * Old Times * I can neither judge this or understand. And a question to Brian: Why must one always stick to old things constantly? Your comments sound as you would play if everything had so remained as at your time, however, also a fairytale world cannot avoid, nevertheless, changes or I am so wrong with this ? There was and is, neither in the fairy tale, nor in the Middle Ages and already not at all in the real world ONLY good and ONLY bad, and nothing can to remain in static forever.
Illarion is an enchanting game, in their also often unnoticed, dramas passing by, an everlasting circulation ... and it's in our hands, and the Staff, with life to fulfil.
That's my thoughts ... and to all who founding mistakes in my English --- may keep it those with pleasure!
Last edited by Yridia Anar on Sat Jan 20, 2007 12:13 pm, edited 1 time in total.
- abcfantasy
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nothing? He will be able to rp! and that's what he should do.Hadrian_Abela wrote:Too griefy.abcfantasy wrote:how about after death, the character is unable to fight or work for maybe some days. he would be considered to be gravely injured and takes alot of time to recover.
What if a n00b attacks me and i kill him? then he spends his first few days of illarion doing nothing.
but anyway, maybe they could make an exception for new chars (maybe determined by their skills or something)
- Kevin Lightdot
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- abcfantasy
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Amazing. I just wanted to start today a discussion about the same topic, but with another suggestion.
I don´t know how difficult it would be for the devs so...just read.
I am not a fan of the current "clouding" system. I would prefer instead a "wounded" system. You are wounded when you reach 1HP (or whatever it´s called here) or would drop below it.
Being wounded means:
-your char is marked e.g. with a red cross on the torso so everyone can see you´re wounded
-you can´t attack or perform any magic.
-dropping items/bags like it is now with clouding
-only whispering possible
-you are freezed for 10sec or so (enough time for bandits to steal the items), after this you can take your items (if still there
) and move again, but with 0.5 speed or so.
-everytime you are attacked when you´re wounded you drop your bag, nothing else. But you can´t drop below 1HP.
-you can´t heal yourself e.g. with potions.
"Recovery" means:
HP increases from 1 to 2, another Spell (or potion of your own, since you´re not "wounded" any more) is needed to get back more HP.
How you can "recover":
-someone else performs a healing spell on you
-after an amount of time (2 server cycles?)
-near the cross the time is reduced (1 server cycle?)
Being wounded is easier and mor logical for RPing. So you can´t die unless there is e.g. a quest group A against group B and both leaders agree OOC that if one group is defeated the leader has to die --> perma (of course with the help of GMs).
There should also be another restriction: being wounded the 2nd time within 5(?) server cycles gets your char "wounded" for 1RL hour. This would prevent constant wounded-->recovery expecially with mages.
All time data etc are just proposals. What do you think?
I don´t know how difficult it would be for the devs so...just read.
I am not a fan of the current "clouding" system. I would prefer instead a "wounded" system. You are wounded when you reach 1HP (or whatever it´s called here) or would drop below it.
Being wounded means:
-your char is marked e.g. with a red cross on the torso so everyone can see you´re wounded
-you can´t attack or perform any magic.
-dropping items/bags like it is now with clouding
-only whispering possible
-you are freezed for 10sec or so (enough time for bandits to steal the items), after this you can take your items (if still there

-everytime you are attacked when you´re wounded you drop your bag, nothing else. But you can´t drop below 1HP.
-you can´t heal yourself e.g. with potions.
"Recovery" means:
HP increases from 1 to 2, another Spell (or potion of your own, since you´re not "wounded" any more) is needed to get back more HP.
How you can "recover":
-someone else performs a healing spell on you
-after an amount of time (2 server cycles?)
-near the cross the time is reduced (1 server cycle?)
Being wounded is easier and mor logical for RPing. So you can´t die unless there is e.g. a quest group A against group B and both leaders agree OOC that if one group is defeated the leader has to die --> perma (of course with the help of GMs).
There should also be another restriction: being wounded the 2nd time within 5(?) server cycles gets your char "wounded" for 1RL hour. This would prevent constant wounded-->recovery expecially with mages.
All time data etc are just proposals. What do you think?
- abcfantasy
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I would agree dieing should be a huge thing if it was not for that fact people are so soon to cloud. For instance..I had a character get killed in 3-4 seconds yesterday in PvP because the Po thought I was threatening their character. Before we would add such things I think people would need to realize that killing some one should not just be some thing that the average person can just shrug off.Pendar wrote:Lag happens, disconection happens and most importantly npcs are just there to be had fun with they change nothing. No death situation should involved npcs.
Npcs= you get clouded you lose or dont lose skills and items the end.
The importance needs to added to when a player kills a player.
"what about a dual/training"
hence there should be a command to actually -kill- or damage a character once it has been made a cloud. So it can never happen by mistake![]()
Yes a character chopping my characters head off should always be a huge happening and have a large impact on my characters life and developement.
I no longer wished to play in a world, were i killed or was killed by my enemies and the attitude was "Ah another day another decapitation, want to come train those skills back Pendar?"
Dieing in PVP should be a huge thing, you fear and avoid it is vital to a game.
How people cant see that is a little confuseing to me, all that changed was we use to play it as a HUGE thing and thank Malachin for sending us back, praying we would never come that close to death again.
Then it became a case of oh i killed him cut his head off, ah well he will be back later-- oh look here he comes, propably wants his armor back--
Brian
- Samantha Meryadeles
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You seem to forget to add that your character attacked her in the past two times without any warning. one time at the cross in middle of rp with retlak, the second time in the seahorse. you simply stood infront of me, made a quick #me and attacked.
yesterday your char mentioned a threat to her and her friends, threatening the friends of a Zhambra whorshipper. And than stood infront of her after she warned him not to do so again. he stood infront of her like the last two times he attacked her immediately without warning.
and he played deaf, saying he cant hear her warning about not to threaten her friends again.
And that all as a member of the temple who threaten Samantha again just recently.
so dont moan when you are than fried.
yesterday your char mentioned a threat to her and her friends, threatening the friends of a Zhambra whorshipper. And than stood infront of her after she warned him not to do so again. he stood infront of her like the last two times he attacked her immediately without warning.
and he played deaf, saying he cant hear her warning about not to threaten her friends again.
And that all as a member of the temple who threaten Samantha again just recently.
so dont moan when you are than fried.
Last edited by Samantha Meryadeles on Sat Jan 20, 2007 4:49 pm, edited 1 time in total.
This is not a place to defend your in chracter actions. The other issue had been talked about in game.Samantha Meryadeles wrote:You seem to forget to add that your character attacked her two times before without any warning. one time at the cross in middle of rp with retlak, the second time in the seahorse. you simply stood infront of me, made a quick #me and attacked.
yesterday your char mentioned a threat to her, and thsan stood infront of her as she warned him not to do so. he stood infront of her like the last two times he attacked her immediately without warning.
and he played deaf, saying he cant hear her warning not to threaten her friends.
so dont moan when you are than fried.
People still are to quik to cloud. You know it, i know it.
I like the ida of a woundet-time and agree with the "system" above.
Just one little problem. What to do if monsters are around? Players kill just one time, monsters as much as they can.
Then monsters wold not attacked wounded (what is nearly the only suggestion) , what I wouldn´t like. Its like beeing clouded, but you can talk.
((sry for the bad english))
Just one little problem. What to do if monsters are around? Players kill just one time, monsters as much as they can.
Then monsters wold not attacked wounded (what is nearly the only suggestion) , what I wouldn´t like. Its like beeing clouded, but you can talk.
((sry for the bad english))
hm... not a very convincing position without any arguments.
And Orfin: Sorry I didn´t get your point. (sonst schick´s mir einfach per PM auf deutsch)
and PS: you can whisper as a ghost, too.
I already stated the advantages of my suggestion.pharse wrote:then please tell, which advantages offers the current "clouding" system that can´t be implemented in a "wounded" system?
This was no "final version", of course this system can be improved.
And Orfin: Sorry I didn´t get your point. (sonst schick´s mir einfach per PM auf deutsch)
and PS: you can whisper as a ghost, too.
I never quoted you or said @Pharse; I was saying if your char perma died after a few times I'd leave, because it's ridiculous. There'll always be a stupid time you can't avoid death, like in lich wars or something. Even if you always stay away from trouble (e.g. William hasn't been PKed for about 6 months and that was by bandits who didn't give me a chance to escape or rp, and he was last killed in the graveyard about a month ago, but before that about 4 months ago) there will always be the situation where you'll be killed, and then your char perma dies. Which sucks. I have discovered in my time in illarion that if I try to play any other character than Elderberry I can play him for a day or 2 or bring him in once every blue moon for a little fun, but can't play them consistently. I reckon if Will died I probably couldn't be arsed anymore and quit... or get him ressurected. @Pharse, there's a lot of stupid suggestions in your post but I can't be bothered pointing them out. I say we just leave it how it is. Basically, the problem at hand is that the rp is dire and people don't care about death. This can't be fixed with perma killing characters. That's stupid. I think it's a little too late now. It's kinda like: England had a problem with immigrants recently, they still do, but we can't kick them out and we can't refuse to take more back in now. It's too late, it was a bad decision and now we get our penance. Removing the essay and name check was dumb. Using the new client was good, but it attracted more noobs; and now those noobs could get in without being good rpers; and LOTS of noobs could get in, and learn NOT to roleplay together, and teach other noobs NOT to roleplay.
It sucks.
And it's too late.
Illarion's spiraling down a bottomless chasm now and we all know it.
It sucks.
And it's too late.
Illarion's spiraling down a bottomless chasm now and we all know it.
sorry if I misunderstood you but your post was directly after my one so I assumed it was meant for me.
Anyway, I think the main problem now is that people can´t handle with the current system. It´s illogical to "die" i.e. become a ghost then get resurructed and this again and again. It´s hard to roleplay especially for newbies. The "wounded" system would simplify it and would offer possibilities for "easy" RP for newbies (noone has to be upset that they reacted wrong) and for "advanced" RP for more experienced players at the same time.
Additionally - concerning the current discussion about good vs evil - an "evil" group can raid a whole town i.e. they can threaten the people and they cooperate or if they defend their town at all costs the "evil" group can, theoretically, fight them untill they are all wounded. Now it´s like: death->resurruction->death->resurruction... No chance for equivalent roleplay. (of course quests with NPC monsters have to be very balanced)
If the staff acted according to the motto "It´s too late..." there would be no future for Illarion, no improvement. But I think this isn´t the case.
Perhaps you reconsider your opinion. It would be great to see many people trying to improve the system that everyone is satisfied. But it´s even more important to read a dev´s or staff member´s opinion if or how this system can be implemented.
Anyway, I think the main problem now is that people can´t handle with the current system. It´s illogical to "die" i.e. become a ghost then get resurructed and this again and again. It´s hard to roleplay especially for newbies. The "wounded" system would simplify it and would offer possibilities for "easy" RP for newbies (noone has to be upset that they reacted wrong) and for "advanced" RP for more experienced players at the same time.
Additionally - concerning the current discussion about good vs evil - an "evil" group can raid a whole town i.e. they can threaten the people and they cooperate or if they defend their town at all costs the "evil" group can, theoretically, fight them untill they are all wounded. Now it´s like: death->resurruction->death->resurruction... No chance for equivalent roleplay. (of course quests with NPC monsters have to be very balanced)
If the staff acted according to the motto "It´s too late..." there would be no future for Illarion, no improvement. But I think this isn´t the case.
Perhaps you reconsider your opinion. It would be great to see many people trying to improve the system that everyone is satisfied. But it´s even more important to read a dev´s or staff member´s opinion if or how this system can be implemented.
I didn't read all this, but i think the main point about a punishment would be to stop people from going to the cross resurecting, and then attack the one who killed them once again. This can not be too hard to acomplish...
Dont let the player regenerate health in some hours after a death.
Or the server could throw the player out for some hours. The char has probably fainted anyway, so he would not see or hear anything. let him relog in the hospital, wich would allow some nice rp'ing as well.
Dont let the player regenerate health in some hours after a death.
Or the server could throw the player out for some hours. The char has probably fainted anyway, so he would not see or hear anything. let him relog in the hospital, wich would allow some nice rp'ing as well.