killing chars AND players
Moderator: Gamemasters
- Korm Kormsen
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Aristeaus,
if a criminal, who ecapes, is RPing badly, and a sheriff, who catches criminals is playing unfair, like you stated above, we should have criminals, who want to be caught by sheriffs, that dont want to catch....
for me a simulation of a couple of societies.
the way, the outlaws are evolving at the moment, they tend to destroy these played societies (simply by either driving away peacefull chars, or obligating players to play their former peacefull chars as fighters)
what is Illa without peacefull chars? - just hack'n slay!
you, and some others here are wrong, if you compare the risk of an outlaw to the risk of a guard or similar.
the risk of an outlaw has to be compared to the damage he does to society.
and in the case of this game, it has to be compared, to the indirect damage, they do to the game as such. (by driving away people, who want to play peacefull chars)
edit:
and this:
if a criminal, who ecapes, is RPing badly, and a sheriff, who catches criminals is playing unfair, like you stated above, we should have criminals, who want to be caught by sheriffs, that dont want to catch....
well, what is a role play game? or better, what is this role play game?Why should a criminal character be forced into permadeath when a judical character should not?
for me a simulation of a couple of societies.
the way, the outlaws are evolving at the moment, they tend to destroy these played societies (simply by either driving away peacefull chars, or obligating players to play their former peacefull chars as fighters)
what is Illa without peacefull chars? - just hack'n slay!
you, and some others here are wrong, if you compare the risk of an outlaw to the risk of a guard or similar.
the risk of an outlaw has to be compared to the damage he does to society.
and in the case of this game, it has to be compared, to the indirect damage, they do to the game as such. (by driving away people, who want to play peacefull chars)
edit:
and this:
seems to me like an underthought statement.which is why i think it a stupid and underthought idea
- Korm Kormsen
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- Alytys Lamar
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Well.. I agree with Ascius ... and with AristeausAscius wrote:Furthermore, we sometimes had some of the greatest idiots ever in ruling positions, which makes it difficult to give the power over life and death to them.
We'll have to live with these 'outlaws'. That's the difference between game and real life.
Execution, Permadeath or whatsoever must be an decision from the player. A hero can die and a Thief or Murder as well, that's fair play.
When a Player plays against the rules, like forced RP, there are GMS to handle this.
The Rest is fantasy... and Game...NOT RL-Life
So Aristeaus is right when he wrote its a player thing and not in the game..
We all should using our intelligence and fantasy... it would be really boring when all living in peace and huggles... i think i would quit the game !
And Sorry Korm, but the Nordmarkers seems me not really squeamishly with violence... they are Barbarians.
.. this is still a GAME, not more and not less.
- Korm Kormsen
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agreed.And the fault is not in the GAME, its in the players.
agreed.If it were played as an rpg it would be fine, but the players dont play it as an rpg.
and??
where is your idea for a solution?
my idea for a solution is, to make the "hack'n slay- way of life" in the game less atractive.
by wich means, you allready have read above.
to be called n00b by you, doesn't hurt. i know, from whom it comes...
---------------
Aleytys,
referring to my first posting here, what would be your suggestion?
or don't you recognize the problem?
Last edited by Korm Kormsen on Thu Mar 22, 2007 7:00 pm, edited 1 time in total.
- Alytys Lamar
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- Kurga Wolfbane
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- Korm Kormsen
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- Alytys Lamar
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- The Returner
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- Korm Kormsen
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- The Returner
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So you play for the sole purpose of character progressKu 'Agor wrote:Enjoyment made from character progress.
If there is no definite variable of a character, why bother with anything?
heres a dilema I face with this situation:
Already we have economy, politics, social factions, judicial systems, sex, children, slavery ect ect so on
Yet when someone mentions perma death its "I won't play anymore cause thats no fun"
- Ku 'Agor
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It is no fun.
Character progress does not just refer to Skills.
Look at Aristeaus. He has been around for how many years on that one character? After a skill whipe, countless Deaths from aggressive Powergaming players, and endless streams of bullshit that sometimes pass over Illarion he has stood with that ONE character. Why? His character had history, countless friends, and was a legend of Illarion like the gods them fucking selves.
Permadeath would of destroyed all of that a week after it started. Go figure.
Character progress does not just refer to Skills.
Look at Aristeaus. He has been around for how many years on that one character? After a skill whipe, countless Deaths from aggressive Powergaming players, and endless streams of bullshit that sometimes pass over Illarion he has stood with that ONE character. Why? His character had history, countless friends, and was a legend of Illarion like the gods them fucking selves.
Permadeath would of destroyed all of that a week after it started. Go figure.
I don´t understand where the problem is. Any PO of a char who is well known and acts publicly like town leaders, murderer etc should be open for a perma change of his char -> physical disability, death...
We are reasonable human beings, we should be able to handle that. But if one does not want to risk such a change of his char then he/she should not play one this way.
Any other perma-death-system is crap and ends in frustration.
Point.
Perma changes should be agreed by every relevant players. But if one plays such a char I described above he/she MUST take this risk. Everything else would be damn selfish, we are a COMMUNITY and should act like it. Communication is the key. If you are not cooperative then play single-player games.
just my two cents.
We are reasonable human beings, we should be able to handle that. But if one does not want to risk such a change of his char then he/she should not play one this way.
Any other perma-death-system is crap and ends in frustration.
Point.
Perma changes should be agreed by every relevant players. But if one plays such a char I described above he/she MUST take this risk. Everything else would be damn selfish, we are a COMMUNITY and should act like it. Communication is the key. If you are not cooperative then play single-player games.
just my two cents.
- Talaena Landessi
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Ive always been pro-perma death.
My reasoning is that it keeps people on thier toes, it keeps baddies from running around not thinking about who they piss off or attack and keeps them banding together and training "in the shadows" while they get capable enough to take on people. If your a good guy and your getting killed its becouse your character has put himself in a position where there is a chance of himself getting killed.
As soon as something like that is implemented I can about gaurentee that people would think twice before they attack someone and guess what! Thier characters would MAGICALLY begin to start thinking about thier own well being! WOW! INstead of "Ow, hurt...ow..leg. I R R3T3r|\|, tho nex tym joo will pay!"
I also bet those bandits wont attack people they dont know, or at least they wont be attacking randomly at armed people and such, I bet they would be like "Hmmm....Lets see, he has lots of armor on...I dont know him either...I think we should leave him alone, he might fewk us all up."
I know a very good perma death system. Guess what, some very gifted rpers gave up ILLARION to go play that game together. Pendar, devrah lioness, allura, nia, and some others, including myself for awhile.
It worked somethign liek this:
You only get death counts for PvP combat. You have three death counts. After the third death count you have a 50% chance of dying every time after the third death. NPC's dont contibute to your death counts, and things like poison and exploding potions dont either...
Without a system to keep people who partake in pvp in check, they will always run rampant. With all the threads ive seen like this, where people talk about reforming and getting thier act together and maturing so that pvp rp can run smooth; ive never seen it actually work...
My reasoning is that it keeps people on thier toes, it keeps baddies from running around not thinking about who they piss off or attack and keeps them banding together and training "in the shadows" while they get capable enough to take on people. If your a good guy and your getting killed its becouse your character has put himself in a position where there is a chance of himself getting killed.
As soon as something like that is implemented I can about gaurentee that people would think twice before they attack someone and guess what! Thier characters would MAGICALLY begin to start thinking about thier own well being! WOW! INstead of "Ow, hurt...ow..leg. I R R3T3r|\|, tho nex tym joo will pay!"
I also bet those bandits wont attack people they dont know, or at least they wont be attacking randomly at armed people and such, I bet they would be like "Hmmm....Lets see, he has lots of armor on...I dont know him either...I think we should leave him alone, he might fewk us all up."
I know a very good perma death system. Guess what, some very gifted rpers gave up ILLARION to go play that game together. Pendar, devrah lioness, allura, nia, and some others, including myself for awhile.
It worked somethign liek this:
You only get death counts for PvP combat. You have three death counts. After the third death count you have a 50% chance of dying every time after the third death. NPC's dont contibute to your death counts, and things like poison and exploding potions dont either...
Without a system to keep people who partake in pvp in check, they will always run rampant. With all the threads ive seen like this, where people talk about reforming and getting thier act together and maturing so that pvp rp can run smooth; ive never seen it actually work...
- abcfantasy
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- Bumbol Woodstock
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most new players play outlaws and someone who would try to roleplay will stick around for a day or two.
as to perm killing, it would never work properly and there would always be an arguement. The only way perm killing would be possible is the way dark ages or whatever has it.. inwhich a character starts out with 3 or 5 expendible lives, after they lose those lives every time they die again they increase the chance of being perma killed. That is the only reasonable way to have perma killing, not when a gang of people attack a single character who is in power; because most times when this is done it is because the single character simply doesn't have his gang to back him up and so wouldn't be fair.
as to perm killing, it would never work properly and there would always be an arguement. The only way perm killing would be possible is the way dark ages or whatever has it.. inwhich a character starts out with 3 or 5 expendible lives, after they lose those lives every time they die again they increase the chance of being perma killed. That is the only reasonable way to have perma killing, not when a gang of people attack a single character who is in power; because most times when this is done it is because the single character simply doesn't have his gang to back him up and so wouldn't be fair.
One of the GM's at that game informed me that no players have actually experienced a perm death at that game, because there's so many ways around it. In essence, there *isn't* a working a perm-death system in place.Talaena Landessi wrote:Ive always been pro-perma death.
My reasoning is that it keeps people on thier toes, it keeps baddies from running around not thinking about who they piss off or attack and keeps them banding together and training "in the shadows" while they get capable enough to take on people. If your a good guy and your getting killed its becouse your character has put himself in a position where there is a chance of himself getting killed.
As soon as something like that is implemented I can about gaurentee that people would think twice before they attack someone and guess what! Thier characters would MAGICALLY begin to start thinking about thier own well being! WOW! INstead of "Ow, hurt...ow..leg. I R R3T3r|\|, tho nex tym joo will pay!"
I also bet those bandits wont attack people they dont know, or at least they wont be attacking randomly at armed people and such, I bet they would be like "Hmmm....Lets see, he has lots of armor on...I dont know him either...I think we should leave him alone, he might fewk us all up."
I know a very good perma death system. Guess what, some very gifted rpers gave up ILLARION to go play that game together. Pendar, devrah lioness, allura, nia, and some others, including myself for awhile.
It worked somethign liek this:
You only get death counts for PvP combat. You have three death counts. After the third death count you have a 50% chance of dying every time after the third death. NPC's dont contibute to your death counts, and things like poison and exploding potions dont either...
Without a system to keep people who partake in pvp in check, they will always run rampant. With all the threads ive seen like this, where people talk about reforming and getting thier act together and maturing so that pvp rp can run smooth; ive never seen it actually work...
- Bumbol Woodstock
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The only thing that keeps me away from this, is that the required server functions have a slightly bug.Bumbol Woodstock wrote:Reduce attributes after a person dies, to perhaps the bare minimum for the first day and gradually raise them back up over the course of a week. That would make people think twice about dieing needlessly.
Instead of a week, how about X amount of hours ingame. Like the skill cap system.
Nitram
- Mr. Cromwell
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That would be so awesomely frustrating and stupid way of trying to make it work. The strongest fighters (best stat + skill combination) would reign supreme and remain as strongest forever, simply because no-one could ever gain high enough skill to challenge them, because they would simply die and be back to square one.
Why are you still reading this text, Nitram? Go and fix that goddamn bug.

Why are you still reading this text, Nitram? Go and fix that goddamn bug.

