
Ghosts...
Moderator: Gamemasters
- Kamik Windslasher ~
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Ive read about 1/20th of the post, it bores me :p
Mmm invisible ghosts, im my opinion a nono
1 ) People who die, how iwll you be able to tell unless there is an animation for dieing, there shall be outcrys of ' he logged '
2) Ghosts spying on people everywhere, and ghosts blocking paths, both instances of bad roleplay. But it will happen take my word for it. Invisible ghosts watching your every step, think about it.
Mmm invisible ghosts, im my opinion a nono
1 ) People who die, how iwll you be able to tell unless there is an animation for dieing, there shall be outcrys of ' he logged '
2) Ghosts spying on people everywhere, and ghosts blocking paths, both instances of bad roleplay. But it will happen take my word for it. Invisible ghosts watching your every step, think about it.
- The Returner
- Posts: 2437
- Joined: Wed Aug 13, 2003 8:34 pm
- Location: Turny For GM '12
They drop their gear.Aristeaus wrote:Ive read about 1/20th of the post, it bores me :p
Mmm invisible ghosts, im my opinion a nono
1 ) People who die, how iwll you be able to tell unless there is an animation for dieing, there shall be outcrys of ' he logged '
Remove the solidity of ghosts and its language skills in that state. Solved.2) Ghosts spying on people everywhere, and ghosts blocking paths, both instances of bad roleplay. But it will happen take my word for it. Invisible ghosts watching your every step, think about it.
The Returner wrote:They drop their gear.Aristeaus wrote:Ive read about 1/20th of the post, it bores me :p
Mmm invisible ghosts, im my opinion a nono
1 ) People who die, how iwll you be able to tell unless there is an animation for dieing, there shall be outcrys of ' he logged '
Not all the time. I've died a few times with different characters and lost nothing.
Sounds so simpleAs Pocal said not allways, and it would look lame.The Returner wrote:They drop their gear.Aristeaus wrote:Ive read about 1/20th of the post, it bores me :p
Mmm invisible ghosts, im my opinion a nono
1 ) People who die, how iwll you be able to tell unless there is an animation for dieing, there shall be outcrys of ' he logged '
Remove the solidity of ghosts and its language skills in that state. Solved.2) Ghosts spying on people everywhere, and ghosts blocking paths, both instances of bad roleplay. But it will happen take my word for it. Invisible ghosts watching your every step, think about it.

- The Returner
- Posts: 2437
- Joined: Wed Aug 13, 2003 8:34 pm
- Location: Turny For GM '12
there has to be a way to prevent it from going certain places, just make it invisible/passable to players and nothing else.
How would it look lame? I don't even think ANY gear should be kept when you die. After all. You died, how does a cloud hold ANYTHING?. Plus its a better alternative to stressing martin out with animations, isen't it?
How would it look lame? I don't even think ANY gear should be kept when you die. After all. You died, how does a cloud hold ANYTHING?. Plus its a better alternative to stressing martin out with animations, isen't it?
The cloud animation could be used upon death for a set time .. easy..
And as to the other factor, solidility and so forth i imagine the amount of scripting involved would be harsh, but i dont know.
I think a simple solution would be set a timer on the currant system which after a certain time teleports the ghost the the nearest cross..
easy
And as to the other factor, solidility and so forth i imagine the amount of scripting involved would be harsh, but i dont know.
I think a simple solution would be set a timer on the currant system which after a certain time teleports the ghost the the nearest cross..
easy
- The Returner
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- Joined: Wed Aug 13, 2003 8:34 pm
- Location: Turny For GM '12
Scripting is based on the variables, if theres two variables, then yes, difficult. If theres three variables, notsomuch, like variable 1 = solid, variable 2= not solid....and 1: Solid 2:Not Solid 3: Partially Solid. I don't know if there is a third variable.Aristeaus wrote:The cloud animation could be used upon death for a set time .. easy..
And as to the other factor, solidility and so forth i imagine the amount of scripting involved would be harsh, but i dont know.
I think a simple solution would be set a timer on the currant system which after a certain time teleports the ghost the the nearest cross..
easy
The timer suggestion is likely to take more code then the invisibility suggestion.
I can't beleive I didn't think of that! However much sympathy I don't have for afk'ers, I know I've accidentally not pressed the esc button hard enough turned off my monitor and ran out the door a few times to return horrified I was still logged in. My idea I stated on page 3, 4 posts down and this would be excellent in conjunction with it.Aristeaus wrote:The cloud animation could be used upon death for a set time .. easy..
And as to the other factor, solidility and so forth i imagine the amount of scripting involved would be harsh, but i dont know.
I think a simple solution would be set a timer on the currant system which after a certain time teleports the ghost the the nearest cross..
easy
- Moirear Sian
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- Garett Gwenour
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- Location: Is Roleplay in YOU ?
- Moirear Sian
- Posts: 1214
- Joined: Thu Jul 15, 2004 5:12 am
If there's a big scale monster attack, there's a GM or more online. 
If you're the unlucky fellow at the cross when a monster comes, well good luck to you and enjoy the refreshening moments of a desperate run. The fact that it hasn't been coded yet so monsters can't enter "safe zones" like the cross areas - does not warrant introducing changes that will further ruin the gameplay like extracting defeated player characters into dimensional pockets.
The main reason I don't like this spirit world/alternate dimension/picknick yard -thing is because it would inadvertantly divert player attention from the game content, the roleplaying. Given that you'll have some players with attention spans of flies (me, for example), any diversion from actual "meat" of the gameplay is somewhat of a "killer". I know some of you cry for realism, but that's just going too far.

If you're the unlucky fellow at the cross when a monster comes, well good luck to you and enjoy the refreshening moments of a desperate run. The fact that it hasn't been coded yet so monsters can't enter "safe zones" like the cross areas - does not warrant introducing changes that will further ruin the gameplay like extracting defeated player characters into dimensional pockets.
The main reason I don't like this spirit world/alternate dimension/picknick yard -thing is because it would inadvertantly divert player attention from the game content, the roleplaying. Given that you'll have some players with attention spans of flies (me, for example), any diversion from actual "meat" of the gameplay is somewhat of a "killer". I know some of you cry for realism, but that's just going too far.
That has nothing to do with realism, but rather solving many problems. If the system doesn't have enough benefit over the current its not worth making. Take a consensus of players asking if they'd rather be removed for 15 minutes or die 8 times before they can log out and be removed from roleplay anyway for the same amount of time, or longer because they are too scared to log back in.
- Moirear Sian
- Posts: 1214
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You explained some "problems" this would solve, but I see bigger ones it's going to create. In fact the "problem" it solves it getting res-killed. And now tell me, how often do people get res-killed at the cross? Anybody have some daily statistics?Gro'bul wrote:That has nothing to do with realism, but rather solving many problems
This "removal" sucks in so many ways its not funny, not at last in the sense of roleplaying. End of story.Gro'bul wrote:If the system doesn't have enough benefit over the current its not worth making. Take a consensus of players asking if they'd rather be removed for 15 minutes or die 8 times before they can log out and be removed from roleplay anyway for the same amount of time, or longer because they are too scared to log back in.
I'd rather take the solution where nobody's removed and we wait, suffering the "risk" of rare res-death of our characters, until it's eventually coded so people also can't be res-killed. There are so many bypasses that would work better in conjunction with the proposal of NOT being removed from game (and aid our poor little whiners):
- Temporary invincibility after resurrection (like 1-2 minutes, or until you step off the "cross grounds")
- Making monsters or un-resurrected players inable to step onto "cross grounds"
- insert any stupid idea here, it will still be smarter than removing people from the game into dimensional pockets
- w/e
You won't get my "ok" for the extraction scenario, ever. Not that that is going to stop it from coming in development. Alot of immensely creative and stupid things were incorporated anyway without our consent, i.e. the skill "cap" which is different than in any other game but also infinitely more stupid in the sense of gameplay.
A tip, stop counting up "pros" of a suggestion, and instead only look at "contras". Then you'll notice that sticking to some old, well-travelled routes is wiser than making new paths that lead into piles of bullshit. Big names in game design are known for innovation, but their innovations made their games addicting and original, not repetitive and boring - in other areas they went the well-traveled roads that most good games went in order to not risk the playability of the game.

If we'd be talking about a temporary fix for the whole situation, I'd say "okay, what the hell." This dimension pocket crap sounds like it's here to stay, though. Which means I had better get going again.
Not that I'm stepping down from this opinion though. If you're hell-bent on making the game worse, be my guest and do it: Bring on those "otherworld" thingies. There is such a humongous selection of games in this world that I'll surely find one to accomodate myself with better, and I'm sure that with so many gamers on the planet that you'll find more of the rare types who'd play this game. No worries. So yeah, let's do it. I see no other risk but losing a gamer or two (that actually equals to alot considering the size of the playerbase but let's nevermind that), or by making this action-packed intense game Illarion a little boring by stranding someone in a dimensional pocket with no real significance.
Man, I see good times coming up.
There were many people reskilled during the spider attack, ask them. In your opinion worse, in my opinion better. I haven't even seen anyone besides you, voice dislike about it. Not surprising considering this thread has nothing to do with the death system at all.
Not a bad idea at all. I'd say go for it, but I don't know how technically complicated it would be.- Temporary invincibility after resurrection (like 1-2 minutes, or until you step off the "cross grounds")
- Making monsters or un-resurrected players inable to step onto "cross grounds"
- Moirear Sian
- Posts: 1214
- Joined: Thu Jul 15, 2004 5:12 am
Incorrect. It relates 200% as both dabble in the same concept: Character death.Gro'bul wrote:Not surprising considering this thread has nothing to do with the death system at all.
I say "no" to character death unless it's a roleplayed and conscious player decision, because I also say "no" to 'annoying ghost RP', mass hyper-resurrection roleplaying, and res-killing.
- Devrah Liioness
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Simple, effective, takes care of virtually all the problems players have with ghosts.Moirear Sian wrote:I'd love to see something along these lines:
- your character's hp drop to zero -> "clouded" briefly, message output "You have been knocked unconscious!"
- character is teleported to cross, and inable to attack/spellcast for x minutes.
I'm definitely supportive of Sian's idea.
No entry of cross grounds is a bad idea.. most RP of people bleeding to death takes place there...
I agree with being knocked out.. what if .. the corpse falls, the person astro-projects... reaches the cross, and re-animates the dead body... [ie teleports back again]
or maybe he'd have a choise to do so or not "oops stuck in middle of angry skeletons"
I agree with being knocked out.. what if .. the corpse falls, the person astro-projects... reaches the cross, and re-animates the dead body... [ie teleports back again]
or maybe he'd have a choise to do so or not "oops stuck in middle of angry skeletons"
- Moirear Sian
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Distance from cross to grounds not covered by the marble ground surrounding the cross:Hadrian_Abela wrote:No entry of cross grounds is a bad idea.. most RP of people bleeding to death takes place there...
- Less than 5 steps.
- 10 of 10 points on my coolness scale.
- Priceless.
- Moirear Sian
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- Joined: Thu Jul 15, 2004 5:12 am