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Same here.Quinasa wrote:Personally I don't see "ghosts" in Illarion. The only time a character is "killed" is when the player decides it is time. If, by chance, a character has been relieved of all his health then I consider him knocked out. And then I don't go saying "Oh look! A ghost!" or "A spirit!" or "Look, a little puff going down the road!" I usually just treat them like an injured person that needs help getting to the cross where there's like a magical aura that eminates and heals faster. Just my view of course, because when someone "dies" and I mean really dies, its a bit more tragic. Not, "Oh ho! Lookit me I was just a puff of stuff and now I'm BACK like new!" at least once a day.
Hear, hear.Quinasa wrote:Personally I don't see "ghosts" in Illarion. The only time a character is "killed" is when the player decides it is time. If, by chance, a character has been relieved of all his health then I consider him knocked out. And then I don't go saying "Oh look! A ghost!" or "A spirit!" or "Look, a little puff going down the road!" I usually just treat them like an injured person that needs help getting to the cross where there's like a magical aura that eminates and heals faster. Just my view of course, because when someone "dies" and I mean really dies, its a bit more tragic. Not, "Oh ho! Lookit me I was just a puff of stuff and now I'm BACK like new!" at least once a day.
Although, we've all been agreeing for ever since I've started playing Illarion, that the crosses are something from real world Christianity and hold no relation to Illarion's world as so far.Pendar wrote:You know it actually varies case to case as we are all bound at some level to work with in the ethos of illarion.
Which i believe from something i read in official documents implys the gods may send you back via the cross.
Some phrases for food for thought:Pendar wrote:Okay i joke but often characters set out to kill each other. I suppose this will remain a grey area until we have knocked out and dead sprites. As such making it a graphical fact which has occured.
Brian
Although this is an interesting idea; know that I say it in all due respect that I wouldn't like seeing it in Illarion. Please hear me out on this.Tonkin wrote:Something else to consider is instead of a knock out or cloud system, have a persons spirit be teleported to an "underworld" where they must complete a mini quest to return from the dead. Their body could stay in the "physical" world so others can rp around their body until they fight their way back from the dead. This would eliminate the questions of ghosts and are they dead or just knocked out. If you want your character dead, dont bring them back from the river styx. A short quest would give people things to do while not allowing them to spring back from the dead moments after death. The quest would have to be short enough to allow a fairly quick return in case of a quest someone must be involved in, but the map large enough to allow someone to be dead for as long as they like and still have things to do. To be truly fun, portals and oracles could be included in the land of the dead to allow interaction and watching from the dead. You could haunt someone, but the time can be limited in oracle so you could not annoy the person who killed you for too long. Just a thought, but it could eliminate cloud problems and allow for some interesting rp if someone was haunting others or describing the afterlife.
Is it only me who reads a contradiction in terms here?Pendar wrote:Work wise its not to intensive at least it would take a huge amount of scripting NPCS and map work assuredly.
Although I don't like the idea of the skill loss by dying (I thought this was a game without levels and exp - such a trait is typical for those games), I don't like the idea of being pulled from RP for a time, either. You know, some of the best RP I've seen was from people who actually played seriously wounded, near-death characters in their agonies of the living. Dramatic last words before a character dies for good. And much more. Truly, I think a spirit world of sorts, that draws people away from the RP the moment they would have instead been "clouded", is actually magnifying a problem and making it worse.Pendar wrote:What I personally would like to see from death in Illarion is simple I would like to see it move away skill lose and indeed a death pulls you from the rp for a time.
There are other, more effective ways to induce fear to players of their character dying, but to be honest?Pendar wrote:.skill lose is not drastic enough to discourage risk taking or pvp, so death really holds little fear. “If it was that was also be horrible”
This is partial to why I say that I dislike the current system of skill loss to punish character death. This - as so many things - only punishes people who don't PG or haven't played their characters for long.Pendar wrote:.Generally lower level characters are more prone to deaths and really are the characters who suffer as result. If my high level character loses a bit of skill I might not be able to beat X high level in a duel but I can still cut through skeletons like butter.
What else should they do? Play another 2-72 real hours to accumulate the same gear again? Come on, it's just a game.Pendar wrote:.I kill a character and have them return to demand there items a long standing trend among other wise good players.
As for this, I have suggested, a certain "down-time" of the wounded could be made to compensate for it than silly things like skill loss or spirit world. To me they all seem like artificial half-assed attempts to discourage players from going back into fighting more.Pendar wrote:.Quests are made nearly non issue by once again if I die I go to cross return #me bleeds finish quest. By the same token wars cannot be waged with out massive (()) drama’s between the living and “fallen”.
I see absolutely no pros in this spirit world suggestion, when viewed under the light of the aspects I've mentioned above. In the contrary, I just see more and more cons by the minute.Pendar wrote:No one likes dieing but currently is punitive purely adding nothing to rp for me or others. Who ever dies mostly we all lose. An element of choose your own adventure or path upon being made a cloud may appeal to some players others not.
in general the result of death being characters removed for a time probably has more pro’s than con’s.
No doubt a KO system must make an appearance sooner or later.Pendar wrote:This would have to be coupled with a workable KO system so that death would most often come from a choice to run X through not a dueling mishap. This in its self would limit the amount of times X becomes a cloud.
I have nothing to add to this.Pendar wrote:I have also thought those of us who do PVP should perhaps look at starting a trend of not going for the cloud kill. Instead working out PVP fights like duels not drinking potions and allowing one person to back off making as if they are knocked out when they do and players giving up there loot if looted.
Of course this would never work for skirmishes and probably wouldn’t work full stop as we all tend to jump in, run left and swig a brew or generally behave badly:P
It has long been a source of amusement to me that in rp community as soon as combat comes into play we would rather PWN than show any consideration to each other.
Oh that’s me to by way, funny little side of the human nature that one eh?
While true and also a good idea I might add, I again object on behalf of imagination and fantasy.Gro'bul wrote:Ahah, this brings me to my, idea. You die, if you choose to be ressurected by the cross, your teleported to a "Limbo" area. Basically a meadow with some water something nice to look at, you are alive as in not clouded, theres some food or something to eat. You'll get a message when your teleported "wait till your health has returned to full the use the cross to leave". I also proposed that the foodlevel was increased to maximum apon being teleported to this place. There is no potion drinking, fighting, or even talking here. #me, !gm, and gm commands only work here. When your health is full you can use the cross there to be teleported out.
This solves:
Player Reskilling
Npc Reskilling
Rejoining fights
Re-attacking someone or pestering them because you don't care if you die
A very minor punishment for dieing, imo.
It makes a bit more sense that you are truly dead and are revived by the gods grace.
Not overly complicated.
Fairly simple to create compared to a maze&quest.
True, so? How would an otherworldly meadow or spirit world reflect this? Would we have to select Gods for our characters to land in seperate halls when the characters die? Also sounds like a neat idea, but what purpose does it serve other than even MORE people telling silly stories about afterlives and what not? Don't you think it would be wiser, style-wise, as well as in the sense of efficiency, to leave it one big mystery? Sure, some characters will speak of an afterlife, but does your character believe them? Sure, most characters are reverent in the mythology and Gods, and they are an existential part of the setting, but are they all that is there to them? You see, by giving these things clearly-defined faces, you're limiting things already; otherwise, only your imagination is the limit.Gro'bul wrote:Many people have come back from the afterlife, and the afterlife is already defined per god.
As it is right now, you can't kill anyone for good. You can't kill anyone for good unless that person is willing to let the character stay dead for good. Bringing the assassin profession into this context is a rather weak argument anyway; it's absolutely pointless to assassinate in a game like Illarion because you can't pick up any "absolute proof items" like a head or an ear labelled with their character's name after killing them, as it's common in other games. Furthermore, as I suggested on this same thread, you could assume that without 25+ Intelligence, your character will never know for sure if they really killed someone for good; in other words, the Gods know it better if someone's candle of life has really truly stopped burning. One serious question, have you ever played an assassin in Illarion for an extended amount of time? The example you bring is showing people mixing OOC and IC... if you'd go strictly IC, yes, the assassin failed. Why? He failed to communicate OOC in a different instance and convince the other player that the character would be assassinated. No other way to permanantly dispatch a player character unless played by a very flexible and generous player; let's face it.Gro'bul wrote:It doesn't make any sense that you can't kill anyone, how would an assasin get payed for a job: "You only knocked him out, why didn't you kill him!?" "uhm I uh.....couldn't." "and WHY not?" "((you can't kill people technically))" "((wtf you kidding?))" "((not at all))" "((rofl))".