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Honis
post Aug 1 2005, 10:48 AM
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I had a brainstorm for a "new" idea for death, dying, and exp.

Do it the old-fashioned way, with save points.

Everyone remembers playing console RPG's and saving at particular points in the game. We could implement this also.

When your character dies, you respawn at the last place you saved. You lose the exp you gained, items you acquired (losing items may be a bit much), and completed quests.

This could help encourage people to save and then explore a high-risk area at little or no risk (now scouts/rangers that can sneak won't be alone). It will also discourage running through a high-risk area to finish a quest just before dying (something I have done several times in FF XI and EQ2).

Of course there should still be a revive system so that the tank in a party isn?t screwed out of hours of exp. At some point we could even add an item that is a portable save point (untradable/sellable and can only be got through an extremely difficult high-level quest). I should have a reset time on it so that someone doesn't macro saving every 5 sec's.


note: By EXP I mean, any points gained for any skills.

note2: Items that where bought or traded would not be lost due to death. Only items dropped by fallen creatures or for quests.

note3: The actual quest would not be lost due to death. (save>>get quest>>die>>still have quest in list)


This thread is to present ideas for a death, dying, and exp system. Add your own ideas as well as sage me :D.


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Minthos
post Sep 27 2006, 11:33 PM
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I'm currently of the opinon that permadeath is bad, but that we should still design the game so that people don't die easily.

People have suggested going to hell or limbo when they die, and having to somehow make their way back to the world of the living.

Yellow suggested Karma based on your actions ingame.

This "idea" I propose is a sort of combination of those things.

It assumes that severely wounded characters will be incapacitated (unconscious or disabled), with the possibility of death if they recieve considerable additional damage, or if they don't recieve medical attention within a reasonable amount of time, and that resurrection will not be something one can easily do on the battlefield, even if there is no fighting going on.

When players die, they go to hell, limbo or heaven, depending on their "Karma". There could be several levels of hell (as in Dante's Inferno). Getting back to the world of the living should be a time-consuming procedure, but preferably not too boring.

Heaven should obviously be more pleasant than hell, a reward for nice and honorable characters, while the lower levels of hell should inflict increasingly harsh punishment on the cruel and wicked.
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Jaramar
post Sep 27 2006, 11:48 PM
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QUOTE(Minthos @ Sep 27 2006, 10:33 PM)
I'm currently of the opinon that permadeath is bad, but that we should still design the game so that people don't die easily.

People have suggested going to hell or limbo when they die, and having to somehow make their way back to the world of the living.

Yellow suggested Karma based on your actions ingame.

This "idea" I propose is a sort of combination of those things.

It assumes that severely wounded characters will be incapacitated (unconscious or disabled), with the possibility of death if they recieve considerable additional damage, or if they don't recieve medical attention within a reasonable amount of time, and that resurrection will not be something one can easily do on the battlefield, even if there is no fighting going on.

When players die, they go to hell, limbo or heaven, depending on their "Karma". There could be several levels of hell (as in Dante's Inferno). Getting back to the world of the living should be a time-consuming procedure, but preferably not too boring.

Heaven should obviously be more pleasant than hell, a reward for nice and honorable characters, while the lower levels of hell should inflict increasingly harsh punishment on the cruel and wicked.
*



Why punish evil more then good? It's a legitiment RP and has been done quite well at times.


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Minthos
post Sep 27 2006, 11:54 PM
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QUOTE(Jaramar @ Sep 28 2006, 06:48 AM)
Why punish evil more then good? It's a legitiment RP and has been done quite well at times.
*


There should be concequences for your actions - if there were no penalties for PKing and griefing, there would be too much of it, and then it would be too difficult for non-pvpers to avoid getting griefed all the time. Thus we would have to prevent it altogether. Harsher punishments means better control, which again means we can let players have more freedom. That's what you want, isn't it?

Specifically, the idea I proposed rewards those who kills evil characters by giving them the satisfaction of literally sending them to hell. This particular point is something that can be expanded upon, for example with fancy graphics involving flames and demons coming to drag their soul down to hell and imprison it..
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Jaramar
post Sep 28 2006, 12:15 AM
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QUOTE(Minthos @ Sep 27 2006, 10:54 PM)
There should be concequences for your actions - if there were no penalties for PKing and griefing, there would be too much of it, and then it would be too difficult for non-pvpers to avoid getting griefed all the time. Thus we would have to prevent it altogether. Harsher punishments means better control, which again means we can let players have more freedom. That's what you want, isn't it?

Specifically, the idea I proposed rewards those who kills evil characters by giving them the satisfaction of literally sending them to hell. This particular point is something that can be expanded upon, for example with fancy graphics involving flames and demons coming to drag their soul down to hell and imprison it..
*



If you commit evil then the god of evil will want to get you up there for another round and will be cheering you on. Penalties for killing and griefing should be in the game world itself. Guards and hunting parties tracking you down and such... things that are avoidable but make being a bad guy more work then your typical griefer will want. Anyways, if we go along with the factional system then you can only "grief" those who are at war with you already.


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-Jaramar Hillslayer
Insane Gnome

"'Live and let live' is my philosophy these days," I remarked.
Random chuckled.
"What a quaint notion. I'll bet it will last all of five minutes."

-Nine Princes in Amber
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Posts in this topic
Honis   Death, Dying, and Exp   Aug 1 2005, 10:48 AM
Minthos   Ok, yeah I agree with most of that. Just thought y...   Dec 2 2005, 04:35 AM
exocrine   I'm not saying that at all. My hypothesis wa...   Dec 1 2005, 04:53 PM
Minthos   I think I may have found the answer, so tell me if...   Dec 1 2005, 06:25 AM
exocrine   I think I may have found the answer, so tell me if...   Nov 30 2005, 09:19 PM
Minthos   I don't really know, but I can guess at somet...   Nov 30 2005, 09:41 AM
exocrine   So what make's WoW's system not good? I...   Nov 29 2005, 01:31 PM
Minthos   Yeah. It doesen't necessarily have to be...   Nov 29 2005, 12:01 AM
exocrine   Sucks as in "not a good system", or suck...   Nov 28 2005, 04:43 PM
Minthos   It wouldn't just be to make death more conven...   Nov 26 2005, 10:39 PM
exocrine   It could be, sure. But what would these safe plac...   Nov 26 2005, 08:46 PM
Minthos   It could be as simple as allowing players to bring...   Nov 26 2005, 07:11 PM
exocrine   That probably would be handy for combat players, b...   Nov 26 2005, 01:53 PM
Minthos   Very important point, and I think it would be good...   Nov 25 2005, 11:36 PM
exocrine   Well, I agree with Minthos' personal view of ...   Nov 25 2005, 09:20 PM
xardy   yeah i liked the eve system verry mutch.   Nov 24 2005, 11:25 AM
Sunjit   I like minthos idea very much.   Nov 23 2005, 11:44 PM
Minthos   In eve, when you have a clone, it updates automati...   Nov 23 2005, 12:06 AM
Japheth   Just a few thoughts on death. What if the item...   Nov 22 2005, 10:27 PM
Hankellin   The durability loss in WoW is temporary from what ...   Nov 16 2005, 12:47 AM
Sunjit   you don't have to walk to your corpse...you c...   Nov 15 2005, 11:16 AM
xardy   and you have to walk sometimes verry long times to...   Nov 15 2005, 10:58 AM
Sunjit   I like World of Warcraft's death penalty. Yo...   Nov 13 2005, 03:09 PM
Blacksmile   Well as I have been the person, who brought up tha...   Sep 5 2005, 06:47 AM
Hamilton   Oh no, not at all. I actually do not expect a qui...   Aug 24 2005, 05:17 PM
emeraven   I saw your question when you posted it Hamilton, I...   Aug 24 2005, 04:46 PM
Hamilton   Ok then that needs to figured out. So in general ...   Aug 24 2005, 01:50 PM
exocrine   Not really. The game server is just a machine, an...   Aug 24 2005, 12:40 PM
Hamilton   So Am under the impression that the death rules ha...   Aug 23 2005, 09:58 PM
Hamilton   Point taken and thanks for the link, I will review...   Aug 23 2005, 09:25 PM
exocrine   Permadeath has been discussed previously. If you ...   Aug 23 2005, 07:56 PM
Hamilton   Indeed there are many problems with Perma-Death, w...   Aug 22 2005, 10:53 AM
Shaidar   The problem with perma death is that there are tho...   Aug 22 2005, 10:15 AM
Hamilton   Might I suggest to make the death system different...   Aug 22 2005, 08:23 AM
Hamilton   If there is no fear of death, then there can be no...   Aug 19 2005, 04:32 PM
emeraven   Although this is a thread in death, a lot of what ...   Aug 8 2005, 03:36 PM
Shaidar   I also dont feel that armor should be 'healab...   Aug 8 2005, 09:14 AM
exocrine   It's exactly the same, actually. Well,...   Aug 4 2005, 05:10 PM
Shaidar   Here are my thoughts... I think that when a pla...   Aug 4 2005, 09:04 AM
Honis   Thank you, I forgot that skills are usually harder...   Aug 2 2005, 11:41 PM
exocrine   Huh? I don't get it. By your example, the sk...   Aug 2 2005, 05:29 PM
Bird   An idea just crossed my mind... I remember a topic...   Aug 2 2005, 02:46 PM
xardy   An idea just crossed my mind... I remember a topic...   Aug 2 2005, 12:02 PM
Honis   Here is a breakdown of a flat tax system: Low Lev...   Aug 2 2005, 10:59 AM
Luna#039;s Requiem   An idea just crossed my mind... I remember a topic...   Aug 2 2005, 06:25 AM
exocrine   I really don't like % systems ... I have real...   Aug 2 2005, 06:14 AM
xardy   saga of ryzom just had an debt system where all xp...   Aug 2 2005, 05:02 AM
Honis   How? All trades are final. You die with zero gol...   Aug 1 2005, 09:33 PM
exocrine   I don't think "saving" in an mmo wo...   Aug 1 2005, 04:11 PM
Honis   Thank you for reminding me about the PvP factor th...   Aug 1 2005, 12:33 PM
xardy   this wouldn't really give you a penalty for d...   Aug 1 2005, 11:31 AM
GageEndal   I think that a degrading mental state would suffic...   Mar 16 2006, 11:04 AM
Honis   Assuming GageEndal's setup (previous post). ...   Apr 17 2006, 01:40 PM
StaticGrazerr   Lets see, how death should be handled. Hhmm, well ...   Apr 17 2006, 09:17 PM
Pandra   There's more then one way to grief someone tho...   Sep 28 2006, 07:42 PM
joshpurple   Just 'cause I'm not sure, is PW aiming for...   Sep 28 2006, 09:07 PM
Jerky   Well, I think PW is aiming at ourselves as the aud...   Sep 29 2006, 12:55 AM
Jerky   Hmm, yet another idea I had in bed at night, I nee...   Sep 30 2006, 02:37 AM
Minthos   Inheritance and permadeath could provide a solutio...   Feb 2 2008, 03:42 AM
Jerky   Beta-wipes are interesting, at least the final wip...   Feb 2 2008, 01:14 PM
Jaramar   I was figuring one might let them keep thier old c...   Feb 2 2008, 01:18 PM
Brotoi   So... If I'm understanding this thread correc...   Feb 2 2008, 06:52 PM
Minthos   That's what I'm hoping at least. It opens ...   Feb 2 2008, 07:23 PM


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