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Death and Dying Penalty


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#51
avado

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Sharona Curves wrote...

I am a big time supporter of perma-death.  I do not like the idea of clicking a button and respawning somewhere.  In my opinion this completely cheapens the effect and the idea of dying is supposed to have. 

I am also very much disgusted with whoever came up with the idea of losing eXPerience for dying.  That is the worst idea in my opinion.  If you are dead and making your way to a fugue plane, respawning in another area, or some other effect, would you not learn from the experience of your death?  Even if all you learned was that messing with an Epic Demon Lord solo results in your head rolling underneath the nearby willow tree . . you should gain experience. 
 
However, being a PW server owner I can say from eXPerience that implementing what I want is rarely a good thing.   The players of Eternal Destiny would surely revolt if Perma-Death were implemented or harsh death penalties were added.  I'd love to adventure in my own world under such conditions since I feel it would truely challenge me, but I've chosen the wiser road and have allowed my players to have their cake and allow me the chance to have a bite out of their hides every so often. :wub:


Holy s2$t!  2 "owners" that are open to having people come and look at and enjoy their worlds WITHOUT all of their own "restrictions" keeping people away!  LOL  Good for you!

I never ever understood why someone would go through all the hard work to design and build a persistant world (they seem much more involved than a mod, though i am no mod expert), to ignore the audience that is looking to play somewhere.  I played a server one time that was enjoyable.  Played to lv 40, mostly on my own (solo) because of the times i played at, there werent many people on.  Only to find that the areas made for lv 40 took a HUGE jump in difficulty.  So, off i went to another world, never to return.  My very first server i played had a core group of about 10 of us.  It was well done, and, to this day, had a crafting system that was unbelievable.  Many i night i played with the owner of that server and he never got it.  He had this silly rule that you had to be lv 16 OR you had to get through this 9 lvl dungeon to get a token which allowed you to go to another part of the server.  I watched MANY players come and go because of it.  a year later, he couldnt keep it running and it went POOF.  :( 

While i never considered perma death at all, ever, i dont think it has any place in an online game, ever.  There are internet spikes, laggs, server resets (yes, i have lost xp and items too to server resets, though that was years ago) have all been culprits to deaths, NONE of which has anything to do with the player.  I remember i did look at some servers that allowed you 5 respawns or something and that was as far as i got.  Who has time to waste exploring with a new build to loose it to a lag?  not i.  If you do, good for you.

#52
Genisys

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[quote]Shia Luck wrote...

[quote]Genisys wrote...

[quote]Shia Luck wrote...

I think it's reasonable and normal to find another person's server rules annoying or without enough justification, taking into account your own beliefs.
[/quote]

Since when did the penalty of death become a rule?[/quote]

Since the moment you logged into a server. Servers have rules.

Don't take it out of context. The point about the bit you quoted (and the bit you didn't quote), is that you can express an opinion without calling someone, or someone's decisions, "stOOpid".
[quote]
[quote]
I find it incredibly prejudicial to start saying decisions are "asinine" or "stOOpid" if you disagree with losing your XP or gear. To then vote 1 on NWVault is the height of egotestical arrogance. I know Genisys used to vote that way.
[/quote]

Your talking about 2 entirely different things here, one which applies to this thread, and one which is about something that happened on the nwvault.ign.com, um, how long ago? If you got something against me that's fine, but that doesn't mean your right here either... [/quote]

Less than 2 years ago. According to a recent post you made you were 11 in 1981 (Did I remember that correctly?) .. 2 years is not that long ago in terms of maturity if you are now about 40. TBH I used to think you were a petulant egotestical 13 year old and so never bothered to argue with you. Obviously I was wrong, and in hindsight I apologise for assuming things about you. Now I am trying to debate with you as if you are a mature person. Can we do that? Because I am afraid you will have to live with your past for as long as people remember how badly you acted. That does not mean you will never be forgiven. I personally think you are no worse now on BSN than any number of other highly opinionated posters, which is another reason I risked responding to what I view as poor arguments and pedantisism in this thread. Are you serious about being a better person or is this all PR? Are you able to debate and receive criticism these days?

The judgement of whether I am right or not is decided individually by anyone who reads this thread/my posts and will likely only apply to them. Two perfectly reasonable people might disagree about how right or wrong I am. Few people have the detailed knowledge you & I have about your previous NWVault existence... or the circumstances of your disappearance from NWVault. And it can remain that way if you like. (If you don't remember who I am, send me a Pm and I'll prove to you exactly how nice I am being by not talking about everything I know in public.) As I said, you are acting normally, mostly, on BSN. I have no vendetta against you. I mentioned quite a few people in my post, you were but one of them. If you look back you'll see it was someone else who talked about giving a 1. You were just another example. Don't assume everything revolves around you and your opinion. I quoted a fact about the way you used to vote, that's all.

Let's get back to the point shall we?
[quote]
[quote]
Yet my opinion is death has to carry some penalty else there is no challenge in the fight.
[/quote]

The challenge isn't found in failure, the challenge is found in trying, regaurdless if you fail or succeed.[/quote]

The level of challenge is not judged by someone's success or failure. Level of challenge is determined by the difficulty of the problem and the consequences of getting it wrong. When you risk losing something the challenge is greater than if life is constantly easy and nothing is at stake, no? Assuming a failure of facing the challenge is not a counter argument to my point.

[quote]
[quote]
(And if you don't want to party with anyhone else ever, there is no reason to be playing MP.)
[/quote]

Many players I've met are not very sociable, that doesn't mean they can't play in a world without being penalized for not having a party member with them, nor should Multi-Player be 100% about partying either... [/quote]

?? ...OK, you need an argument to support your position or help me understand that. MP IS about playing with other people. If all someone does is solo, then why why risk the lag monster? Why not play SP?
[quote]
[quote]
Half your arguments concern the way you have to please all players,
which is not actually going to be possible, and yet often you're
assuming all players are like you, no?
[/quote]

I didn't say you have to please them, but I did say you need to consider them, if nobody like a setting (like hard core for example) it is not kissing the player's behind to turn off hardcore, though, if you like it and leave it on, but your the only person on the server and you can't understand why nobody is playing on your server, then that's not any player's fault.[/quote]

Do you realise that the point I was making is your argument depends on everyone acting the same way or no? The point of my argument is that people are different and so you never will get a everyone/no-one situation. Repeating the argument to me doesn't change that. My point is your argument, although logical, has no relevance, because the situation will never arise. Someone will like it, someone will hate it, and some people will play anywhere no matter what the rules are 'cos they are playing with their friends.

[quote]
I was trying to be factual, and though I may have said asinine & stOOpid about a few "ideas" they were not directed at any one person in particular, I just don't like the ideas... [/quote]

As I said: Don't assume it is all about you. Someone else used the word asinine. You both appeared to be examples of a position I argue against, nothing more.

[quote]
I assumed nothing, I have observed players as a Server Admin / DM & listened to countless players say things about different aspects of the game, therefore a person can come to learn what many & in some cases most players do not like and more importantly what they do like. I definitely do not think all players are like me, nor do I think they are all the same, but I do know what many players do not like, and that helps me to understand many fellow players.[/quote]

You hosted a very high magic HnS server. You also constantly made posts about how you were not getting any players. How do you think your experience of your playerbase represents the average NWNer? (if such a creature exists). I claim you are making assumptions and I think I am proving it.

[quote]
If you read the Dungeons & Dragons advanced books, the quickest thing you learn what is very important about being a good DM, and that is captivating your audiences attention & HOLDING IT... There is nothing fantastical or fun about dying or death penalties,... [/quote]

I did not claim there was an intrinsic fun thing about death. Although someone else (Ben maybe?) made a very good argument about how death can be the most rewarding RP experience. Other people have also contributed ways in which death or the death plane can be used for enjoyable player experience. You view death as respawn time and a failure I think. The point of this thread is to debate what death can or could mean. Presupposing it means respawn or is fundamentally a negative experience is to miss the whole debate.

[quote]... in fact, it's best to consider the others who don't otherwise your only catering your module to a select handful of players, and that would be a mistake. [/quote]

NO. It is only a mistake if your purpose in hosting a server is to please everyone or have large numbers of players. The whole point of my previous post is that it is ok to host a server that only a few people like. If they like it and you all have fun, what is the problem?

[quote]
So, to answer the original poster and the remaks made by SHia, it's not the penalty that matters, nor does death matter, but if players don't like it, and you hear a lot of people complain about it, doesn't that mean something?[/quote]

Sorry, but that is not answering either me or the OP. It is changing the question. The thread is called "Death and dying penalty", no?

Your argument so far has been "if you don't have players you have got something wrong in your design." (To put it philosophically, in this context you are assuming a connection between a strict death penalty and a lack of players on a server yet presenting no proof of this. 1: you assume the question and move straight onto how to solve the consequences in a circular argument. 2: The point of the thread is to debate the question. 3: The very fact that people on this thread are arguing for different types of death penalty means different people like different things therefore "lack of players=too strict death penalty" is a false assumption.
[/quote]

I suppopse there may be a point in carrying on this debate, maybe to prove I'm correct, or to prove your wrong, but honestly, I don't care to.   Personally, I don't care what people think about me anymore, and yes that was hard to learn.  I started focusing on my business, and now the only thing that matters is getting and KEEPING customers.

If you can apply business to NWN, you would see why players are the customers, they are ultimately who you want to please & ultimately why you would host an online game, to invite and have players. 

Like your argument goes, otherwise just play offline, or on a LAN game, no need to please anyone..

I for one love the NWN game, but it's a lot of work to build a module, so if your gonna take the time, why not make a good one players will love?  Online or Offline..

If your going to host a server, all rules aside, if the players aren't having fun, they will just leave.

If anyone thinks restrictive gameplay is fun, or enforcing rules on everyone, which aren't player friendly, then continue to adhere to your chosen decisions, and in the end, only the player count will tell the true story..

As far as my old server(s) "Underworld" / "Evermeet" / or "Axis", these were great lessons for me, it's not every day your going to run into a builder who has built 3 server modules, and then some more.  Single Player modules are a lot different from Server Modules, by far.  I have experience as a builder / dm / player, and in D&D, so why question my knowledge base?  I could be wrong, but why argue with me, it's going to be hard to persuade me to think your way, when in truth, I've learned for myself a lot about the game and players.

You're going out of your way to prove everything I say as either false, innacurate, or implying something to the likes of one or both.  Therefore, are we debating, or are you just wanting to flat out argue or show everyone I don't know anything?  Lol, I highly doubt that I know nothing, nor do I think my opinion(s) are way off base either as you go out of your way to imply. ^

Ultimately, I made a few points in my earlier post, and those are, if you build for all the different kinds of players, you will be diversified, not deworsified, which is indicative to those servers that go out of their way to create "Systems" which are neither fun nor do they really make a world more fantasty like.

You can tell when someone is building by what they "think" is correct, or when someone is building for the players, there is a significant difference, and the players can sense it very easilly.  What ultimately makes or breaks it for players is their sense that the module was designed for them, and not tailored to meet the builder's desires.  There is a fine line between building the module to your taste and building for the players.  The only question you have to ask yourself is:

Who are you building for?

#53
Urk

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My world is PnP style. Perma-Death. You die... you're dead. Unless someone in the party cares about you enough to raise you (which happens quite often, BTW; NWN players are a pretty generous lot). Is that enough of a death penalty?



I never have a great deal of trouble finding players, but I definitely draw from the old-school RPers. Munchkins HATE my game.

#54
Jenna WSI

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B_Harrison wrote...

And I'd much rather play with 4 friends (who happened to be excellent roleplayers) than 24 strangers who neither grasped nor cared about any degree of art or individuality.


Oh amen to that. Times 100.

Eradrain wrote...

If the player does not have something he
wants, then he will be stuck there until his friends can perform a
DM-quest to get him out.


Seems like you'd be screwed if there's no one logged in to help you out....

#55
tmanfoo

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I have found repeatedly that most places do not enjoy nor
encourage individuality.  I wish they
did, but in my case, they don't.

 

IMO: I really like the idea of perm death.  I feel it should be an option.  For PvP, it should be optional, as in a
"Duel to the Death."  I think if
you want to play hardcore then great; no meta-gaming, no gold from other
characters, no handouts from non-hardcore players, etc.  Basically the server would have to be split
into ‘wants to PvP,’ ‘wants to HC,’ and ‘wants to EZ-Mode.’  Any and all of these are fine with me, and I like
to play them all.  I can even see the
desire to play combinations of all of them, perhaps more.  As it is, a NWN server really doesn’t have
the population to make a dozen different groups for these 3 categories, then
more to support alignment, race, sex, class & social affiliations. 

 

As a result, we get worlds worlds split any number of ways,
or more that I’ve not even mentioned.

 

I think the best route is to determine 1-3 ways of play
& stick with it.  You cannot make
everyone happy 100% of the time.  If people
are not happy, they will find another place to play.  If we make robust consistent worlds, then
people will always be there.  The death
& dying penalty should be appropriate to your world as you decide it should
be.

Modifié par tmanfoo, 12 septembre 2010 - 06:53 .


#56
Shia Luck

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Shia Luck wrote...
...your arguments concern the way you have to please all players, which is not actually going to be possible, and yet often you're assuming all players are like you, no?. The quoted argument is only relevent if ALL servers act the same way. The fact that people are different means this will never happen. It's ok to be different. It's ok for people to disagree, it's ok for people to be undecided and it's ok for people to change their minds.That's the purpose of debate, no?

Genisys wrote...

...why argue with me, it's going to be hard to persuade me to think your way...

You're going out of your way to prove everything I say as either false, innacurate, or implying something to the likes of one or both. Therefore, are we debating, or are you just wanting to flat out argue or show everyone I don't know anything?


Did you even read my post? Everyone else on this thread is debating the pros and cons of death and different dying penalties. You have already stated that this question is not important to you

Genisys wrote...
So, to answer the original poster and the remaks made by SHia, it's not the penalty that matters, nor does death matter, but if players don't like it, and you hear a lot of people complain about it, doesn't that mean something?



Repeatedly spamming this thread with the same argument based on the same assumptions and which is still off-topic doesn't prove anything except your disregard for other people and their right to express their opinion.


Genisys wrote...
Ultimately, I made a few points in my earlier post, and those are, if you build for all the different kinds of players, you will be diversified, not deworsified, which is indicative to those servers that go out of their way to create "Systems" which are neither fun nor do they really make a world more fantasty like.


Please explain a death and dying system that will be liked by ALL different kinds of players. In this thread players have said they like: perma death, instant respawn, losing a level, a small xp penalty, an xp award, losing equipment and not losing equipment.

Modifié par Shia Luck, 12 septembre 2010 - 06:40 .


#57
FR Mulm

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Introducing a new respawn system.



When you die you lose all your equipment, you permadeath, you then get a brand new pc who looks just like you with all your old gear who gains 50 xp then loses a level and then clones himself to go make you a chicken wrap with hot sauce and ranch then commits Seppuku. Afterwards he is arisen again as a zombie and dances a Irish Jig.



This happens over a 15 hour period.



Just kidding and Shia, I see your point even if Guile does not.



In all honesty though this has been a great read for the most part. I agree with several posters and vehemntly disagree with some as well.



Not having a penalty cheapens death and I for one will lean towards using Axe Murderer's as well. Thank you for the link as choices seems the best way to go.

#58
Shadooow

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avado wrote...

While i never considered perma death at all, ever, i dont think it has any place in an online game, ever.  There are internet spikes, laggs, server resets (yes, i have lost xp and items too to server resets, though that was years ago) have all been culprits to deaths, NONE of which has anything to do with the player.  I remember i did look at some servers that allowed you 5 respawns or something and that was as far as i got.  Who has time to waste exploring with a new build to loose it to a lag?  not i.  If you do, good for you.

Fallout Online - if you die, you will be respawned automatically after some time to place miles aways. If you die in random encounter area your equip is lost forever. If you die in city, your equip is stolen by PK that killed you. Yea, this full loot after death is the cause there are PKers on max lvl which shoot on sight killing you with one blow, if you have nothing, they are at least pleased they annoyed you or disallowed you to do something. Then there are special exploiters that using various techniques to kill you in protected city (where they get killed too by guards mostly). In that case their friends will loot you from all you have. This is soo stupid and guess reason why there are playing only Polands and Russians PKing each others...

Also I heard that full loot was in Ultima Online too, but guess only some servers, as that is similar to NWN.

Modifié par ShaDoOoW, 12 septembre 2010 - 07:23 .


#59
Shadooow

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Urk wrote...

I never have a great deal of trouble finding players, but I definitely draw from the old-school RPers. Munchkins HATE my game.

I dont think muchking hate your server because of death system. For us, its exactly what draggs us to play some server, the more stupid and harsh rules the better feeling you get when you own those rules, making highest level on that server or getting richest character etc. I guess you have some "stupid" (from munchkin point of view) RP/OOC rules etc. Thats what keeps us away. BTW what is your server name??? :devil:

#60
Wensleydale

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I like perma-death just fine, provided the module/server isn't ridiculously hard. Reloading your game 14 times in a row will get stale pretty quickly. I find respawning on the spot with no penalty whatsoever does trivialise dying. I mean, it's death we're talking about here. And death is serious business.



As far as penalties go, I can live with losing a little XP or a little gold. Taking my hard-earned magical doohickies off me? That's a bridge too far. Transporting me to some sort of Fugue Plane is all well and good, provided there's a relatively expedient means of returning to the location of my demise. Forcing me to travel 84 light years across monster-infested terrain in my underclothes will not endear me to you or your creation.



Just my two cents.

#61
Urk

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It's not a PW. It's a campaign, Urk's Greyhawk.

:)

#62
ffbj

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Mine is a bit of a hodge-podge.
You start at 3rd.
Up to 5th level no penalty or loss of items.
6th-12th normal penalties for respawn about 20% xp loss and possible loss of item.
After 12th you get a running total up to 10 deaths. Then you incur nagging-wounds.
Once you have nagging-wounds and get dropped you fall in the field and cannot respawn, you need to get a raise dead, or wait for the next reset. Also you need to drink an elixir of life to get your nagging wounds down below 10 or else you cannot rest, and if you fall it's the same story all over again.

Modifié par ffbj, 12 septembre 2010 - 08:43 .


#63
Genisys

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One time, I spent 4 hours working hard to get an item, and believe me I do mean freaking hard..

The sad thing is, it only spawns one time out of 10 (roughly maybe worse).

Then after spending those hard 4 hours of enduring some rough riders, I finally beat the boss, no easy feat, to find it had no item drop THIS time..

So I endured the adventure a few more times, lucky for me on the 4th time around, 16 total hours of playing, I got the item. (A really good Paladin Plate)

I decided I had had enough of those meanies, so I went to another area, but I wasn't prepared, and I died...

My 16 hours of work vanished as I lost my platemail at death, to add insult to injury, I lost over 200,000 gold, to make matters worse I lost 12,000 XP, and when your only getting 20 XP - 200XP a kill, that's A LOT..

Not only did I lose my 16 hours of work on the monsters for that one item, I also lost the time it took to get the 12,000 XP (don't care to calculate that), and all of the looting / selling items to come up with over 200,000 gold.. (Considering stores are capped to buy at very low gold, that takes a long time.)

:sick: Lame <<<That all there is to say really..

I learned to stop complaining, so I left, and I never went back..   <_<

Modifié par Genisys, 13 septembre 2010 - 12:11 .


#64
ffbj

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Oh well. I'm sure we've all had those sorts of things happen. Here's my entry, not nearly so spectacular as yours, but probably more hopeless.



I died, barely, at a low level and lost my weapon and armor and was naked freezing in the snow and reduced to begging. Due to exposure and lack of food I fell asleep and my feet froze and many toes had to be amputated. Well, somehow I never felt like going back there either.

#65
WebShaman

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I'm with the Shia, Sharona and Ben crowd here.

I have played on a Perma-Death server before (very strict RP server, no XP for monster kills, no quests, etc, only DM run and XP awards). It was very slow leveling (highest level was a Paladin level 6, and that player had been playing for 4 years - no joke).

Was it fun? As Ben pointed out, when you have the right chemistry between players and DM, you bet it was! The added danger of permanent death sure did affect how we reacted to our environment. That was the biggest eye-opener for me. One really had respect for any and all dangerous encounters (nothing like having a kobold crit you O_o).

Would I recommend or force this on anyone? Nope. As Sharona so eloquently pointed out, what I may (or may not, for that matter) like may not be what others do. Sharona's comments leads me to believe that she is one HELL of a PW Owner.

I like your philosophy, Sharona!

And Ben, I would adventure with you anytime!

Modifié par WebShaman, 15 septembre 2010 - 09:25 .


#66
HipMaestro

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I guess I'll officially check into Genisys' chat room.

My main experience, my legacy, has been with RTS.  Having played that type of server for eons I have come to fully accept lag death, loss of hours of building up a character, discovering all the neato items... you know the drill.  I've eventually become oblivious to the grind.

But true RPG introduces an entirely unique and interesting facet to play on-line.  The building, advancement, accrual of gold and items... well, it all seems secondary to the team play concept.  And it is in that respect that I have really developed a whole new level of enjoyment.  "Team" play in RTS was essentially a manic rush to attain godhood, just not my particular cup of tea (the coffee kept me up nights).  I always loved that guy who haked a bow that could shoot one-hit kill arrows from a screen away.  Gee, now THAT was fun.  Let's do it again, eh?

So the death scenario adds enough significance to the D&D gaming experience that it is worth enduring the inconvenience of restarting from ground zero.  And yes, I've lost lots of high-level characters along with their priceless inventory many, many times.  What it (permanent death) DOESN'T affect is the joy and appreciation of getting another shot at rejoining... immediately.  Just incarnated with a new mantle. Shoot! Wish RL was that way.  Present your get-out-of-jail-free card and receive a simultaneous refund.  I do enjoy that low-level, living-off-the-land, scraping-by by your fingernails, survival mode of game play.  Somehow, it seems so appropriate to me personally.

But then again, I can fully understand how those who feel cheated when they have vested so much into development and experience sudden termination to all their aspirations.  I believe that at higher levels, the refinements of building (planning feats, timing dumps, etc.) can become an extreme extension of one's creativity and it's hard to watch it all get flushed down the drain. Too bad the gaming technology hasn't advanced to the point that the office tools have and create a temporary back-up when latency strikes.  Thank God for back-ups!

My next character will definitely simulate that unshakable naked mage variant I used to love to play so much years ago.  Sell everything I find, drop it on the ground and dazzle them with the sinewy esthetics of my fleshy, fragile yet agile frame.  BTW, can a drow get a suntan?  What color do they turn... maybe avocado? :P

Bring on the PvP and ear drops!  *lol*

Modifié par HipMaestro, 15 septembre 2010 - 12:08 .


#67
Genisys

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ear drops? *slaps forhead* oh my word..

#68
WebShaman

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I like ear drops. Especially if one gets a good reward for them! :D

#69
Shadooow

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On one server there was possibility to cut off head, forcing victim to respawn. After some time they removed this feature though.

#70
B_Harrison

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If you beheaded someone and they came back to life, would they have two heads, a dead one and a live one? What if it happened over and over again? Would the world one day be nothing but a vast and gory wasteland of severed heads?

#71
FR Mulm

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B_Harrison wrote...

If you beheaded someone and they came back to life, would they have two heads, a dead one and a live one? What if it happened over and over again? Would the world one day be nothing but a vast and gory wasteland of severed heads?


Reminds me of Jersey Shores......

#72
HipMaestro

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B_Harrison wrote...

If you beheaded someone and they came back to life, would they have two heads, a dead one and a live one? What if it happened over and over again? Would the world one day be nothing but a vast and gory wasteland of severed heads?

OMG!  The madness is invasive!
A penalty with global implications :o

#73
tmanfoo

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I really have to add to my previous post. Given that I've grown up a lot since I started playing NWN, and I have very little time to play, at least in comparison to when I started. I abhor hurdles to progress. I like a challenge, but if you take all my stuff on the off chance that I die, I get pissed. I worked hard of that stuff, and it's mine. It used to be that I had 84 hours/week to play, and now I have less than 6/week to play.



So I really want those 6 hours/week to be as productive as possible. My recent **** about things is when you make me stop playing for 24 hours because I died. I know this doesn't jive with the hardcore 12 hr/day players who have 400 characters. But hay I donate to good mods that don't employ frikkin' retarded mechanics.



I guess I’m trying to say that the NWN population is aging, and has less time to screw around every day.


#74
Shadooow

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avado wrote...

While i never considered perma death at all, ever, i dont think it has any place in an online game, ever.

And how we could forget about Diablo ? I never played softcore as it was senseless for me, I was always playing HC where were better prices too. And PKers... And death due to lags... Still many peoples preferred it over SC as it was the only element that made the game interesting, without it, it was the same all over again.:alien:

And note there wasn't chance to resurrect...

Modifié par ShaDoOoW, 18 septembre 2010 - 09:55 .


#75
Mirgalen

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Urk wrote...

My world is PnP style. Perma-Death. You die... you're dead. Unless someone in the party cares about you enough to raise you (which happens quite often, BTW; NWN players are a pretty generous lot). Is that enough of a death penalty?

I never have a great deal of trouble finding players, but I definitely draw from the old-school RPers. Munchkins HATE my game.


The very reasons why Urk is still my favorite DM.

I still play the game the way we played AD&D where we had 3 key objectives:

1. Roleplay your character the best you can (I had to sacrifice Mirgalen (LG Ranger) once we faced a Spectre to allow the others to flee. To my surprise they found a Djinn and used a wish he granted to save my character.)

2. Stay alive (consider death a permanent thing, a raise dead could come too late or a system shock roll fail) 

3. Gain experience and over time you may grow in power.


I don't really see the point having a character level 40 or even 20 if the character died 25 times in the process (being raised or using the respawn button).

I wish people would still play this game the way it was intended and less like a console game. Perhaps then they could see that some lessons they may learn in the game can be applied in real life.  

Modifié par Mirgalen, 19 septembre 2010 - 08:36 .