Final Death/Rerolll

Started by Colt, January 06, 2007, 02:12:47 PM

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Quote from: DeathCow on January 08, 2007, 03:27:16 PM
I think your alignment would mostly effect the symbols location, rather than its quality.

I meant like a saint priest might qualify for a holy shrine or something to that extent.....

It seems almost inconsequential, really.

I mean, what lv50+ character gets rolled due to lack of lives, other than maybe in PvP? Is PvP going to be that rampant in GMud?

I say base it on either level or some sort of quest line progress that deals with the town the graveyard is in. Like if you did the Silvermere quests to a certain point, you get a mention in it's GY, if you do a bunch of evil pro-Rhudar quests, Rhudar's gy (if it had one) would contain a tribute.

Those two cities are just for point making sake, I know they probably wont' be in the game, but you get the drift.


Sure, have an option to buy a plot, but don't make it automatic in anyway, unless it's very selective.
Quote from: DeathCow
Yes clearly I'm making a text porn.  Lesuire Suit Mud.

Dude, I'm gonna make NPCs hunt down and kill everyone once they hit level 64.  Ok maybe not so much.

Quote from: DeathCow on January 08, 2007, 11:31:21 PM
Dude, I'm gonna make NPCs hunt down and kill everyone once they hit level 64.? Ok maybe not so much.

I think there are plenty of ways that we could encourage the early death of high level players with out needing npc's to do it... hehe.

I know I'm probably coming in late, but I love the idea.

I know this "isn't how major mud does it" (and yes that's aimed at you dc) but the whole nine lives thing just plain sucks IMO.? People have no fear of dying until they get down to one or two lives left.? I think it would promote people being at the keys more often and being more prepared going on boss runs or into difficult areas if they didn't have all those lives stored up.? Now of course nobody wants to lose months of work due to a single bad round, so there should be some form of "miracle" that can occur, but people shouldn't be running around with an easily replenishable collection of miracles.? You should have to work for a single miracle, maybe you need to earn a blessing from your alignment's "god" or whatever.

Maybe someone's already posted a better idea somewhere in here?

Anyway, I love the idea of the graveyard with player tombstones.? In GMUD when a player is rerolled the player's info is still kept, but they have a rerolled flag that is set to true when it happens.? We could definitely grab that information for use in a gravestone with some fairly simple coding.


TGS v1.0 (coming soon)

Quote from: Vitoc on January 10, 2007, 03:12:53 PM
I know I'm probably coming in late, but I love the idea.

(snip)

Anyway, I love the idea of the graveyard with player tombstones.? In GMUD when a player is rerolled the player's info is still kept, but they have a rerolled flag that is set to true when it happens.? We could definitely grab that information for use in a gravestone with some fairly simple coding.

We really don't have to stop at just having a tombstone to represent a rerolled player which could add to some intresting twists to some things. We could have them spawn unique zombies or ghosts in graveyards in the the likeness of the re-rolled player minus any limited items of course. One of the other things we could do with this is expore graverobbing to which I mentioned in my last post on the dig topic where you can actually dig up the buried character... :)


It could easily be fixed by just giving 1 life every 2 levels.

Quote from: DeathCow on January 10, 2007, 05:40:04 PM
It could easily be fixed by just giving 1 life every 2 levels.
What do you think about it?

I guess we could make it configurable.  I do think there should be some way of earning a miracle through pleasing some deity (a lengthy and/or difficult quest) as well, especially for those higher in levels who don't have the luxury of leveling very often.


TGS v1.0 (coming soon)

Or we could give an option for 'hardcore' players to opt-in for. Have one, MAYBE two lives. Max. Make the tombstone open to these 'hardcore' players only.
Quote from: DeathCow
Yes clearly I'm making a text porn.  Lesuire Suit Mud.

Quote from: Vitoc on January 10, 2007, 08:08:31 PM
What do you think about it?

I guess we could make it configurable.? I do think there should be some way of earning a miracle through pleasing some deity (a lengthy and/or difficult quest) as well, especially for those higher in levels who don't have the luxury of leveling very often.

If you put in stuff like:
lives per level ability, value = + or - X
Max Lives ability, value = + or - X

We could then start the game with less lives and smaller max lives totals and gain them via quests...

I don't really see much benifit from it though since less lives is mostly going to effect high risk players be it stupid noobs or hardcore pvpers.. Making it configurable would be nice though since people would have some way of setting the difficulty of the game.

You could also put in a chance for a save from reroll and have it as a character ability thats value sets the chance rate. We could then manipulate that for the odds for what ever reason we want be it quests or spells...

I wouldn't mind having the player death txt configurable too since then we could change the message based on storyline content...

One other thing that might be nice is a way to configure the set keep (exp) amount.

Quote from: The Crazy Animal on January 10, 2007, 08:26:08 PM
If you put in stuff like:
lives per level ability, value = + or - X
Max Lives ability, value = + or - X

We could then start the game with less lives and smaller max lives totals and gain them via quests...

I don't really see much benifit from it though since less lives is mostly going to effect high risk players be it stupid noobs or hardcore pvpers.. Making it configurable would be nice though since people would have some way of setting the difficulty of the game.

You could also put in a chance for a save from reroll and have it as a character ability thats value sets the chance rate. We could then manipulate that for the odds for what ever reason we want be it quests or spells...

I wouldn't mind having the player death txt configurable too since then we could change the message based on storyline content...

One other thing that might be nice is a way to configure the set keep (exp) amount.
What about a destructive death, like one where you lose exp, stats, and max hp/ma every time you die?? Hear me out on this...

I know it sounds harsh, but it really would make dying more than just an inconvenience (gear retrieval).? A player who was careful throughout their character's life would have a definite stat advantage over a player with a same level/race/class character who was careless several times.? It would make power leveling a bit more risky for lower leveled chars since it would hurt their character's stats later on.? It would also provide a form of "aging" in the realm.? By the time your player was uber-high leveled he'd probably have died several times and his stats would be somewhat deflated as they would be if your character was getting old.? If he hadn't died, then he'd be quite the "hero" and he'd deserve to have the advantage over others.

As far as implementation we could make it real simple, like a -x or -x% hit to every stat, to max hp/ma, and to exp.? We could even just store the number of times the player has died and just apply the penalty at runtime, so maybe it could be earned back or the player has some possibility of still achieving their character's true max stats.


TGS v1.0 (coming soon)

Quote from: Vitoc on January 11, 2007, 12:44:42 PM
What about a destructive death, like one where you lose exp, stats, and max hp/ma every time you die?? Hear me out on this...

I know it sounds harsh, but it really would make dying more than just an inconvenience (gear retrieval).? A player who was careful throughout their character's life would have a definite stat advantage over a player with a same level/race/class character who was careless several times.? It would make power leveling a bit more risky for lower leveled chars since it would hurt their character's stats later on.? It would also provide a form of "aging" in the realm.? By the time your player was uber-high leveled he'd probably have died several times and his stats would be somewhat deflated as they would be if your character was getting old.? If he hadn't died, then he'd be quite the "hero" and he'd deserve to have the advantage over others.

As far as implementation we could make it real simple, like a -x or -x% hit to every stat, to max hp/ma, and to exp.? We could even just store the number of times the player has died and just apply the penalty at runtime, so maybe it could be earned back or the player has some possibility of still achieving their character's true max stats.

I like it however I think its a little onesided and I can see a lot of potential problems that could come with it. The idea in general though I think would have a good impact on the number of leftover CPs a player is not able to use though out the game because of stat caps. However at the same time too many left over CPs will negate the effects of this type of system. (Note - The rate of CP gain per level might also be a good thing to have configurable in this case.)

If we were to do this type of system though I think we should also put in ways to boost stats via questing. Like a feats of strenght quest or similar type of thing. Since That could provide players with ways of regaining their lost stats or for a character to gain some advantage in the game rather then just gaining it through others losses.

One of the other things that could be toyed with is a temperary losses to stats... Perhaps we could use a stackable spell that weakens the character for a period after they lose a life in the game.


Quote from: The Crazy Animal on January 10, 2007, 05:39:04 PM
We really don't have to stop at just having a tombstone to represent a rerolled player which could add to some intresting twists to some things. We could have them spawn unique zombies or ghosts in graveyards in the the likeness of the re-rolled player minus any limited items of course. One of the other things we could do with this is expore graverobbing to which I mentioned in my last post on the dig topic where you can actually dig up the buried character... :)

I can see it now, Mistic ToeThumper died (rerolled) and I take him back to the graveyard to dig up his grave and get the equipment that he lost dieing...
Mistic ToeThumper
Colt ToeThumper
galaxybbs.dynalias.com

Ok, we've hijacked this thread.  Will start a new one about dying in general.

As for the tombstone / graveyard idea, it's an excellent idea and will probably find it's way into GMUD.  ;)


TGS v1.0 (coming soon)

Quote from: Colt on January 11, 2007, 01:22:04 PM
I can see it now, Mistic ToeThumper died (rerolled) and I take him back to the graveyard to dig up his grave and get the equipment that he lost dieing...

Grin yep....