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serbiris
 
PostPosted: Thu, Mar 17 2011, 7:40 AM 

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Uncapping gold loss on respawn is okay I guess. I mean, I find all but minimal death penalty to be an archaic idea (pretty much only useful to prevent people from throwing their own corpses at an enemy to wear it down), and if you're carrying that much gold you could probably handle the loss on death.

But no, making it harder to get raised or making it significantly more costly or whatever is silly. Making death more punishing doesn't make it more meaningful, not for everyone at least. If it does for you, I suggest you take a brick, and every time your character dies, smash yourself in the face with it. You can keep your masochism all to yourself =D If you want other people to take death more seriously, well, too bad. They'll just make powerbuilds to avoid dying. Seriously though, the power to make death meaningful is in our hands. It's an RP server, we don't need the mechanics to decide things like that for us.

I'm mostly just repeating myself now so I'll just... hope people decide for the best on this issue.

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Glyph
 
PostPosted: Thu, Mar 17 2011, 9:36 AM 

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incase everyone forgot or is new, when I say this thread is old I mean theres been at least three iterations of it.

uncapping gold is a debate for the also unresolved economy thing.

the flashy thing seams to have stopped mental pvpness but heck, if there was ever a reason not to restrict clerics to raise its that, at least two minutes to RP anything at all and most of the time no one says a thing. granted sometimes they do, sometimes a cleric would put alot of effort into those two minutes, but most of the time its wait, buff, raise, onto the next one.

If you want impending doom that may or may not be caused and finalized by lag go to zombie server =)


 
      
Silent2001
 
PostPosted: Thu, Mar 17 2011, 16:49 PM 

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50% spell failure on the scrolls if you're not a cleric.

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Nivo
 
PostPosted: Thu, Mar 17 2011, 17:03 PM 

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Any inherent spell-failure on scrolls would probably just lead to people carrying more Raise Scrolls, leading to even higher item-counts.

As been said, uncapping gold loss. Also, reduce availability of raise scrolls to shops associated with clergy and faiths alone. Have a character that is not in good with at-least one faith (good, neutral, or evil) then thems the breaks.

Raise dead magic is set in lore and the setting, but, buying them at the corner shop is not.

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serbiris
 
PostPosted: Thu, Mar 17 2011, 18:06 PM 

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Silent2001 wrote:
50% spell failure on the scrolls if you're not a cleric.

...could just charge more and save the merciless d100 its trouble. And clerics can bloody well drop a spell slot on it if they can't pay the piper. >.>

Nivo wrote:
Also, reduce availability of raise scrolls to shops associated with clergy and faiths alone. Have a character that is not in good with at-least one faith (good, neutral, or evil) then thems the breaks.

If by in good you just mean "not an enemy" then fair enough, though it's pretty impossible to get every church pissed at you (fun challenge though). But if you mean you have to actually be in their favour... wha? Your money isn't good enough for them otherwise?

Nivo wrote:
Raise dead magic is set in lore and the setting, but, buying them at the corner shop is not.

And respawns are? High raise availability is just part of the nature of the medium. Namely, death comes quickly and unexpectedly, there is far more combat, and comps screw up.

...and to be fair, dragging your fallen buddies to the nearest church and getting them raised is a common PnP trope for a reason. We're limited to scrolls 'cos moving bodies realistically would be a pain.

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Pony
 
PostPosted: Thu, Mar 17 2011, 18:18 PM 



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My suggestion would be the following:

1.) Remove cap on respawn cost.
2.) Add 750 gp cost per ecl of character being raised. (Dead is level 30 would hence be scroll price + component cost (22 500 gp))
3.) Add 500 gp cost per ecl of a character being raised by a cleric with spell. (Dead is level 30 would be component cost (15 000 gp))
4.) If caster or scroll user does not have the required gold, all gold will be taken but the spell would still work.


 
      
hendrack
 
PostPosted: Thu, Mar 17 2011, 18:25 PM 

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Phearnun wrote:
My suggestion would be the following:

1.) Remove cap on respawn cost.
2.) Add 750 gp cost per ecl of character being raised. (Dead is level 30 would hence be scroll price + component cost (22 500 gp))
3.) Add 500 gp cost per ecl of a character being raised by a cleric with spell. (Dead is level 30 would be component cost (15 000 gp))


Cleric raising shouldn't cost anything, unless it is a NPC cleric. Kinda being the point of clerics.

Quote:
4.) If caster or scroll user does not have the required gold, all gold will be taken but the spell would still work.


*empties pockets on ground, casts spell, takes the money and sticks tongue out*


 
      
Pony
 
PostPosted: Thu, Mar 17 2011, 18:35 PM 



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hendrack wrote:
Phearnun wrote:
My suggestion would be the following:

1.) Remove cap on respawn cost.
2.) Add 750 gp cost per ecl of character being raised. (Dead is level 30 would hence be scroll price + component cost (22 500 gp))
3.) Add 500 gp cost per ecl of a character being raised by a cleric with spell. (Dead is level 30 would be component cost (15 000 gp))


Cleric raising shouldn't cost anything, unless it is a NPC cleric. Kinda being the point of clerics.


I hardly think the point of clerics are free raises. Components cost. Definitely think it should be cheaper for clerics, but I hardly think it needs to be a requirement to be free of charge.


hendrack wrote:
Phearnun wrote:
4.) If caster or scroll user does not have the required gold, all gold will be taken but the spell would still work.


*empties pockets on ground, casts spell, takes the money and sticks tongue out*


Same way switching servers between death to be raised on amia a after dying on amia b is illegal, I would assume that it is also a rule breaking. Get caught, lose all your items and gold. Well enough lesson for tweakers, mulers, etc. All in all the exact costs and so forth can of course be discussed. But I think the point itself of what I think would be a smart step are clear.


 
      
corypx
 
PostPosted: Thu, Mar 17 2011, 18:37 PM 

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Phearnun wrote:
My suggestion would be the following:

2.) Add 750 gp cost per ecl of character being raised. (Dead is level 30 would hence be scroll price + component cost (22 500 gp))
3.) Add 500 gp cost per ecl of a character being raised by a cleric with spell. (Dead is level 30 would be component cost (15 000 gp))




but a spells a spell no matter what the level so a IC scroll doing that would be silly, same cost for all

Activating a scroll spell requires no material components(The creator of the scroll provided these when scribing the scroll.) so a IC componet cost would be silly as well, unless you just raised the price NPCs sell the scroll at, but again no level based cost.

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Glyph
 
PostPosted: Thu, Mar 17 2011, 18:38 PM 

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really, this is ongoing?

vote no change, the red flashy stuff was enough of a change.


 
      
wiggedi2
 
PostPosted: Thu, Mar 17 2011, 18:40 PM 

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I says bann all scrolls, so all of your lives will be in my cleric's hands... nyahahahah!

No really...I am serious, bann the scrolls. I don't care about all the dying people in the hunting areas, me included, and for that I would change all the hunting areas, too... I would probably like to change everything.

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Selmak
 
PostPosted: Thu, Mar 17 2011, 18:42 PM 

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One thing at a time, Ambassador, one thing at a time. :)

In all fairness, it's best to take it one step at a time and see what happens, rather than heaping on a lot of changes at once. It's a lot easier to discuss this when you have some new facts to point to.


Last edited by Selmak on Thu, Mar 17 2011, 18:46 PM, edited 1 time in total.

 
      
Nivo
 
PostPosted: Thu, Mar 17 2011, 18:42 PM 

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serbiris wrote:
Nivo wrote:
Also, reduce availability of raise scrolls to shops associated with clergy and faiths alone. Have a character that is not in good with at-least one faith (good, neutral, or evil) then thems the breaks.

If by in good you just mean "not an enemy" then fair enough, though it's pretty impossible to get every church pissed at you (fun challenge though). But if you mean you have to actually be in their favour... wha? Your money isn't good enough for them otherwise?


"Not banned from an area." "Not an enemy." is pretty much what I meant. Nigh impossible to get banned from every temple, etc.

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hendrack
 
PostPosted: Thu, Mar 17 2011, 18:45 PM 

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If it were for me 99% of scrolls on Amia would be gone. Scribing only and (NPC) clerics for raising. More flavor than component costs.

Quote:
Same way switching servers between death to be raised on amia a after dying on amia b is illegal, I would assume that it is also a rule breaking. Get caught, lose all your items and gold. Well enough lesson for tweakers, mulers, etc. All in all the exact costs and so forth can of course be discussed. But I think the point itself of what I think would be a smart step are clear.


You missed my irony, fellow countryman. Sure it is against the rule, but opening the door of a potential exploitable thing is a bad idea.


 
      
tsukasa1991
 
PostPosted: Thu, Mar 17 2011, 18:45 PM 

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i really dislike the raise system here but this is how i rp dying

*gasps for air, half choking up blood, spinning his head around looking for the one who killed him. He shoots off a fireball screaming about orcs.*
then i spend time recuperating and talking but not doing much in terms of actions, or ill portal home. if my party wants to just run ahead then i say i cannot continue until ive had some time to rest.

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Nekhy
 
PostPosted: Thu, Mar 17 2011, 18:52 PM 

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hendrack wrote:
Quote:
Same way switching servers between death to be raised on amia a after dying on amia b is illegal, I would assume that it is also a rule breaking. Get caught, lose all your items and gold. Well enough lesson for tweakers, mulers, etc. All in all the exact costs and so forth can of course be discussed. But I think the point itself of what I think would be a smart step are clear.


You missed my irony, fellow countryman. Sure it is against the rule, but opening the door of a potential exploitable thing is a bad idea.

Yeah, this is also very difficult to catch. You can't track gold. You can see if someone goes up a lot in gold, but not if they drop it and pick it up again on the same character.

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Pony
 
PostPosted: Thu, Mar 17 2011, 18:54 PM 



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corypx wrote:
Phearnun wrote:
My suggestion would be the following:

2.) Add 750 gp cost per ecl of character being raised. (Dead is level 30 would hence be scroll price + component cost (22 500 gp))
3.) Add 500 gp cost per ecl of a character being raised by a cleric with spell. (Dead is level 30 would be component cost (15 000 gp))


but a spells a spell no matter what the level so a IC scroll doing that would be silly, same cost for all

Activating a scroll spell requires no material components(The creator of the scroll provided these when scribing the scroll.) so a IC componet cost would be silly as well, unless you just raised the price NPCs sell the scroll at, but again no level based cost.


Casting time stop requires a component for casting, so scrolls can require material components. The gold could represent holy water and a diamond required for the spell. In addition, we change the lore for spells to help balance the game and other reason often enough. Why does the soul of a more powerful being require a higher value component? To guide a more powerful soul back to the body of the fallen, the soul passes through the gem (shattering it or turning it to stone) and a low quality will not be able to perform the trick for a soul like Cory's as it is way too big/powerful/experienced.

I think banning scrolls completely is simply not feasible as we should not make the game wholey unattractive for those who play it more like a hack and slash game on an easy level and find consequences to be horrible. Making them rarer does not change much, as people will just buy a large amount in the temple. Only uncapping respawn cost will likely result in more waiting in the entrance.

I think my suggestion presents a nice compromise between the very conservative who do not like amia to change from it's style in those aspects and those who crave for certain aspects to be more meaningful.


Nekhy wrote:
hendrack wrote:
Quote:
Same way switching servers between death to be raised on amia a after dying on amia b is illegal, I would assume that it is also a rule breaking. Get caught, lose all your items and gold. Well enough lesson for tweakers, mulers, etc. All in all the exact costs and so forth can of course be discussed. But I think the point itself of what I think would be a smart step are clear.


You missed my irony, fellow countryman. Sure it is against the rule, but opening the door of a potential exploitable thing is a bad idea.

Yeah, this is also very difficult to catch. You can't track gold. You can see if someone goes up a lot in gold, but not if they drop it and pick it up again on the same character.


Hrm. Well, that leave that out of my suggestion for now.


 
      
Glyph
 
PostPosted: Thu, Mar 17 2011, 18:55 PM 

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Quote:
If it were for me 99% of scrolls on Amia would be gone.


hate to say it but this would utterly kill any wizard looking to use the legit bonus of learning new spells from scrolls, favouring sorcs.


 
      
hendrack
 
PostPosted: Thu, Mar 17 2011, 18:57 PM 

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Wizards get scribe scroll by default and there are more than enough on Amia to happily trade and make good money with selling scrolls.


 
      
tsukasa1991
 
PostPosted: Thu, Mar 17 2011, 19:21 PM 

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i agree with this. on a server with so large a playerbase i think we could do away with scrolls and potions and raises, leaving them to be made by the respectful classes and traded IG

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corypx
 
PostPosted: Thu, Mar 17 2011, 19:49 PM 

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tsukasa1991 wrote:
i agree with this. on a server with so large a playerbase i think we could do away with scrolls and potions and raises, leaving them to be made by the respectful classes and traded IG


Job system used that logic and thats not working out to well for it.....mind you people want scrolls and potions so people will do it more offen then job system jobs.

but the logic still fails because people are greedy and gold keeps increasing on the server so lowbies would be screwed because yeah raisedead scrolls costs a nothing to a level 30 from a NPC, but it costs some gold to a level 5.

now think, scrolls have a 5% drop off all kills, well scrolls allready sell for alot now so think what would happen if EVERYONE needed more scrolls, lowbies would never get a raisedead scroll.

Phearnun wrote:
corypx wrote:
Phearnun wrote:
My suggestion would be the following:

2.) Add 750 gp cost per ecl of character being raised. (Dead is level 30 would hence be scroll price + component cost (22 500 gp))
3.) Add 500 gp cost per ecl of a character being raised by a cleric with spell. (Dead is level 30 would be component cost (15 000 gp))


but a spells a spell no matter what the level so a IC scroll doing that would be silly, same cost for all

Activating a scroll spell requires no material components(The creator of the scroll provided these when scribing the scroll.) so a IC componet cost would be silly as well, unless you just raised the price NPCs sell the scroll at, but again no level based cost.


Casting time stop requires a component for casting, so scrolls can require material components. The gold could represent holy water and a diamond required for the spell. In addition, we change the lore for spells to help balance the game and other reason often enough. Why does the soul of a more powerful being require a higher value component? To guide a more powerful soul back to the body of the fallen, the soul passes through the gem (shattering it or turning it to stone) and a low quality will not be able to perform the trick for a soul like Cory's as it is way too big/powerful/experienced.



almost all spells have a component for casting lore wise as far as I know but making them have a bag of crap random stuff would fill up thier filesize, they added for select spells because they were overpowered and any noob could be over powered..... Time stop,spam Isaac's greater missile storm...ect so to stop all casters from becoming epic boss farming gods, they added a cost(as far as I know, that and lame PVPers....)

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Pony
 
PostPosted: Thu, Mar 17 2011, 20:27 PM 



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That can be changed (just like GS was altered lore wise) and you need not crowd the components in the inventory but have the gold be a representation of them.


 
      
Glyph
 
PostPosted: Thu, Mar 17 2011, 20:42 PM 

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components can be nearly anything. I have used a bag full of fairly random job system and other assorted junk, aswell as rply picked components like cocoons from trees etc, gold -is- a component aswell. still, other than time stop and the others which need components literally in your bag to use almost every other spell does not.

ressurection has components, 15 diamonds infact if im not mistaken. im sorry but I agree with cory, no newbie at level 3 is going to go searching for 10 times more than it requires now to obtain a raise scroll, and higher level characters are more likely to ditch partys due to extended periods of people laying down.

if I we're honest i'd say the solution would be to allow clerics and only clerics to bypass the red flashing, and give them the chance to RP while everyone stands there doing nothing for 2 minutes. that work?

ed: on second thought that would bypass the whole reason behind the flashing in the first place. so maybe not.


 
      
corypx
 
PostPosted: Thu, Mar 17 2011, 22:06 PM 

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Phearnun wrote:
That can be changed (just like GS was altered lore wise) and you need not crowd the components in the inventory but have the gold be a representation of them.


still would not change the fact thats not how scrolls work, you cant have them need components as you cast them from the scroll, only befor hand and that would increase the buy cost

http://www.d20srd.org/srd/magicItems/scrolls.htm

Activating a scroll requires reading the spell from the scroll. The character must be able to see and read the writing on the scroll. Activating a scroll spell requires no material components or focus. (The creator of the scroll provided these when scribing the scroll.)

I only am so driven on the point because of IC research based off logic of FR lore and mechanics, and random stuff that should not be there messes up my thinking and I ask Tormak a ton of stupid question because I based a idea of something that turns out IC should not be as such.

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CelestialDante
 
PostPosted: Thu, Mar 17 2011, 22:38 PM 

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I think some scrolls still need components in game, my experience being the use of "Isaac's Greater Missile Storm". Unsure if this is correct or not due to its alteration on amia.

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corypx
 
PostPosted: Thu, Mar 17 2011, 22:54 PM 

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CelestialDante wrote:
I think some scrolls still need components in game, my experience being the use of "Isaac's Greater Missile Storm". Unsure if this is correct or not due to its alteration on amia.


if it does its because of the alteration on amia

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RaveN
 
PostPosted: Thu, Mar 17 2011, 23:58 PM 

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Yes, Tormak because when your developers actually fix timestop (by completely removing it), you might notice that mage numbers might decline. (Which is good) It's not my fault that for whatever reason you took perfectly good balancing ideas and completely ignored them yet, you continue to complain about mages being overpowered. Me personally, I at one time, gave a shit, then I came swiftly to the realization that when you win a PvP in Amia, you actually lose, because the other party usually cries their eyes out until you feel like logging off. If anything, Tormak, I thought -you- would know, that my characters would lose more per death than if half of the morons who incite the PvP would if they died 10 times in a row. But of course, I expected you to say something of the sort. You think I actually enjoy PvPing in a game where you can fall alseep and hit the timestop key and win by having your cat walk over IGMS. No thanks, I play Starcraft 2 for competition.

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LetumLux
 
PostPosted: Fri, Mar 18 2011, 0:09 AM 

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Man, I don't think I've ever cast Time Stop with any of my mages. Guess I should stop playing them because I'm really missing out on all the PvP and there's no point in playing a mage, certainly not the RP of it. Haha.

I think my main concern is how the majority of the mechanical changes are for/because of PvP and how that is steering the attitude and atmosphere of the server. I don't think RP is always entirely without conflict, but I also don't believe all conflict is PvP (or CvC, if you prefer!) and it's a bit distressing that pretty much everything gets boiled down to its application in PvP over all other considerations.

Over the years, I think I'm pretty much okay with the changes as long as there is some IC rationale, though, otherwise it's a weird state of being with all the IC tactics or plots that have occurred with the mechanics As They Were that make it awkward to ICly discuss those same things with the mechanics As They Are. ("It's always been like that" chafes like hell. At least go with "Magic is different in this region", man. We've got all manner of Epic Planar Effery going on all the time anyway, seems reasonable that Amia & Isles have formed some kind of bizarre magical zone by this point. Thesis to come! )


 
      
Nekhy
 
PostPosted: Fri, Mar 18 2011, 0:14 AM 

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LetumLux wrote:
I think my main concern is how the majority of the mechanical changes are for/because of PvP and how that is steering the attitude and atmosphere of the server. I don't think RP is always entirely without conflict, but I also don't believe all conflict is PvP (or CvC, if you prefer!) and it's a bit distressing that pretty much everything gets boiled down to its application in PvP over all other considerations.

What she said.

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Murex
 
PostPosted: Fri, Mar 18 2011, 0:15 AM 

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How about removing raise dead scrolls from all shops and implimenting a small percentage chance that a raise dead scroll will drop from defeated monsters.

Having scrolls drop as often as blank scrolls and boner-wands would make players not want to risk death as often as they do.

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Nekhy
 
PostPosted: Fri, Mar 18 2011, 0:20 AM 

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Murex wrote:
How about removing raise dead scrolls from all shops and implimenting a small percentage chance that a raise dead scroll will drop from defeated monsters.

Having scrolls drop as often as blank scrolls and boner-wands would make players not want to risk death as often as they do.

I giggled.

Anyway, as far as I'm concerned we could remove the whole thing and replace it with KO "death"... but I'm not allowed to talk balance.

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RaveN
 
PostPosted: Fri, Mar 18 2011, 0:32 AM 

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You know, sometimes in roleplay settings, people die. In social servers, they don't. What is Amia again?

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Nekhy
 
PostPosted: Fri, Mar 18 2011, 0:50 AM 

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But people don't die and get raised all the time without death losing its impact. When they die, they should really die and suffer for it. If you're gonna be dieing enough to break immersion, then you shouldn't die in the first place.

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Greyweaver
 
PostPosted: Fri, Mar 18 2011, 1:08 AM 

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Nekhy wrote:
But people don't die and get raised all the time without death losing its impact. When they die, they should really die and suffer for it. If you're gonna be dieing enough to break immersion, then you shouldn't die in the first place.


I thought my suggestion of a base 100% chance of being raised,by a -scroll-, lowering after every time a toon is raised, seemed like a good idea. Maybe -20% per raise is a little high but -5% per raise reflects, possibly "soul" fatigue or something. This could be done per reset I think. Doing this would make death a bit more "real" albeit a fantasy setting.
This wouildn't apply to Clerics, Paladins or Blackguards and possibly those with a high Heal skill though I wouldn't think.


I think the cool down time for a toon should also be split up into before and after. 2 and half minutes before the toon can be raised to rp the characters reactions to the dead toon. 2 and half minutes after being raised so the dead toon can rp "recovery". That way the current time doesn't change really as far as cool down goes, it's still 5 min. So we wouldn't be waiting any longer, just splitting it up.

Both of these suggestions really wouldn't have a massive impact on playability of the server or new toons and players first time here. These are just suggestions though. I have no idea how easy or hard it would be to do this.

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Murex
 
PostPosted: Fri, Mar 18 2011, 5:49 AM 

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I think characters should have a number of lives instead of an infinate number. I think most people agree that this whole death thing on Amia is silly as it is. Something should change.

Needled247 wrote:
You know, sometimes in roleplay settings, people die. In social servers, they don't. What is Amia again?


A mild rp server where character actions rarely affect the setting because your enemies always hide behind a wall of NPC guards, and death has no real meaning. RP becomes a bit pointless when the climax is just a dribble.

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Grymia
 
PostPosted: Fri, Mar 18 2011, 6:11 AM 

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.... No, Amia isn't RP lite, just some people treat it that way.


 
      
Greyweaver
 
PostPosted: Fri, Mar 18 2011, 6:23 AM 

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Murex wrote:
I think characters should have a number of lives instead of an infinate number. I think most people agree that this whole death thing on Amia is silly as it is. Something should change.


I disagree I'm not looking for something that extreme. Since that's basically forced permadeathing you'll kick up a hornets nest. lol

I wouldn't say anything someone has put massive hours of hard work into trying to balance it out, would want their work to be looked at as silly.

I'm just suggesting some things that might make a toon's dying more of an event, and suggesting the scrolls not be as effective, due to a toons IC condition or 'soul' condition.

Grymia wrote:
.... No, Amia isn't RP lite, just some people treat it that way.

No it's not rp light at all, there's some really good rp'er's, I'm just suggesting on a way in game to make -time- for that rp in a hunt, since they are usually fast paced. I do know there is several I've rp'd with that -make- time for rp in hunts without this suggestion, but it would help.

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Glyph
 
PostPosted: Fri, Mar 18 2011, 16:33 PM 

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I'd like to briefly hit y'all from another perspective

its a game

as such being dead is about as fun as COD with lag, you want to increase that fact, remove time stop thus giving monks MORE leway over mages, etc...(GS is already nerfed)

my question to you is just how real are you wanting this? do you realise that if death we're implimented the way you are suggesting there would be relatively poor RP because people would be rolling new toons ALL the time?? or stuck at some level for three times as long because they decided not to make a bard RDD fighter????

go to a server where if you die thats the end, come back, and tell me you want that here.

ed: ie. realism isn't always fun and fun attracts players. thus imho why this server is packed.


 
      
Mobile_Svensk
 
PostPosted: Fri, Mar 18 2011, 16:35 PM 

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Glyph wrote:

its a game



Stop using that argument, It's insulting. Yes it's a game, but also something we spend a lot of hours in and enjoy, a hobby of sorts. Some of us want to help change the server to the better. So don't degrade my hobby into 'Its just a game'.

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serbiris
 
PostPosted: Fri, Mar 18 2011, 17:56 PM 

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Very_Svensk wrote:
Glyph wrote:

its a game



Stop using that argument, It's insulting. Yes it's a game, but also something we spend a lot of hours in and enjoy, a hobby of sorts. Some of us want to help change the server to the better. So don't degrade my hobby into 'Its just a game'.


I think he just meant that it's a game, therefore its purpose is for enjoyment. Substitute hobby into it and it's still pretty reasonable, the point is to have fun. The argument is that no one is having fun while being dead (taking for granted that death is nevertheless necessary, which is a given), so let's not make it worse. I think.

There are arguments that fun stuff may require periods of not-having-fun, but his is a fairly valid and non-insulting viewpoint which I hold more or less.

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Selmak
 
PostPosted: Fri, Mar 18 2011, 19:11 PM 

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I would argue that in order to keep that fun element you do need a pinch of realism. Otherwise this happens.


 
      
Dark Immolation
 
PostPosted: Fri, Mar 18 2011, 19:40 PM 

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We already have Senzu beans. They're called Heal potions and Greater Restoration scrolls.

Am I a super saiyan now?

I have to disagree. We should only take realism to the point where it adds to enjoyment, not difficulty for difficulty's sake, or to represent something in the 'real world' better. For instance, if we want to make Heal Kits do healing over time because we feel it's too easy, or would serve to make it more enjoyable/fair for most, then so be. But not "Hey, you can't do that in real life! We shouldn't be able to do it in a game, either!". Because that's just a stupid principle to build off of. I can't get in the fight of my life, poisoned, and have a status condition, and sit down for 8 hours and be completely fine. It's a game. Healing works differently and gets glossed over for the sake of us not having to play doll house.

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Glyph
 
PostPosted: Fri, Mar 18 2011, 20:21 PM 

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I was going to write some random garbled rant but I give up. also I don't disagree with svensk but at the same time what i'm trying to say is the game doesn't need to be harder, nor does finding and maintaining a party.

ed: if you've ever played an action server most of the shout channel consists of 'LFP clerics wanted' because healers win raids. you are promoting the same. just without the shouting. theres nothing real about that, and imho it will unbalance too many things. end rant.


 
      
Selmak
 
PostPosted: Fri, Mar 18 2011, 20:25 PM 

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Realism is not necessarily about things being the same as in real life. It's about having a situation that cannot be resolved just by going from A to B and back again in two minutes. It's about creating some kind of dramatic tension so that when there is a new development players feel that they are engaged by the plot and not simply being led down a linear path to the most logical conclusion. So instead you have a plot that lasts at least 45 minutes with for example, the sick character getting closer and closer to death while the other guys try to figure out why they're sick and how to treat them.

Sure, that's obviously House I'm talking about, but it's a more entertaining way to spend 45 minutes than watching a super saiyan zoom around curing people and kicking the asses of dragons.


 
      
Glyph
 
PostPosted: Fri, Mar 18 2011, 20:57 PM 

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I don't think i've ever quoted tormak before but

Quote:
Congrats, the only thing people will roll now is a sorceror or a cleric.


I have said my peice. also I have never switched servers to raise and usually avoid partys with people that do. things like that that cause threads like this.


 
      
RaveN
 
PostPosted: Fri, Mar 18 2011, 22:25 PM 

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Yeah, >_<

I'd argue his point, but I think the majority of amian players are misinformed when it comes to balance and powerbuilding, so he's probably right.

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DragonKnightsFX
 
PostPosted: Fri, Mar 18 2011, 22:57 PM 

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Should get rid of raise scrolls completely, but put back the option to come to the same place after death.
This would get rid of the weird scenario of a corpse suddenly disappearing and re-appearing on the other side of the world, followed by the party chat being spammed (Which I hate).

Or actually..
What if raise dead's were still around, but the player being raised takes the xp and gold penalty when they are being raised?

This would stop the dead people waiting in entry, the weird RP around death and have the penalty in place.. perfect?


 
      
Murex
 
PostPosted: Sat, Mar 19 2011, 0:07 AM 

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Glyph wrote:
do you realise that if death we're implimented the way you are suggesting there would be relatively poor RP because people would be rolling new toons ALL the time??


Not if you can burn DCs for more lives.


DragonKnightsFX wrote:
Or actually..
What if raise dead's were still around, but the player being raised takes the xp and gold penalty when they are being raised?


This could work.

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DragonKnightsFX
 
PostPosted: Sat, Mar 19 2011, 1:47 AM 

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Quote:
Or actually..
What if raise dead's were still around, but the player being raised takes the xp and gold penalty when they are being raised?

This would stop the dead people waiting in entry, the weird RP around death and have the penalty in place.. perfect?


Admires his only good idea ever.


 
      
Glyph
 
PostPosted: Sat, Mar 19 2011, 7:40 AM 

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how about we make spells take gold like they do in pnp?

again, this is all about clerics and none for the general gameplay. frankly im trying not to die as much mainly because of this thread.


 
      
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