[MUD-Dev2] [DESIGN] Perma-death

Dana V. Baldwin dbaldwin at playnet.com
Tue Jun 5 15:47:39 CEST 2007


Dave Scheffer wrote:
> 
> From: "Jeffrey Kesselman" <jeffpk at gmail.com>
>>
>> Ergo, in one game design I did that I still play with and some day
>> want to implement, its structured so that there will be turn-over  in
>> the highest ranks.  Its designed to force them out of the game either
>> through death or "retirement" to avoid death.
>
> Some achievement players want recognition, others want to game the
> system to get what they want.
>
> Either way implementing an Honorarium system drains the high end
> players and if done right can serve as a powerful sub retention
> mechanism.
>
> To wit: Once they've achieved a certain level, exceeded a threshold of
> epic items, conquered XX number of legendary opponents... they find
> themselves Honored and enrolled in the Legion of Legends.

Wurm Online appears to be doing this with a concept they call RealDeath
or some such. The premise is when you achieve demi-god like status, you
get 3 deaths then poof. It is an open ended PvP game which i think
should make for a great case study. imagine the greatest griefing of UO
made permanent! Corpse looting, corpse camping, PKs and perma death. I
miss Rosencrantz & Guildenstern, the harlequin outfitted dread lords of
yon....

http://www.wurmonline.com/index.php?c=Overview.php



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