[MUD-Dev2] [DESIGN] Perma-death
Nick Koranda
nkk at eml.cc
Tue May 15 11:27:41 CEST 2007
cruise wrote:
>
> Is there /any/ ways perma-death can be implemented without being hated
> by players?
>
I played on a player-run UO shard (Angel Island) not too long ago and
one character in the game decided to chose a game option of being
"mortal", in which if he died it would be permanent. He was a good
PvPer and beat a lot of players in the game. The entire shard got into
it and the battles with this man were the best anyone had seen in a
while. I think the reason for that is what was at stake.
People who would enjoy perma-death in a current MMO setting are risk
takers. It has a gambling feeling to it, to risk it all. That can be a
real rush for some people. You will find that most people do not want
their items taken when they "die" much less have a a permanently killed
character. I would say a majority of players are risk averse and would
not enjoy giving up their time that they spent building up their character.
So with that said, if you reduce that risk, you will find players more
accepting of perma-death. Reducing the risk would entail some of the
following:
1) Removing the time it takes to build up a character or get special
loot. However that this is implemented, if you remove the time invested
in building up a character, you will remove the fear of loosing it.
Now removing the time required to build up a character is not good for
the games which make it a near staple to grind up characters to 100%
skill. It would however introduce some interesting problems to solve in
order to provide game play time for players...it would make the designer
think of other "things" that a player could do in-game besides wait for
the next percentage point while hacking a chicken with a club.
2) Dont make perma-death so perma. What about implementing a
generational system whereby, if the father/mother dies, a son/daughter
can enter the game, with a percentage of the traits/skills/wealth of his
parent, even taking on a similar name.
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