[MUD-Dev2] [DESIGN] Perma-death
cruise
cruise at casual-tempest.net
Tue May 15 12:19:55 CEST 2007
Thus spake Nick Koranda...
> 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.
So here's another "why": much more emotionally thrilling/involving gameplay.
Is it a good why?
> 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.
Certainly it would work better in a level-less system - everyone is more
or less equal and so there's no power loss.
But then what is being risked when you die?
> 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.
This seems a sensible compromise - all characters on an account share a
"family" name, and so the player can build a reputation for themselves,
even if they lose several characters.
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