[MUD-Dev2] [DESIGN] Perma-death

cruise cruise at casual-tempest.net
Fri May 18 14:19:19 CEST 2007


Thus spake Hans H?ggstr?m...
> Looking at other genres, there are some ideas that may be worth thinking
> about.

<snip>

Excellent points - and depending on the goal of the game, these sort of 
systems would be very useful.

> So to summarize: A character gets increased reward (xp / gold) for each
> opponent he kills in PvP.  The longer the undefeated killing streak of a
> character is, the more xp/gold you will get for defeating them, and the
> more severe their death penalty will be (xp/gold/resurrect time).
> 
> This approach combines a positive reward for staying alive and killing
> enemies in PvP, with a death penalty whose severity depends on the
> success of the player, and in a way balances the reward the successful
> player receives.  It creates an incentive for good players to stay
> alive, and for other players to kill the undefeated players.  It might
> be better than just penalizing for death, without any reward for staying
> alive or defeating undefeated characters.

Something like this would work, perhaps. We've been thinking of the 
penalties for dying - remembering how important "framing" is, perhaps 
rewarding players for /not/ dying would be the better approach?



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