Re: The Quality of Death
Posted: Thu Dec 16, 2004 6:41 pm
OK Adayl, Clearly I'm on your team, just slightly diverse opinions. 3 points here.qmodal wrote:I am suggesting that *getting* a DP is fine, but *having* a DP is not.
I also want to make it very clear that these would not be instant and large consequences of a *single* death. For a player with an average number of deaths, the effect might be minimal. For players who don't take the trouble to stay alive, the consequences would gradually become dramatic.
1. Your getting a DP is very very very similar to having a dp, just having more limited ways to "fix it" Some of your ideas do not fit this theory. If I lose lvls, I have to work to get them back. If I lose Fame, I have to work to get that back. If my armor wears out quicker, I need to work to provide mats or dapper to get new armor. All seems like *having* a DP to me, how is this more satisfying?
2. Interesting idea about having a sliding scale for DP. I really like this, the mechanics of it need some work(different thread to follow soon after), is it in-game time between deaths? Does going a longer time without a death fix whatever is affected? Can I log in and sit at the stables for the overnight or for the weekend and have my "DP fixed"?
3. I *love* the idea of having some identifier that is visible that shows a characters propensity to death. Of course then I may not group with some of my guildmates.

Off topic, Why shouldn't a group have fame, and the group be affected by tribes/etc as a whole? Maybe I will add a thread for this.