TSMDude wrote...
Eradrain wrote...
Nothing is going to make me quit a server faster than spending 2 hours in a dungeon only to die, and lose all/most of the XP I just farmed up due to a stupid death.
No offense but if you just sat around farming experince then I think the type of server you are talking about is different than the ones many of the Role Playing Servers are talking about here.
I think you seriously misunderstood the tenor of my entire post.
I'll start my responses here - Last I checked, the most expedient way to level up on TSM as well as any other RP server was dungeon running, not roleplaying. I do enjoy RP, but I also enjoy RPing on powerful characters, because epic-level RP is the most fun for me and closest to what I enjoy.
Just because it's an RP server doesn't mean the rules need to somehow be more brutal when it comes to dying. Especially since all/almost all RP servers assume that you're going to get the majority of your XP from dungeons/scripted quests. If a server is based on that assumption, it seems strange to denigrate people who play by those rules, and call them Action-Lovers or, Poor-RPers, or something. A pure RP server would give zero XP when you kill a monster (And indeed, my server is going to do that. All XP comes from scripted and DM quests, you can dungeonhunt if you want, but it will net you no XP at all).
Eradrain wrote...
The idea of actually experiencing permadeath due to some similarly ridiculous scenario is grounds for me giving a server a 1.0 out of 10 on the vault. My character is a significant investment of my time - if a DM or admin decides that they can flush that time investment down the toilet because of some love of realism or whatever, they don't deserve my patronage.
Giving it a 1 because the server has bugs, no trans, is poorly made I understand.
Giving it a 1 because you disagree with the policies that a server puts into place is kinda as you said, asinine and insulting.
When the server in question has a rule that states, in effect, "If certain things happen to your character,
we will take him away from you forever," I don't consider that a policy. I consider that downright nasty.
I've permakilled some of my characters before, but it was always my decision. If I found a server admin or DM trying to make that decision for me, I'd tell them precisely where to stick it.
I'm the kind of person who usually focuses his entire creative energy on a server into one particular character. I build up that character's personality, I get into his mind, I develop his relationships and motivations, I make him powerful because my character concepts are almost always powerful ones. If I feel that his story is concluded, I will have him die. But it can't be anyone else's choice but mine.
If someone makes that decision for me, they've removed me from their community both figuratively and literally. Figuratively in the sense that this one character was my anchor to said community, that he was my link to the IC world. Literally in the sense that I will, yes, actually quit.
Permadeath is and should be a creative tool, never a punishment. Never, ever a punishment.
Eradrain wrote...
No penalties, no punishments. The player feels like they're having fun and experiencing new game content even while dead. They're not robbed of XP or money, and yet there's still the possibility of extended quasi-permadeath scenarios if their friends aren't quick to fetch them from the underworld.
Yet they are forced to do another quest system everytime they die? After the first time around it is no longer "new" content and therefore might even been seen as a more worse penalty to go and fed ex quest things as a blob.
This is where you misunderstood my point the most.
Nobody is forced to do anything once they die. The quests and dialog and stuff in Sheol is purely optional. It's there for the player to see if they want to, if they enjoy experiencing that kind of content (And my server won't be public, it will be invite-only as far as I've decided at this time, so I doubt there'll be many people playing there who don't share my enthusiasm for exploration).
If a player is inclined to get right back into the gameworld, all they need to do is go directly to the tower and bargain with the guy. Takes all of 2 minutes, once you know your way around.
And even if a player dislikes my death system, at least it makes sense in the game world. At least it is grounded in the lore - when you die, you go to the afterlife. You're talking about RP servers, right? How it is more RP-relevant and immersive to, instead, just dock 10% of XP when you die?
Eradrain wrote...
I don't believe that dying constitutes some kind of failure, that needs to be punished. The people in this thread that do strike me as, to be quite honest, a little masochistic. It's a game. There's nothing fun about losing the character you've been building (by farming?) and the relationships you've been forging with other characters because the spawn trigger created one too many goblins for you to kill in time. There's nothing fun about being faced with monumental XP/GP taxes on respawning. It's just not what I want to deal with at the end of a long, hard day, when I log on to enjoy a little game time.
Which is fine but insulting others for thier views who enjoy just as you do, gaming thier way is not wrong. It is why if you are deciding to HOST a world and Admin it you need to elarn that your view is not the right one.
Your Player Base idea is.
Ben pretty much summed up my points right on the money, with regard to this.
I'd rather have a server with me and 4 close friends than a server with 30+ people on all the time. That brings drama, that brings reduced quality to the overall roleplaying atmosphere, it forces the admin to compromise (Which is fine on a Forgotten Realms server where everyone can know the lore equally well, but my server is a home-brewed setting, I'm inventing it from the ground up) and ultimately, it can either lead to favoritism or the illusion of favoritism, as the DMs are accused of serving some people more than others (Which always seems to happen).
If I had me, and 4 other players, all of whom were also DMs and we just ran stories for eachother, I think I'd have a lot of fun.
And I didn't mean to insult you, or anybody else, by using the word Masochistic. I just really don't understand the point of view that holds that there's something good about losing demonstrable progress on your character. It feels frustrating because it's basically real-life time taken away from you, erased, undone.
Modifié par Eradrain, 09 septembre 2010 - 10:31 .