And despite enjoying PvP as I do, I think about this far before conflict starts between my characters and other people's characters. That leads me to second guessing my objective to kill that target, as compared to creating an alternative story around the conflict so that it can continue and perhaps later come to a beautiful conclusion. But that kind of investment usually has to go both ways, so it is a difficult road 90% of the time.Kreydis wrote: Thu Feb 07, 2019 2:11 pm Death as a whole on Arelith means very little until you decide it should mean something. That also means people can choose to not care at all if the death means anything to them. So a lot of the times it can feel very arbitrary when someone dies, or the next time it's a gut-wrenching night of horrors.
I fully agree with the concept of ignoring some deaths as write-offs, because truly, it'd be terrible if this server had a heavy death burden. The continuity of lengthy stories would be challenged moreso by survival than by the conflict within them, and that would be impossible to micromanage with the builds that some people create on the server.
However, I think a fix to all of it would be to consider the outcome of the death of your character in that instance. If it does not line up with the ultimate satisfaction that we're all looking to gain out of a pleasurable story to read and witness, then communication is key! Suggesting another path that you could both invest into could go a long way to creating a great story arch for not only one another, but for others as well.
Or killbash them and leave them in the Hub. Either or.