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Make the death something more serious

Posted: Thu May 07, 2015 6:51 am
by The Man of the Moon
Right now this is so easy respawn after be killed.

My suggestion is to extend the time you needed to stay in the Plane of Fugue before you could leave it by yourself to one IG day (144 real minutes, or maybe just a real hour if this were too much).
(Without modify how others can resurrect you or raise dead, so you could be rescued before that time if resurected by divine spells).


A longer cool down before be allowed to respawn may be more beneficial overall from a Role Playing, interpretive and emotionally view for the character.



1. More realism (More immersion). The death would be treated as something more serious, involving not only the loss of some of your recent experiences (memory, aka XP), it will make players more cautious as this may increase the value of the death in the game.
Will give greater seriousness to death, involving a period of "mourning" in the spirit of the dead is to reflect before finding a way out of the beyond and also giving to the PvP more meanings.

2. Calm time: The cool down will offer to the players a breather and a period of reflection, giving them time to calm down after the setback and avoiding committing an error.

3. Learning: May provide the opportunity to learn from the possible mistakes that sent them to death (if any error), preventing repeat them again, or at least to repeat them too soon.

4. Hope: Provide an opportunity for someone to find his body before he, hastily, return to the world of live asap, also enriching the experiences of the character. Is not the same be revived to return self, and not only by the loss experience but also because being revived not offer a real sense of failure from the emotional perspective of the player.

5. Strengthening rules PvP / PvE: Prevent the few characters killed in PvP can return (ignoring or forgetting the relevant rules) to confrontation too soon, when they forget or ignored the PvP rules.

Because one doesn't just die and insert another 25 cents coin to return.


EDIT: Hmm... I see your point, Irongron, and agree.

Re: Make the death something more serious

Posted: Thu May 07, 2015 8:13 am
by Irongron
I can't speak for Mithreas but I really wouldn't want to force this on people.

Some of our players have maybe one evening a week of scheduled Arelith time, and have no interest in switching to an alternative character when their own dies. In many cases people would just switch off. Bad for them, and bad for the server.

For myself, when my character dies I almost always log off anyway, for while I don't agree with the suggestion it largely captures how I personally feel about character death. That's how I'd like to leave it; up to the individual players.

As an aside I personally feel that the penalties for death are far too high as it is. For those of us that don't grind (and many that do) death can be a HUGE setback, and does little beyond demotivating the player.

A knock on effect of the high death penalty is that adventurers tend to avoid any remotely challenging dungeon, preferring instead to travel places they are assured of victory. I generally refuse to join 'hunting' parties, because, quite simply 95% of the time it is mind-numbingly boring; people going round and round a highly familiar area, following the same old procedure they always use, while at the same time there are fantastic areas that just don't get a look in.

I'd rather be challenged, and die, than just run around filling my xp tank, or at least I would if the penalties for death weren't so very high.