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View Poll Results: Which type of death system would you like Oasis to have? (or like to play)
Minor Death Penalties 13 34.21%
Medium Death Penalties 7 18.42%
Permadeath 4 10.53%
Semi-Permadeath 14 36.84%
Voters: 38. You may not vote on this poll

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  #16  
Old 08-21-2003, 07:49 PM
Neoreno Neoreno is offline
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Minor Death penalties.
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  #17  
Old 08-21-2003, 07:55 PM
Spark910 Spark910 is offline
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I think Loriel said this, if not, he should have said it:

from Playerkilling you shouldnt loose ''lives'' and big items.
But NPC deaths (like dying off NPCs) should make you loose lives and things more greater than a player can make you kill.

OR make it so different items do different things, such as some get dropped, some dissapear, some reset to a postiion (if rare) if you get killed, so its different as different things happen.
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  #18  
Old 08-21-2003, 07:59 PM
davidpsy davidpsy is offline
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Hmm how about this when you die you lose all the money your holding if any, you lose all your hp and when you come back you have 1 hp and you have to get healed somehow but you cant lose like swords or shields or any other types of weapons.
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  #19  
Old 08-21-2003, 08:09 PM
Spark910 Spark910 is offline
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Quote:
Originally posted by davidpsy
Hmm how about this when you die you lose all the money your holding if any, you lose all your hp and when you come back you have 1 hp and you have to get healed somehow but you cant lose like swords or shields or any other types of weapons.
So I die. Im skint. Have the lowest HP (which will work great if he adds curses and illness) and I have to somehow, go somewhere, with 1 HP, without getting playerkilled or killed from a NPC! 0_0
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  #20  
Old 08-21-2003, 08:30 PM
Nick1988 Nick1988 is offline
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Semi-Permadeath, because it's different and I would like to see it.
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  #21  
Old 08-21-2003, 09:23 PM
davidpsy davidpsy is offline
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Quote:
Originally posted by Spark910


So I die. Im skint. Have the lowest HP (which will work great if he adds curses and illness) and I have to somehow, go somewhere, with 1 HP, without getting playerkilled or killed from a NPC! 0_0
Well its better then losing a sword or item.
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  #22  
Old 08-22-2003, 03:19 AM
konidias konidias is offline
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Okay guys, I thought I explained how PKing would be lowered because of it, but I guess I'll go over it better.

You say you're worried that some PKer will just kill you and you will lose all your revives. That isn't true. For one, you're going to start out with like, 5 revives. This means you have 5 chances to at least gain some sort of strength and stay away from PKers.

Then there is the factor that PKers are putting their lives on the line. By going out and killing others, they are also risking being killed. Lowering THEIR revives, each time they are unsuccessful at killing someone. This means that more than likely, there won't be many high level PKers.

As for the PKers that reach high levels... This is what justice is about. This is where PK killers come into play. You can roleplay as a guy who takes down criminals. Even have bountyhunting if need be. Basically, high level PKers would be taken down by even higher level PKers, or higher level players. Because more often than not, PKers don't play friendly with eachother, and more often than not, people that don't even PK, will gladly kill a PKer, just to stop them from causing a riot.

Then there are revives... I saw someone say something about high level players "buying new lives". Well, you can't just buy them from an NPC. Revives would be in the form of "life pendants" on Oasis. These life pendants would be uncommon items, that you could find places, get from npcs occassionally (under certain circumstances), win in events (not just "omg I'm leet power battle" events), etc.

Meaning the life pendants will have no price tag, there will be no method to just get all the life pendants you want. You have to either hope someone will sell you one, or go out and win one/find one/earn one. There can also be a limit to how many you can have. So nobody could just get like 100 life pendants and never worry about dying, but maybe 10, 15, or 20 of them at a time.

Having it so PKing doesn't effect life losing, well... that would be silly. Imagine you and your friend are fighting a monster, and then your friend gets low on life. You run over and kill your own friend, so that he doesn't have to lose a life? That's pretty absurd.

I'm wondering why people are picking the lowest death loss option. You have to understand that fighting isn't everything on this server, and like I mentioned before, this will be unlike anything you've played on Graal. (not saying it's unlike anything you've seen of course, just... nothing you've seen on graal :P) Without a big enough death penalty, PKing would run rampant, and everyone would just constantly try to reach some extraordinary level. Why does this sound good to you? It will ruin the server.

Much like 2k1, much like Kingdoms... The reason these servers seem to get worse over time, even though new things are being added, is because everyone just keeps gaining levels and money. Eventually the developer is rushing to make monsters that give more exp, jobs that give more exp, weapons that do more damage, etc. Yet no matter how hard they try, the new monsters will be the only thing high levels will fight, the new weapons will be the only thing the high levels will use, etc. It's basically killing all the old fun content, just to make some new content, which will eventually be killed as well. It's a terrible cycle which I'm doing everything in my power to stay away from.
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  #23  
Old 08-22-2003, 03:34 AM
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Originally posted by konidias
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I would say I've been around Graal for awhile, yet I do not believe I have ever spoken to you or even posted reguarding anything you've said (besides this thread). But I would like to exclaim something reguarding your recent post: <3

That sounds awesome.
  #24  
Old 08-23-2003, 06:38 PM
G_yoshi G_yoshi is offline
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I really really really like this idea
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  #25  
Old 08-23-2003, 07:23 PM
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Will players revive one another, or do you restart at some sort of sanctuary?
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  #26  
Old 08-23-2003, 09:16 PM
Kaimetsu Kaimetsu is offline
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Penalties, but not based on items or experience. Time is the better commodity to tax.
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  #27  
Old 08-23-2003, 10:10 PM
Dach Dach is offline
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Maybe just make is so that when you get to a high level, you become unstable. Thus it will be hard for anyone with a high level to keep that level for very long. I don't know what the best course would be to make this work but I have some ideas;

1. make it to where you must keep your stats in good balance, i.e. you don't want to have great physical power without wisdom (would have to take some care to stay in balance, yet it's nearly impossible to get so high)

2. the amount of players you kill affects your mental abilities negatively (driven to insanity from killing??) versus doing anything else to keep stable

3. some kind of time limit to how long you can stay at a level (once you get high enough) before leveling up. if this limit runs out, you lose a level

4. something else... *scratches chin* I'm out of ideas,

well, whatever you decide, as long as Oasis comes out soon I'll be happy, maybe...
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  #28  
Old 08-24-2003, 12:17 PM
konidias konidias is offline
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I don't think I should have to put penalties for high level players though... That would be annoying. It's like discouraging people to try hard, heheh. "If you get too good, you will lose!"

I'm thinking something along the lines of this:

When you die, your body falls to the ground. You are then in "limbo" (between death and life, at least I think that's what it means?). While in limbo, you can wait as long as you'd like on the ground, for someone to come and revive you via a potion or spell or something. Or you can choose to go to the afterlife, and you will be sent to a temple where you will give a person one of your life pendants to return to life.

All of this depends on a number of factors. I'll list them:

1. How rare the life pendants are.
2. How easy it is to die.
3. How easy it is to be revived.

I'm sure there are more, but I can't think of them right now.

I have an entire text document written up on the different afterlife temples, and what you can find there. There is actually stuff you can do and find in the temples. (like the "light" temple has special water that you can bottle up which heals you when you drink it, and the "dark" temple has special things for evil people.
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  #29  
Old 08-24-2003, 12:22 PM
Snakeandy7 Snakeandy7 is offline
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I like Koni's reviving idea.
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  #30  
Old 08-24-2003, 01:37 PM
Tyhm Tyhm is offline
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I'd love to vote for permadeath, but in good conscience I can't. There will always be too many ways to die. There will always be some jerk willing to restart just to put a knife between your ribs. There will always be some bug by which you die every time you revive - even if just for a day, even if just for a minute, that'll permanently screw over people who've been playing for a long time, people who don't want to give up everything they've worked for, all their amassed wealth. I agree it'd be awesome in theory, but in practice I KNOW it's a bad idea. Case in point, Kingdoms. Classic even. You can go on and have your experiment if you want, but people WILL be stupid, people WILL ruin the game for each other. I hope, and believe, a compromise can be found - if you remember early G2K2, it was almost impossible to die. If it's that hard to get yourself killed, then hell yeah the penalty should be steep! Possibly even permanent!

In my D&D groups, the rule is simple: You only die if you do something stupid, and you pretty much never get your character back. If you can guarantee nobody ever dies by doing something other than a clearly suicidal act - you can't die on a quest, only get set back, you can't get killed by anyone at any level unless you're attacking too instead of running away - then yeah, go for permadeath. But it should be the LAST thing you add, not the first.
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