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Celeborn
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Post subject: Unruly and permadeath Posted: Thu Apr 19, 2007 8:41 am |
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Joined: Tue Sep 14, 2004 1:12 am Posts: 739 Location: Delft, The Netherlands
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I know how you feel about permadeath, but due to the nature of unruly , for self regulation and for the general feel of the game, and because you have a means of escape from it on mainport, it stays. Bummer.
That said, the current permadeath system is too harsh in my opinion. I'm considering adding limited means of surviving or reversing death. Something along the lines of: Resurrection causes gear loss + aging in jumps (middle aged->venerable->etc), death at max age causes permadeath, with extremely rare Rejuvenation potions pop from chests giving you a means to reverse the process.
Discuss!
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Binkly
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Post subject: Posted: Thu Apr 19, 2007 8:46 am |
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Joined: Wed Oct 20, 2004 12:05 am Posts: 81 Location: New Brunswick, Canada
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Why not have it work like the old deathtraps? EQ loss? This could even include say your spellbook? Then you just get a new one afterwards.
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Malkor
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Post subject: Posted: Thu Apr 19, 2007 8:48 am |
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Joined: Thu Nov 02, 2006 7:59 am Posts: 34
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I wish it didn't have to stay, but I understand why. On that note, I support the idea of taking some of the bite out of the current permadeath system. Perhaps other changes could be made to the system. Maybe only pvp kills can result in permanent death? That way DT's != purge, and same with mob kills. If that DOESNT happen, I think that random encounter mobs should be 100% removed from the game, excusing ACD.
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Zidane
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Post subject: Posted: Thu Apr 19, 2007 8:48 am |
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Joined: Tue Nov 16, 2004 6:30 pm Posts: 560 Location: florida
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Seeing that a potions or vials Rejuvenation. Can we make it kind of like a uncommon pop instead of rare? i mean ultra runes are rare to pop as well, go figure
i could be wrong on the vial part
_________________ Dr. Zidane of The Forsaken
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Celeborn
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Post subject: Posted: Thu Apr 19, 2007 8:51 am |
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Joined: Tue Sep 14, 2004 1:12 am Posts: 739 Location: Delft, The Netherlands
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Binkly wrote: Why not have it work like the old deathtraps? EQ loss? This could even include say your spellbook? Then you just get a new one afterwards.
Part of the experiment is to see if players can rule a mud on their own, having the means of getting rid of players via permadeath. Plus it allows for the gameplay to be a lot faster (faster leveling, faster crafting, more drops, etc) without it being unfair to mainport.
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Malkor
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Post subject: Posted: Thu Apr 19, 2007 8:53 am |
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Joined: Thu Nov 02, 2006 7:59 am Posts: 34
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With that consideration, my proposal to make pvp death the only perma death source would work fantastically![/quote]
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Zidane
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Post subject: Posted: Thu Apr 19, 2007 8:56 am |
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Joined: Tue Nov 16, 2004 6:30 pm Posts: 560 Location: florida
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Ruler of the mud?
that is kind of bully
_________________ Dr. Zidane of The Forsaken
Last edited by Zidane on Thu Apr 19, 2007 9:00 am, edited 1 time in total.
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Malkor
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Post subject: Posted: Thu Apr 19, 2007 8:58 am |
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Joined: Thu Nov 02, 2006 7:59 am Posts: 34
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Who says i plan on ruling or bullying anyone? i just dont want you randomly astral-pking chars on this port; it means alot more when you do that here than on normal DL.
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Zidane
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Post subject: Posted: Thu Apr 19, 2007 9:23 am |
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Joined: Tue Nov 16, 2004 6:30 pm Posts: 560 Location: florida
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Man just to think i was level 30 and die.
theres got to be a better way
_________________ Dr. Zidane of The Forsaken
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Malkor
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Post subject: Posted: Thu Apr 19, 2007 9:24 am |
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Joined: Thu Nov 02, 2006 7:59 am Posts: 34
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*points at his proposal and winks* -Vote Malkor for Mayor!-
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Binkly
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Post subject: Posted: Thu Apr 19, 2007 9:43 am |
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Joined: Wed Oct 20, 2004 12:05 am Posts: 81 Location: New Brunswick, Canada
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Yarrrr! Problem solved! Go Celeborn! *throws eggs at the masses*
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Zidane
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Post subject: Posted: Thu Apr 19, 2007 9:53 am |
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Joined: Tue Nov 16, 2004 6:30 pm Posts: 560 Location: florida
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Ok, so ownly the strong lives on this mud?
How can we craft without tools?
and we need the basic shops in town or does the descrptiion need to be fix?
_________________ Dr. Zidane of The Forsaken
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Tuler
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Post subject: Posted: Thu Apr 19, 2007 5:15 pm |
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Joined: Wed Sep 22, 2004 10:45 pm Posts: 194
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I don't think there's a point in perma when everyone is just multiplaying 5 chars..
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Roje
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Post subject: Posted: Thu Apr 19, 2007 8:39 pm |
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Joined: Thu Sep 16, 2004 5:58 am Posts: 130 Location: Quebec, Canada
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Lol the fact that they have 5 characters is a good reason to have perma, clean out some of their pvps.
I mean if you remove permadeath, you may as well be pvp on mainport.
Cele I like your idea with the aging thing. Think there'd be a way to make hi lists for highest in whatever stat or something per age range. To see if people can get stronger and more powerful faster than those that had before in their range? Basically to see who's the most powerful by the time they die. Think that'd be kinda neat.
_________________ Roje.
I'm me. Deal with it.
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Itachi
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Post subject: Posted: Fri Apr 20, 2007 2:39 am |
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Joined: Mon Apr 16, 2007 9:17 pm Posts: 57
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Ok, so we're not removing perma, that's fine. Though i'd still like my idea of items being destroyed if they're not in tip top condition.
The 3 lives is a nice added effect, but if the elixers are going to be as rare as ulrtras or such, then it might not even make any difference whatsoever. Im not asking for you to make them so common that everyone has three lives, but im just asking for you to make them somewhat less rare. Maybe allow them to even pop up in chests in the mines? Not too sure haven't really thought of an idea yet.
Now, i understand you really only want to have a pick shop up, but would it be even slightly possible to add at least the shop in kendermore with the adventurer's gear? I mean it's hard enough with the beginers mob gear going from level 16+. We even use the adventuer's gear in the ruly version of DL, that's saying something .
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Malkor
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Post subject: Posted: Fri Apr 20, 2007 2:45 am |
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Joined: Thu Nov 02, 2006 7:59 am Posts: 34
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well i still think my suggestion was the best -.-. Dying from random encounter mobs while trying to get eq just so you dont die from random encounter mobs, is **** stupid.
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Chilliwack
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Post subject: Posted: Fri Apr 20, 2007 3:31 am |
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Joined: Tue Aug 02, 2005 4:46 am Posts: 705 Location: Ottawa, Ontario
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i like malkor's idea!
_________________ Check it ouuuuut
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Kayze
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Post subject: Posted: Tue May 22, 2007 10:57 am |
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Joined: Tue Jan 16, 2007 2:52 am Posts: 22 Location: West Virginia
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I like your idea celeborn now please implement it =x
_________________ Kayze/Gerrard - General/Vindicta Fatalis , The Forsaken
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