by KatoKhan » Fri Dec 30, 2016 12:28 pm
I understand the reluctance people have for this idea as it does place a restriction and nobody likes them even if it does make perfect sense to building a better game.
As a new player to this game I have to admit that my biggest fear is other people. I really do not want to lose hours and hours of hard work simply because some guy got bored and decided it would
be fun to one-shot a new player. Perma death is fun and exciting to a few of us but to the majority it is a deal breaker. One of the reasons the population is low.
I also have an idea to combat the problem, but it is much less restrictive....
When a character gets Knocked Out, he remains so for say 30 seconds or 60 seconds. During that time, the character knocking him out has two options, allow him to live in which he would do nothing but watch. Or he could have a menu on the body to Finish him off, thus killing him. If he chose to let him go the KO'd char would re-spawn at his Hearth Fire with all his paper-doll equipment still on him but everything in his inventory would be left behind. The items left behind could be in a backpack (backpack itself cant be looted and disappears when empty otherwise stays for however long before decaying) in which anyone could loot without leaving scents.
I know the above part is not revolutionary and actually is very very similar to how Salem does it, but honestly it makes sense to me. a Char can still flex his Epeen and get his jollies ruining other people's adventure but not completely make someone want to quit over it.
Now for the second and more meaningful part... Death has to have meaning. Sure losing your stuff is annoying and people hate losing their char, but as it is now the only people that really lose "everything" are newer people. And these newer people are the ones more likely to quit the game over losing their character than the super powers.
So my idea is to have death scale with your progress. You have 8 Base Attributes that each start at 10. You have 11 Abilities that each start at 1. If you gave the attributes a weight of 5 per and the abilities a weight of 1 per, you could get an overall achievement score. So basically your brand new char fresh out of the fire starts with a score of 8 x 10 = 80 (and those are 5 per so 80 x 5 = 400) + 11 x 1 = 11, so your starting AS (achievement score) would be 411. If you die with under 500 AS your new char would "inherit" 100% of your old character's attributes, abilities, and total LP. Then a scale could be created so say you have a total of 5000 AS you would inherit 90%. The higher your AS the less you would naturally inherit.
Then items, skills, burials, funerals, etc etc would come more into play with veteran chars and they would rely on those and not the base inheritance.
Don't hate me 'cause I'm Beautiful