by loftar » Wed Aug 05, 2009 12:33 pm
Of course, I would hate the idea of making players completely immune to crime, but I don't terribly mind the idea of adding a few balancing skills on each side.
For example, say that there would be a couple of progressing white skills "Pacifism", "Sanctity" and "Saintly Immunity", with countering black skills "Rage" (the current one, that is), "Defiling", "Corruption" and "Volatility of All Things". Pacifism and Rage would be mutually exclusive, and all the skills may require progessive amounts of, say, Life/Death alignment. One would only be able to attack a player with less of the white skills than oneself has of the black skills. I'm not exactly sure whether I like the idea or not, but for now, I like playing with it, at least; and I'm rather sure that Jorb has expressed similar sentiments at times. (In general, we would like to add more mutually exclusive skills, to encourage more character specialization; but it might also come through other means).
That being said, I do think that people are overly protective of their characters. In the end, our thought is that you will die from time to time, and you might even enjoy it (since you get more and stronger ancestors) -- the main thought being that what you're playing is not necessarily "a character", but rather "a bloodline". You should want to be "farming" strong and unique ancestors.
The main reason, I think, why people are complaining is because everyone seems to be playing at 100% Change, which was, really, not our thought -- I've even seen sentiments in style with <100% Change incurring a "penalty" in LP progression. Our original thought was that 100% Change is something every (reasonable) player would avoid like the plague, except, perhaps, in short and riskful bouts of rapid leveling. Maybe nature is not hostile enough to warrant more Tradition? For sure, we are planning on making the wildlife far more lethal, so that there will be a chance (progressing with creature level) that they won't just knock you out, but kill you and eat you. It should also be easier to starve to death, which is currently next to impossible (though one player apparently succeeded, much to our amazement and amusement).
On the other hand, it is true that protecting one's property is too hard right now. While characters should be more volatile than currently, it should be possible to inherit the ancestors' property to your new character without having what you've spent weeks building ruined in a few logged-out hours by a passing-by griefer. We have a few ideas for remedying this situation (which would also tie in with the future, probably final, effects of alcohol).
"Object-oriented design is the roman numerals of computing." -- Rob Pike