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Posted: Thu Jan 20, 2011 6:18 pm
Dark Bunny Lord Zavits W i Think it should be a character reset, because honestly, techniques are often developed for the character XD;; not many of my techniques would fit well with another character other then Hatsuma or one from her tribe, and just saying if I happened to die numerous times over i'd run out of her tribe pretty quick XD;; I like ele's idea coupled with a character reset upon death and some kind of memorial thread to remember fallen shinobi and put any event based deeds they have completed as like an honor of sorts = w=;; That's just really going to depend. I just don't see it as wholly realistic to request mods to do a level 100+ characters check all at one time. However, its not like someone is going to pull a Fully made level 100 character out of their pocket, are they?
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Posted: Thu Jan 20, 2011 6:18 pm
Well as it stands, I won't vote for something that causes you to lose the identity of your character and still constrict you to keep their past jutsu, It as Zavits puts it ‘ wouldn’t sit right with new Rp formulas ’
Possibly clean slate all jutsu and personal information of that character. thus providing a well rounded Character Re-creation type deal.
This is given that,
A. villages have Medical stff in which would allow a person to be revived without the need of a Character Kage.
B. a time period in which to hold onto said character for a reasonable time, I vote one week.
C. Since we’re resetting ONLY rp arrangements I would assume all levels gained by fighting would still benefit, although possibly only gaining 1/2 if not 2/3 of the lines instead of full line earning for dying.
Notes: The After life should have a layout of the basic information of the Character. 1. A reason behind death, 2. who killed them. A brief commentary of last thoughts perhaps?
Secondary note Reason I say 1 week before reset is simple, it provides a huge time of delay so the mods aren't over whelmed with three or more resets.
Simply put if the reset was Auto/only two or three days wait time then everyone would do it... and it just isn't possible to update that many or more people.
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Posted: Thu Jan 20, 2011 6:21 pm
-Is pro being simple and having a 3 Day wait time for respawn-
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Posted: Thu Jan 20, 2011 6:28 pm
i'm also pro respawn time but IF it HAS to be changed then I want something akin to what I stated. XD;;
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Posted: Thu Jan 20, 2011 6:37 pm
Encountering Death Upon death the character has up to 7 days to make it to his/her home country where the Medic team will Try to revive said character. If however, the Medic team cannot revive said Character, the character then still has the 7 days to complete a revive. besides the medic team, other players may put forth their skill knowledge and perform the revive along side the medic team for greater chances of said Revive. If all else fails, Said character dies and is no more after 7 days of attempts. Thus a new character is created in the place of the old. All stats maybe re-entered ONLY within their Categories of Resolve, tai,nin,gen. There for categories may not me switched or combined with other categories. All basic and Custom jutsu therefore change accordingly to the new stats. Thus all jutsu are cleanslated and provided with a chance to recreate with the new character.
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Posted: Thu Jan 20, 2011 6:41 pm
Oh yeah, I said that about wraps it up for the debate.
Unless someone rejects the Jutsu recreation part, but honestly if you recreate the character then the jutsu have to be remade as well.
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Posted: Thu Jan 20, 2011 7:35 pm
ssAntonio -Is pro being simple and having a 3 Day wait time for respawn- -Is anti meaningless deaths which said above promotes heavily- I refer to Ruke most predominately where I'd kill him, he'd revive and run back at me, I'd kill him, he'd revive and come back at me, I'd kill him, he'd revive and come back at me. I mean it becomes more of a comedy. Why would anyone care about dying or the risk there of if there was no aforementioned risk? Why would a character miss the death of an ally if they've died 10 times before and each time comes back a few days later? Etc.
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Posted: Thu Jan 20, 2011 7:48 pm
a balance definately needs to be found, because if uit's set on full hadcore mode where you die you are dead end of story, that makes it less fun. if you have infinite guys(lives/men/1ups) then that kinda removes some desired storyline intensity. Ele's option covers both fields fairly well making the possibility for your infinate guys to exist however setting it with in a time frame to allow some urgency rather then the "eh, they died, they'll be back" to happen. that being said if the week long wait before death set up is implemented I say throw in a high level perk that let's you self revive in some manner, and by High level i mean HIGH level like in the 300-500 range and since perks in that range will all be fairly epic it would actually be a choice of playing safe or being confidant in your ability to trump all. = w=
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Posted: Thu Jan 20, 2011 7:50 pm
Dark Bunny Lord ssAntonio -Is pro being simple and having a 3 Day wait time for respawn- -Is anti meaningless deaths which said above promotes heavily- I refer to Ruke most predominately where I'd kill him, he'd revive and run back at me, I'd kill him, he'd revive and come back at me, I'd kill him, he'd revive and come back at me. I mean it becomes more of a comedy. Why would anyone care about dying or the risk there of if there was no aforementioned risk? Why would a character miss the death of an ally if they've died 10 times before and each time comes back a few days later? Etc. Why would I want to play if I'm a player like Aizen or Den who just causes people to want to kill them all the time? Why would I want to play an antagonist if I know the moment I do, someone is going to kill me and thus I loose my character? Why would a new player feel to RP knowing that if he plays his character right he'll get attacked and killed cause he's not strong enough in comparison to people who've been here for a longer while? See where I'm going with this? Grant you, yes, you are right there is a lack of importance in death in the guild but it's not a RP ruiner, it's simply something that we choose to leave out. And I know you can't tell me that people don't fear death because I constantly get whined to by players not to kill them. Simply put, yes, These will be very meaningful deaths, cause that player might just not come back. s**t, it might cause the death of the guild cause I can easily see it becoming like NFSv1 where people were quite frankly scared of doing s**t cause they were worried Ruke or Wolf or one of their cronnies might kill them. But, that's my thoughts on it. I already said I cast my vote towards player sovereignty as what I'm worried about is their want. Personally, if I have to loose Sai... s**t, I have a hidden Sai NPC in the Library of the Older Version to ******** with~ =3
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Posted: Thu Jan 20, 2011 7:54 pm
ssAntonio Dark Bunny Lord ssAntonio -Is pro being simple and having a 3 Day wait time for respawn- -Is anti meaningless deaths which said above promotes heavily- I refer to Ruke most predominately where I'd kill him, he'd revive and run back at me, I'd kill him, he'd revive and come back at me, I'd kill him, he'd revive and come back at me. I mean it becomes more of a comedy. Why would anyone care about dying or the risk there of if there was no aforementioned risk? Why would a character miss the death of an ally if they've died 10 times before and each time comes back a few days later? Etc. Why would I want to play if I'm a player like Aizen or Den who just causes people to want to kill them all the time? Why would I want to play an antagonist if I know the moment I do, someone is going to kill me and thus I loose my character? Why would a new player feel to RP knowing that if he plays his character right he'll get attacked and killed cause he's not strong enough in comparison to people who've been here for a longer while? See where I'm going with this? Grant you, yes, you are right there is a lack of importance in death in the guild but it's not a RP ruiner, it's simply something that we choose to leave out. And I know you can't tell me that people don't fear death because I constantly get whined to by players not to kill them. Simply put, yes, These will be very meaningful deaths, cause that player might just not come back. s**t, it might cause the death of the guild cause I can easily see it becoming like NFSv1 where people were quite frankly scared of doing s**t cause they were worried Ruke or Wolf or one of their crannies might kill them. But, that's my thoughts on it. I already said I cast my vote towards player sovereignty as what I'm worried about is their want. Personally, if I have to loose Sai... s**t, I have a hidden Sai NPC in the Library of the Older Version to ******** with~ =3 This is why I like Ele's option. You have several lives, and if you have a powerful enough medic nin/allies it means you don't really have to worry about death until you've died several times. Even then there is no finite amount of lives as long as your rate of death is not exceptionally high in comparisson to your medical friends ability to revive. Hell it might even encourage players to make, say, ally items that are medics that leave the village the moment they sense the life force of their master cut short and go to retrieve their body. It would make things like ransoming a body and thus hunter nin more potent as well as put more weight on death while not making it a be all end all.
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Posted: Thu Jan 20, 2011 8:01 pm
I vote for crannies to come into existance as npc baddys XD;;
cronies + grannys = crannies
this could work = w=b
as for my vote I chose whichever ensures my Hatsuma a long and happy rp life... = w=;; i like the normal system, i like ele's idea to an extent, but i don't like hardcore mode in any game i've ever played = w=b i like keeping my characters jiving through it all yo = w=b.
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Posted: Thu Jan 20, 2011 9:19 pm
I just want to clearify. I am neither yay nor nay for the "hardcore" mode. I was simply provided a middle ground. I think that it should come down to a vote of
A. Keep the afterlife as it is but reduce it to 3 days. B. Use an NFS1 like after life, in which every time you die your wait/post requirement is increased. (In all honesty I think this one worked) or C. My idea. I personally would rather not cast my vote unless it was under the pretenses of a vote feature so it can remain anon.
I see the argument on both sides, so its really hard for me to say which would be better. On the one hand, loosing a character is enough to make some people quit and thats the last thing we ever want in the guild, however on the other hand it is much harder to kill someone than it was in NFS1 and there truly is an issue with death being meaningless. There is no true penalty for dying and as such no one fears it which is unrealistic.
Or, I just thought of another idea that some might like. In a lot of MMo's that have harder death penalties. When you die, you go into a sort of EXP debt. This debt would need to be paid off before you can start gaining EXP normally. So like, everytime you die you get a Afterlife Sickness of deathx100 or w.e you want it to be. This amount of exp would need to be gained before you can start accumulating EXp normally. I think this in combination with a modest OOC wait time might be a reasonable idea to consider as well.
Once again, not giving my personal opinions, Im simply laying suggestions on the table since we can all agree that a decision needs to be made in some fashion.
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Posted: Thu Jan 20, 2011 9:28 pm
Anonymous poll it is. I'll put up a poll and the reasonings for each.
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Posted: Thu Jan 20, 2011 9:38 pm
Finally at a computer again. and i wanna say something.
if character death needs to be important, than take a cue from most manga and anime. its REALLY hard to die. think about Bleach. Home damn many times do people get impaled and sliced nearly in half and they just rest a few days and then pop to their feet later and are all better.
if death needs to be important and left at what it is now, where death is, lets face it, pretty damn easy to die if someone wants you dead.
so a sort of hardcore mode was established, make death difficult, and when you are beaten you get 'disabled' and you need a medic. If you don't have a medic then you need a mate to carry you home where you can get a medic. If you do not have a medic, you will need to travel home while disabled. which would like increase travel times by say 50% and things along those lines, making being disabled a serious pain in the a**, and death REALLY bad. yea?
dont really care if its already been covered but I didn't get to be involved in the talk earlier so bah.
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Posted: Thu Jan 20, 2011 9:45 pm
darklord_avalon Finally at a computer again. and i wanna say something. if character death needs to be important, than take a cue from most manga and anime. its REALLY hard to die. think about Bleach. Home damn many times do people get impaled and sliced nearly in half and they just rest a few days and then pop to their feet later and are all better. if death needs to be important and left at what it is now, where death is, lets face it, pretty damn easy to die if someone wants you dead. so a sort of hardcore mode was established, make death difficult, and when you are beaten you get 'disabled' and you need a medic. If you don't have a medic then you need a mate to carry you home where you can get a medic. If you do not have a medic, you will need to travel home while disabled. which would like increase travel times by say 50% and things along those lines, making being disabled a serious pain in the a**, and death REALLY bad. yea? dont really care if its already been covered but I didn't get to be involved in the talk earlier so bah. That's kind of the thought process behind Ele's compromise idea. You're not "fully" dead, instead medics still have the chance to cling onto what little life remains in you and bring you back with powerful Jutsu. If you're not saved with a 7 out of game day period then your dead dead.
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