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Posted: Thu Jan 20, 2011 11:09 pm
That could be tolerable DBL, yea.
I could eventually make such an ally. and maybe I will once I am able to build up the Ryo for it.
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Posted: Fri Jan 21, 2011 3:14 am
Can I ask like a "Will to Survive" save be added, to death thingy, something so that a person can try an come back if there team is unable to save them
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Posted: Fri Jan 21, 2011 6:26 am
@DBL, good idea. Once again saying im not putting my vote to public. But if my idea were to go through I think that have a grace period would be nice. I would say something even like level 50 or level 40. If you are lower than those levels, you simply revive in 3 days. However, I would reccomend that players still be able to go through the same motions to attempt to revive them to cut the 3 day wait time off. (If for no other reason than to give medics a chance to practice reviving at lower levels)
Then as far as the "Last Chance" thing. I like that idea of not being completely at the mercy of other people.
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Posted: Fri Jan 21, 2011 6:49 am
↑ ↑ ↓ ↓ ← → ← → B A Start I use the konami code and nuke the ooc XD
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Posted: Fri Jan 21, 2011 7:01 am
I have a bad feeling about this. The votes are so even, that means at least 45% of the guild is going to be displeased either way it goes. -sigh- I really hope no one quits. I tried my best to find a compromise. Because although I do feel as though nothing can get worse from simply reducing the wait time and I do feel as though it ultimately will ensure that no players are unpleased, I can not pretend as though the current indifference to death is not a problem. Having a 100% infinite number of lives is a problem. But I just dont know if the solution needs to be so radical.... Im glad this is coming down to a vote. Which ever way it goes, ill support it.
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Posted: Fri Jan 21, 2011 7:20 am
Personally I think that there has to be SOME kind of permenant death not only to discourage wanton carnage, but to keep people from keeping their characters just so they can justify killing the person who killed them. I mean for your new character to have a beef with someone they've never met is meta-gaming and I'm pretty sure that's a punishable offense right?
At the same time I REALLY do understand people's concerns about loosing their character. It is really hard to let go of a character that you really enjoy roleplaying and have put a lot of time into. I mean I would hate to have the next character I'm planning disappear forever, I've been planning them out for like a week now, and that's not even stats or anything just motivation and personality. I have some of the back story written up but not a lot. I'm going to support it either way, but I think we should really give everyone some time to think all of this over. One way seems a bit harsh for some people and the other way seems a bit too easy.
Perhaps we need to give people a choice IN the system after it's been implemented like a choice as to whether or not their character actually stays dead. We could make it harder to keep your character so that only those who are extremely dedicated to their character will want to take that course of action, and then we can also have an option where you let your character die forever and make a new one of similar level with much less effort involved in returning to the land of the living and rping.
Just my two cents.
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Posted: Fri Jan 21, 2011 8:55 am
New thought: For characters who don't have friends or allies to save them, when you die, you're given the choice to either:
A. Keep your character at the cost of 5% exp
or
B. Die and make a new character
I figure 5% would make a good exp loss due to the fact that it sort of scales to higher level players and would make you a bit more wary of losing in battle.
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Posted: Fri Jan 21, 2011 9:05 am
Indeed, as I've said in my previous post I believe a choice of two consequences would be an acceptable form of giving the death of a character weight, without alienating part of the guild.
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Posted: Fri Jan 21, 2011 9:18 am
Loosing thousands of lines less harsh than loosing a name?
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Posted: Fri Jan 21, 2011 9:22 am
Dark Bunny Lord Loosing thousands of lines less harsh than loosing a name? You're looking at it a little bit too logically DBL, some people put a lot of work into their character's Identity as a whole. Their history, their personality, and the bonds they've made, to some it's more than just loosing a name it's like loosing stats for a power gamer. I mean look at me, I'm putting like two weeks worth of work into just my characters motivation and back story. I guarantee you I won't spend that long on stats. It's all about whether you value stats over your character's Identity and vice versa.
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Posted: Fri Jan 21, 2011 9:40 am
Karasu_Tenma Dark Bunny Lord Loosing thousands of lines less harsh than loosing a name? You're looking at it a little bit too logically DBL, some people put a lot of work into their character's Identity as a whole. Their history, their personality, and the bonds they've made, to some it's more than just loosing a name it's like loosing stats for a power gamer. I mean look at me, I'm putting like two weeks worth of work into just my characters motivation and back story. I guarantee you I won't spend that long on stats. It's all about whether you value stats over your character's Identity and vice versa. I still just feel it's a bit silly that a Genin can go, say, start burning a village down and his punishment is essentially a time out. Given the change would implement a time out as well but that time out would become longer and longer and eventually indefinite, kind of like the 3 strikes law with crime. I think the only people really detrimentally effected by this would be the mass murdering lunatics that are basically making enemies of everyone, while those with allies that don't go running into situations that they're obviously going to die would be fine as your, and hopefully your allies stats, should scale at least 50 between each death giving you the same roll chance per death. Let me break down the numbers. Assuming we go with difficulty of 10% or "100" per death. This would mean you'd need one ally with, say, +100 total to a revive check (let's say for all intents and purposes this is medicae). 100 with statx2 + stat buffx2 + jutsu buff + Item buff. This logically would mean your base stat, and the jutsu's that buffed it, would only have to scale a few levels 100/6 = 16-17 per death, giving you the even 50/50 chance of reviving, and on 7 possible checks the chances of failure are... well... astronomically low. Again unless you alienate all allies (in which case going on a killing spree is a stupid and foolhardy idea deserving of what fate it would bring) or die faster than what it takes to gain a single level.
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Posted: Fri Jan 21, 2011 9:49 am
In all we'd pretty much have to see the numbers, I think given the number setup in which is going to be taken serious.
To be honest the way the numbers look are great, perhaps each death makes the vs check rise 10 ,15, or 50 levels, making each death more costly. ------ 1D > 2D > 3D > 4D > 5D ----------------------------------------------------------------- (10) 100 > 110 > 120 > 130 > 140 (15) 100 > 115 > 130 > 145 > 160 (50) 100 > 150 > 200 > 250 > 300
If we go with a Flat Slave just in case while using this, 100 vs statx2 + stat buffx2 + jutsu buff + Item buff.
Edit: actually since it's a Flat save lets times it by 1 instead, making it more likely of an even gamble.
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Posted: Fri Jan 21, 2011 12:39 pm
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Posted: Fri Jan 21, 2011 3:21 pm
Gah, the fights crawled to a slow, hurry up people I want to see carnage >=O
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Posted: Fri Jan 21, 2011 3:27 pm
Dark Bunny Lord Gah, the fights crawled to a slow, hurry up people I want to see carnage >=O I bloody agree... Just hurry up and fail your checks so I can Javelin Burst all of ya one more time <3
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