You can't argue with that.
Permadeath is never going to be introduced so there is literally no point in speculating on it.
Why not? ... Permadeath wouldn't be so bad.
It could happen
only for those who decide to ignore vitality. (The current vitality concept doesn't work anyway.)
Less and less vitality ... ressing and ressing and the god(s) find it harder and harder to give you a new body, because apparently it is a waste of their powers to give someone a body who dies the next moment again.
A plausible concept in my opinion - don't abuse the gods!
I want to find a solution to the situation of having a war and never ever backing down and have it be over.
Permadeath would solve that, at least partially. (If the characters during war are gone, they are gone.)
I say partially because it won't solve the activity question, but there are no
clear rules how active someone has to be. Is it one hour / 24 hours reallife? Two hours? Can that time be distributed during the 24 hours? Do there have to be x amounts of PvP fights in that time or not? And what if characters on that other side are sufficiently active that way, will wars continue?
And so on and so forth.
The fair rules guideline states:
there are some guidelines which are neither binding nor enforced
If there would instead be clear and well defined rules then this would be simple to decide.
I don't want to refer to IC events on the forum (this all influences the game world and has an impact on the flow of events. And it can also
influence other players who read the forum, which is really not good.)
However, there is one elementary truth - different players will always
disagree with each other.
Even if you think there's a small chance that the guy threatening you is correct, even if just 10%, it should creep you out.
If permadeath would be involved, YES. It would work a lot easier because the loss here would be much higher. (Doesn't even have to be real permadeath, just another system than the one right now.)
With vitality loss, I am not sure, because you just ress and that's it more or less. And you recover from that slowly.
Death with vitality loss alone hmmm ...
The vitality loss is not really much other than a downtime where you perform in a weaker state. Whether you are at 90% or 60% or 50% or whatever.
It may also encourage powergaming because if you don't want to fall victim to other strong characters, you do have to become stronger yourself. Which means that strong (and active) characters dominate in wars whereas the others can't really play any role at all in it and hence will become less active than before.
Which isn't really healthy for any MUD.
The shiver system was not that bad because people felt ANNOYED about it. They didn't like it at all.
Perhaps it had a too big, negative impact on newbies, but it wasn't only bad, really.
Wars are started for stupid reasons that are not fun.
The problem is that wars aren't much more than heavy PvP without clear, achievable goals.
Players on one side can say this or that, players on any other side can refuse said argument - players simply *will* disagree.
That's the OOC part. Heavy PvP makes players unhappy.
But just with the example of a change to a more permadeath-like situation away from vitality loss alone - I really think anything that has permadeath close by works as a deterrent against non-stop wars.
About the IC, well, I think I can say something in general here. The gameworld is heavily polarized with code that basically screams at you "kill kill kill" because there are enemies that have to die.
I don't agree with this amount of polarization at all, neither from the code nor can I agree with players who like this. But if _
players_ disagree with something, how do you want to convince them?
Then people will react stubbornly and they start losing their ability to make sound choices.
Very true.