True or not, it sometimes surely feels like itAnother myth players took as truth? Who knows... Wink

Moderator: Wizards
I like this idea. Maybe the money collected by taxes could pay for new armours for the guards, and once that money is exhausted then the guards would have to wear armours of less quality or maybe just leathers. Every time a guard dies the affect on the earhtly power of the God of that city could go down a tiny bit as the God of that city would have to resurrect those guards.tarlon wrote:It would be cool if it´s possible to cripple cities or guilds a little with a war. What do i mean with it. A city that gets raided alot what will happen to it? yeah. There won`t be enough money to get new guards. shopkeeper won`t take the risk to carry precious wares in the city. It would be cool if a city suffers if it`s guards die constantly. The overall guard strength should be reduced with every successfull attack. shopkeepers can`t offer all their wares if the constantly get killed or stuff gets stolen out of their shops. after some time more beggars could be added and some might even try to steal because they don`t have enough to eat.
And now to the guilds. raids and constantly dying could cripple guilds in some way. they could loose guild items because the guild can`t effort them anymore. the trainers and shopkeepers might not be able to work because they are busy defending the temple and the guildguards could be weakened du to weaker equipment and vitality penalties. This would realy cripple them and help to realy end a war or satisfy the enemy by making a real strike on the guild and perhaps their city. Some of this penalties could be just regained paying large bills for repairs and aquiring new guild equipment.
"Fun" is a matter of perspective. You claim that penalizing repeated deaths would take away the fun. I say penalizing repeated deaths (either all deaths or only PvP deaths) would decrease the amount of dying drastically, and thus increase the fun for almost everyone. In most instances where I witnessed such a "bite the dust" fest, people didn't even bother to get significant reinforcements, mercenaries or an improved strategy. They just ran back and died until the critter eventually gave up due to boredom or exhaustion.genesis wrote:Do we want "realism" to overcome "fun"? I wouldn't.
I never seriously suggested booting people from the MUD if they "don't play like I want them". And if you payed attention, I even wrote a bit of sarcasm on exactly that NPC idea on the first page. I never wrote the importance was to enforce *my* idea on players, only that on an RP-enforced MUD, RP should be enforced. If someone deliberately ignore some facts of RP to his advantage (the problems which were described by the author of this topic), then yes, obviously something must be done if people refuse to RP. And, ironically, I even proposed a solution for the problem you like to think I did not care about (your beloved custom weapon), that would work together with an RP world. But If players deliberately work against the very concept of this MUD, then like I said, punishment is the only option left. However, I clearly stated I would rather most see the players taking the responsibility without measures (see first page), secondly a solution to the custom EQ problem, and yes if none of that works, code changes that enforces it.... and as a last option, yes, punishment.Genesis wrote: I really dislike Vargrahim's solution to the problems. "Gee, they don't play like we want them to play? Kick them out of the mud." It is a matter of opinions. Sure, we can enforce rules "you have to RP death in -this- way" and introduce a long list of stuff what happens when you die and how you have to RP it... Gee, how about replacing players with NPCs with an evolved AI? That'd work just as well.
Just want to say that I know I've done this and that the laws of the Crusaders accually tell us to do this. I will also say that from the Crusader perspective, they are not told to die constantly and doing that would be bad RP, which I know that I've also done at least twice because I was angry after dieing.Abharsair wrote: I am also tired of people who are captured and who then spit into their kidnappers face and act as if death doesn't matter to them.
Several holy books tell people in RL what to do and basically no one manages to follow those rules one hundred percent. I would also like to point out that some of those other (and also more critical) Crusader rules have been repeatedly and intentionally broken in the past, so why should this one be an exception?rex wrote:Just want to say that I know I've done this and that the laws of the Crusaders accually tell us to do this.
A discussion about punishing those who intentionally ignore death has nothing to do with "realism". Realism would be a discussion about introducing perma-death. Which we don't intend to do. Frankly, I do not see a connection between the discussed problem here and realism. I see a connection between this problem and a behavior which makes it impossible to end a conflict by any other means than making someone stop playing. And this plain and simple sucks.rex wrote:Do we want "realism" to overcome "fun"? I wouldn't.'. I know some people have told me that this game is getting to realistic for them. I also agree with what Genesis said, This is a game and we cannot act 100% coherently like it'd be a real world. We also need to take other --players'-- feelings into concern.'
If you re-read what I wrote you will see that I mentioned that we increased the recovery time of vitality after this incident. This happened before you created a character here, and yes, it took only a day or two of intensive playing to recover deaths.rex wrote:...but I am not sure who is able to recover vitality from 4 deaths in one of two days like Abharsair said someone aid they could. They must know a secret that I don't in recovering from vitality.
Yes, we would love it if people would actually take death serious and we wouldn't have to change anything, but unfortunately they don't. And this is not a new discussion either, so I have my doubts that this time it would make all of a sudden a difference.rex wrote:I think that vitality should stay the way it is and people just need to roleplay it properly, and maybe for those who don't a wizard can step in and warn them, then if it happens again a certain amount of xp loss could happen?
does not really work as far as it was meant to be a deterrent against dying repeatedly:vitality
What should be considered is that this way, the stronger side would always win, the weaker side has no alternative other than accept defeat here in the long run. Because, if you die too many times, you auto-lose. Hmmm.1) We wizards keep an eye on the kill logs and then decide after a while who has won and adjust the realities to that.
I don't think this can work. Fanatical characters don't easily want to come to terms with other fanatical characters. And why should they anyway especially if they would be strong enough to enforce their rules onto a weaker side?2) Players do not start wars without agreeing on rules for how to win it.
This I believe is the second best solution. Even if players complain. (But I will agree with some complaints, hence why I think if this way is done, a few other changes should occur as well).3) We increase the penalty for being killed by other players.
This would be the best honestly.4) We increase the penalty for death after being killed a certain amount of times in a row.
Bad idea, honestly. Noone could play on a weaker side at all anymore that way - you die in PvP, more likely if your side is weaker, then you are out of PvP business in an enforced manner.5) We make it impossible to partake in PvP for a certain period after someone has been killed by an enemy.