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Post by Deleted on Sept 12, 2016 23:16:08 GMT
This is a discussion which has just been waiting to take place; it's about dying, 'mortality' and 'immortality' and how the world's culture adapts to the ways in which the world works. I've avoided bringing up death in terms of "what it means to die" in Domdaria so far, throughout the content I've worked on. The way characters think about "death" and what not will need to reflect the game's mechanics to allow for more immersion and a better environment for which people may begin to 'roleplay' for fun and social interaction. (One of the keystones of a MMORPG/MUD which must be in place for Beta Launch if we hope for beta players to begin roleplay archs to fill in a vast amount of content for us through their adventurous lives.
Before I go any further, please Mr. Afara, let us know the answer to this question: how will death be handled eventually in Domdaria?
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Post by Afara on Sept 13, 2016 15:56:36 GMT
First I want to say that role playing isn't really my cup of tea and I don't want it to be enforced. So from a role playing perspective I don't really have any ideas. Though I'm very interested in mechanics (we are all different and I want death to be kinda severe. Not like you will lose all your items and hours of exp but maybe "one hour of exping" and maybe drop some gold and/or an item where you died. So I want death to mean a punishment but not too hard. The player should be brought to its "home/binding location" upon death and spawn with a curse upon it. In the long run I also would like a resurrection mechanic where a player can be resurrected to get back to the corpse location and also regain some of the lost exp. As for role playing I'm open to suggestions.
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Post by Deleted on Sept 14, 2016 8:03:42 GMT
Enforcing RP is not my cup of tea, but the RP is a good factor for keeping players engaged with limited resources, especially beyond maxing level; so, I will fight for a coherent lore / culture to fit into game mechanics.
Something like explaining respawn as some kind of weird effect that has been happening since the cataclysm where a dead person may re-emerge into the world, even though it is not fully understood [some kinda crazy quantum flux shit or something. haha]. This would basically ammount to some barely understood form of immortality. Perhaps, it could be that named NPCs and players are de-facto immortals, and aware of their situation. A basic truth would be that sure you suffer horribly and can "die" but you can bet that you will come back; there could be ways for some to die permanently, and that could be a realm of focus for high-level magic users: perhaps the druids are seeking ways to restore balance to the land, to bring back the natural cycle of death, while the necromancers are trying to experiment with the forces causing things to not die -- great way to explain the future druid / necromancer classes, when the time comes. And we can hint to these things in the lore as we go.
One cool thing about considering the respawn mechanics in terms of cultural impact on a society, is that being "immortal" on most MUDs and MMORPGs means you are "staff" and it has a good ring to it. We could even use such a tag line on MUD forums, "Be an immortal from the start! Domdaria." haha,
Sorry for the messy post, but want to give a taste of the ideas to take death in the realm of RP.
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Post by Afara on Sept 14, 2016 14:02:53 GMT
Sounds good to me. Though not about being immortal from the start, that sounds like a sell-out to me
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