James Undercroft 129 Share Posted October 27, 2011 No, not at all. Personally in-game as a begginner I struggle to get my minas over 1000! In fact I struggle to get my minas over 500! I currently have no job and am looking for a job with the Sword of Lorem, and until i get that and a bussiness set up I will probably never carry over 600 at once! Maybe for the lon term and rich people the penalty should be that much, but at the moment and for people who have been palying for a couple months or less that is an insane amount of money. I do agree that there SHOULD be a greater penalty for dieing, but minas and perma-death are just not them. Maybe a reduction in how much damage they can do? Or maybe make them move REALLY slowly and unable to sprint for a certain amount of time? there are much more options then the minas. Link to post Share on other sites More sharing options...
AlphaCentaurus 173 Share Posted October 27, 2011 I do understand the idea in not wanting to take all your stuff and minas over. But I also don't want it to be a bloody free-for-all at the start, especially given some of the mod caps. I do like MrZombe's package idea, but I would also like people to consider another one, sort of similar to something Native said earlier - a cap on the minas transferred. But even if it set at, say, 5000 minas, there would still be a massive equality between merely fairly wealthy people and massively rich people. To maintain some of the wealth differences, it should be something more along the lines of "You get to keep 1/5 of your current minas, up to 10,000 minas". This would take everyone down several notches (Notches? Notch? Heh.) but still maintain some of those classes. Link to post Share on other sites More sharing options...
UltraRed 78 Share Posted October 27, 2011 To clarify my opinions: I do not want a system that involves perma-death when you die in any RP conflict. I want a system that allows characters (say, an annoying King) to be killed off permanently by their enemies, to make war more RP. I realize that it isn't fun to have your character die, but there shouldn't be no risk to, for example, leading an army in a suicidal charge against a much larger army. And, for the minas loss, I don't want a system that cripples new players, I want a system that makes players actively try to avoid dying ingame. Not their character dying, but... for example, at the moment, curiosity of the Undead is a more powerful force than the risk of losing items (especially if you're not carrying any!), which is why people run up in droves to Strqaephoth or whatever it's called, that floating city that the Undead have up north. Running up to the fabled Undead city, with a high risk of death, is not RP at all. It makes no sense! If dying always made you lose a thousand minas (and if it went into the negatives, you just couldn't buy anything/transfer money until it was positive again), it would make dying SO much more painful. It would be even better if someone could go /returnminas (name) and spawn their money back, in the case of a non-lethal tournament or something. If you don't want a large minas loss on death, I challenge you to come up with a way to make death something to be desperately avoided. Link to post Share on other sites More sharing options...
Nero 347 Share Posted October 27, 2011 To clarify my opinions: I do not want a system that involves perma-death when you die in any RP conflict. I want a system that allows characters (say, an annoying King) to be killed off permanently by their enemies, to make war more RP. I realize that it isn't fun to have your character die, but there shouldn't be no risk to, for example, leading an army in a suicidal charge against a much larger army. And, for the minas loss, I don't want a system that cripples new players, I want a system that makes players actively try to avoid dying ingame. Not their character dying, but... for example, at the moment, curiosity of the Undead is a more powerful force than the risk of losing items (especially if you're not carrying any!), which is why people run up in droves to Strqaephoth or whatever it's called, that floating city that the Undead have up north. Running up to the fabled Undead city, with a high risk of death, is not RP at all. It makes no sense! If dying always made you lose a thousand minas (and if it went into the negatives, you just couldn't buy anything/transfer money until it was positive again), it would make dying SO much more painful. It would be even better if someone could go /returnminas (name) and spawn their money back, in the case of a non-lethal tournament or something. If you don't want a large minas loss on death, I challenge you to come up with a way to make death something to be desperately avoided. You contradicted what you said in your writing. You said 'I don't want a system that would cripple new players' and then later referred to making your player lose 1,000 minas after you die and could go into the negatives. Just pointing that out, you may want to edit that post. Link to post Share on other sites More sharing options...
UltraRed 78 Share Posted October 27, 2011 It was not self-contradictory, as I didn't say the concepts were YET combined perfectly. A possible resolution would be to say "new players could just recognize their limitations and weaknesses and avoid the wilderness until they have a decent suit of armor." Alternatively, if you really want to coddle them, you could give them some "free deaths". But more risk to dying means more players grouping up for mutual protection, which means more RP. Link to post Share on other sites More sharing options...
Petyr 485 Share Posted October 27, 2011 I do understand the idea in not wanting to take all your stuff and minas over. But I also don't want it to be a bloody free-for-all at the start, especially given some of the mod caps. I do like MrZombe's package idea, but I would also like people to consider another one, sort of similar to something Native said earlier - a cap on the minas transferred. But even if it set at, say, 5000 minas, there would still be a massive equality between merely fairly wealthy people and massively rich people. To maintain some of the wealth differences, it should be something more along the lines of "You get to keep 1/5 of your current minas, up to 10,000 minas". This would take everyone down several notches (Notches? Notch? Heh.) but still maintain some of those classes. But, would it make sense that on a new world, the social classes remain the same? To me, it seems more realistic that it is a semi-free for all, and formerly low class citizens can take advantage of the chaos to establish themselves in the new world. To clarify my opinions:I do not want a system that involves perma-death when you die in any RP conflict. I want a system that allows characters (say, an annoying King) to be killed off permanently by their enemies, to make war more RP. I realize that it isn't fun to have your character die, but there shouldn't be no risk to, for example, leading an army in a suicidal charge against a much larger army.And, for the minas loss, I don't want a system that cripples new players, I want a system that makes players actively try to avoid dying ingame. Not their character dying, but... for example, at the moment, curiosity of the Undead is a more powerful force than the risk of losing items (especially if you're not carrying any!), which is why people run up in droves to Strqaephoth or whatever it's called, that floating city that the Undead have up north. Running up to the fabled Undead city, with a high risk of death, is not RP at all. It makes no sense! If dying always made you lose a thousand minas (and if it went into the negatives, you just couldn't buy anything/transfer money until it was positive again), it would make dying SO much more painful. It would be even better if someone could go /returnminas (name) and spawn their money back, in the case of a non-lethal tournament or something.If you don't want a large minas loss on death, I challenge you to come up with a way to make death something to be desperately avoided. These things will never happen. When it comes down to it, this is a game. Despite roleplay quality, it's simply not fun to start your character over, especially if someone with an OOC grudge decided to kill you permanently in game. It will never happen without consent or other very special conditions. As for the death penalty - This is Minecraft. Death is really common in the regular game, and the death penalty has to be proportional to the difficulty of death. If death is frequent, as it is, it makes sense to have a smaller penalty. Death doesn't have to be something desperately avoided, and you already lose minas and items. Perhaps if we were trying to roleplay a world as close to the real world as possible, but we aren't - we are roleplaying a Minecraft world. Link to post Share on other sites More sharing options...
Casamir 42 Share Posted October 28, 2011 To clarify my opinions: I do not want a system that involves perma-death when you die in any RP conflict. I want a system that allows characters (say, an annoying King) to be killed off permanently by their enemies, to make war more RP. I realize that it isn't fun to have your character die, but there shouldn't be no risk to, for example, leading an army in a suicidal charge against a much larger army. And, for the minas loss, I don't want a system that cripples new players, I want a system that makes players actively try to avoid dying ingame. Not their character dying, but... for example, at the moment, curiosity of the Undead is a more powerful force than the risk of losing items (especially if you're not carrying any!), which is why people run up in droves to Strqaephoth or whatever it's called, that floating city that the Undead have up north. Running up to the fabled Undead city, with a high risk of death, is not RP at all. It makes no sense! If dying always made you lose a thousand minas (and if it went into the negatives, you just couldn't buy anything/transfer money until it was positive again), it would make dying SO much more painful. It would be even better if someone could go /returnminas (name) and spawn their money back, in the case of a non-lethal tournament or something. If you don't want a large minas loss on death, I challenge you to come up with a way to make death something to be desperately avoided. After stock piling Minas from killing monsters I began to actively seek to not die, in many situations where I seemed cowardly even. As a new player making enough minas to get a suit of Iron armor was a big move in my characters life (specially with the price of Iron near where I was) and now with the Minas I got from my diamond level VIP, I got ganked by 3 pigmen same day I had it, and I lost almost 4k minas! Which has made me even more cowardly. A system to save Minas some where like a deposit box in your estate or something would make me be a little more risky with my life. Link to post Share on other sites More sharing options...
Trouvo 205 Share Posted October 28, 2011 yeah seeing that the amount of minas you lose on death is directly proportional to the amount of minas that you have i occasionally hold on to minas for people to partake in risky endeavours such as the laurelin gauntlet and other things were death is pretty much guaranteed if not just highly likely, but speaking of the new world and death.... I think that some items should not drop upon your death, because what is the point of having diamond armor if all it does is make you a target. Link to post Share on other sites More sharing options...
James Undercroft 129 Share Posted October 28, 2011 That's the WHOLE POINT of Diamond armour lol! IT makes you harder to kill, but more people want to kill you. If you had leather armour you aren't as hard to kill, but less people want to kill you. Comprendo? Link to post Share on other sites More sharing options...
CloakandDagger 134 Share Posted October 28, 2011 My Beliefs on the new world and transition to it. 1. Aegis (current world) will come under apocalyptic circumstances. A. Iblees and God(The Good god is called God right?) reveal themselves in the from of a mortal. A (week?) long battle of good versus evil ensues, where mapmakers reveal that they have already been working on transforming Aegis(current world) into a warzone. With no other options (magic users?) druids, monks, et cetera create a portal to a new world. The fighters of all the nations will be holding off the undead to allow he women and children safe passage to the new world. Something happens (undead suddenly gain the upper hand) and a group of brave courageous souls volunteer to get left behind so that everybody else may live(If you've ever played the halo reach campaign you know what im talking about) Fighting to the last man they slaughter many fows but are overwhelmed. Memorials are erected et cetera and everyone will remember that day et cetera... 2. Conflicts arise about land disputes, nations will go to war(hopefully). 3. After a period of time passes someone will divine that evil has tainted the new world. 4. The cycle repeats! -Edit forget the rest of the messageXD Players shouldnt be able to save much(if anything) while transitioning to the new world. Perhaps for the first week have the monks "handout" a survivor kit, could be basic tools maybe some food, this would fit the RP nicely. However suppose someone wanted to rp an item into the new world, what is to stop them from bringing in a suit of diamond armour(with sword) saying that it is the Family armour. While playing on a different server(wont name it here) the way they would travel from continent to continent was by boat. At the docks to each major city(Capital of a Nation) there would be a variety of ships, in order to sail you had to buy a ticket(slimeball) then you right clicked a sign and it would A-either send you to another ship out at see then send you to your destination. or B- Directly send you to your destination. Link to post Share on other sites More sharing options...
Shuness 24 Share Posted October 28, 2011 My Beliefs on the new world and transition to it. 1. Aegis (current world) will come under apocalyptic circumstances. A. Iblees and God(The Good god is called God right?) reveal themselves in the from of a mortal. A (week?) long battle of good versus evil ensues, where mapmakers reveal that they have already been working on transforming Aegis(current world) into a warzone. With no other options (magic users?) druids, monks, et cetera create a portal to a new world. The fighters of all the nations will be holding off the undead to allow he women and children safe passage to the new world. Something happens (undead suddenly gain the upper hand) and a group of brave courageous souls volunteer to get left behind so that everybody else may live(If you've ever played the halo reach campaign you know what im talking about) Fighting to the last man they slaughter many fows but are overwhelmed. Memorials are erected et cetera and everyone will remember that day et cetera... 2. Conflicts arise about land disputes, nations will go to war(hopefully). 3. After a period of time passes someone will divine that evil has tainted the new world. 4. The cycle repeats! This... isn't that bad of an idea. +1 internet for you, sir. Link to post Share on other sites More sharing options...
Casamir 42 Share Posted October 29, 2011 I really want to see how they will work all the new features into skills, and just into the world in general. Crap like the dragons and such, But I am soooooooooo excited for enchanting and potions, we will finally have a viable non food healing option. Edit: Looking around my "neighborhood" (( near wrath's clutch )) holy hell do we need to do something about building in the wilds. I had a small keep when wrath's clutch was active (( at most 20x20 of unprotected land )) but after it fell I expanded (( and got it protected with my diamond VIP )) and now there is a keep behind mine, to the one side of it, and then one past the one off to the side. Like holy hell, not to mention the mess king's road turned into with all the keeps here and there. I understand if you have a Knight order or guild like myself. But has no one ever heard of just simply making an estate? or manor? or guild hall/house? The one past the keep to the side of mine, I swear might have maybe 2-3 people in it, it's like a personal keep... Just build a damned house. (( I understood all the keeps and fortifications being built when wrath's clutch was active but seriously, almost 5 keeps in this one little area, does the area really need that much safety? )) Link to post Share on other sites More sharing options...
Zevedeoc 11 Share Posted November 1, 2011 What about the skills? Are you going to reset them too? :?: Link to post Share on other sites More sharing options...
KhronosVII 14 Share Posted November 1, 2011 Just wanting to make a quick point to those discussing the item issue. Kings and their political people should be able to take most of their stuff across. This would enable the nations to start off straight away, other wise the power base will fail and it'll be anarchy. I see what people mean by start from scratch. But as me and kittenaid were discussing earlier, losing all your items would mean that so many of the older players will leave Is it worth it? That's the question. Just me 2 cents Link to post Share on other sites More sharing options...
Hazia 29 Share Posted November 3, 2011 Im sure many of you play WoW, or RS, correct? You're all level one, no items and must start from the tutorial again. /thread 2 Link to post Share on other sites More sharing options...
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