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Monk Rp Enhancement

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Helbolt

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I have seen a few threads about people not role playing weakness from dying / injuries properly.  There is also a need (especially for 4.0) for there to be monks near the entry for new players to get them hooked early in their play time here.  I have also seen several complaint threads about constant warfare / raiding.  It seems to me that all of these problems can be solved with one addition to the game:

 

Resurrection -  Monks have the ability to "bring" people back from the dead.  

Why not hard code this into the game?  When you die (probably via a player killing you, not a mob - or we could do both) your character card becomes a lost soul/lost spirit (pick a name that doesn't interfere with current lore for other ghosts/etc.).  It cannot interact with any objects (only emotes and talks for rp with people), and doesn't need food.  We could even, if wanted/needed make is so only monks can see them, though this seems to limit rp so I wouldn't advise it.  Regardless, they would need a monk (of sufficient training - profession level) to Resurrect them for them to get their body back.  When you die, the game could change your character card to "lost spirit" automatically so others know you are not a living person.  When you are brought back, it could change you back to what you were. 

 

This would make fighting much more strategic, as there would not be endless armies to call upon.  Also, it would give death some stigma.  As well, it would allow people to rp coming back, making it more of an event in their life (and make them think more about decisions that may/may not cause them to die).  It would also remove all of the ban reports for people "returning to battle".  

 

Some of you will complain about the wait time in certain timezones to find someone who can actually bring you back.  This could be solved with an npc monk (villager) that can perform the resurrection.  To avoid abuse, add a cooldown timer for use of the monk or a wait time till the ritual is complete.  I would lean towards a cooldown timer, but everyone can put their ideas in about this.  (By cooldown timer I mean like only one raise per 24hours per mcaccount, or something like that.  By wait time, I mean you ask npc to raise you then x amount time later you are raised.)

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Oh
God
No

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good-bad.jpg

This is kinda in the middle with a lot of good and bad points, the bad points being:

 

-Relies on player monks actually being around to do their job

-Relies on player monks being on in all time zones in order to do their job

-Can be extremely unwieldy if you're killed due to means that aren't really worthy of being RPed, such as just getting jumped by a mob in the middle of bugger all. 

-Probably some other issues as well that I can't think of at this time. 

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So in soul form, there is a way in minecraft where someones skin can be transperant, almost ghostlike, if the coders can find the source code or find out how to do that, that would be the ideal form all wondering souls should possess. That could help improve the whole wondering soul system altogether by actually seeing them, but knowing they aren't supposed to be seen.

 

Another cost to the player in addition to perhaps a 24 hour/ 7 day cooldown (I have litterally no idea) is a mina cost and a temp. debuff so that players return to the battle hindered in some way, while also putting a hole in their pocket, that way players think twice of resurecting and when it's worthwhile to do so or not.

 

It's not as straight forward but I don't really know systematically how it would work. In my mind when I was reading this, this is how my mind played it out:

  • Your character dies, their head is left behind with a lock on your head for maybe 2-5 minutes and when you press "Respawn" you appear over your dead body in this transparent form, from there you will have to run to the nearest monk and begin this resurrection process. Once resurrected, you either appear where you once died with some kind of debuff (or not) and 500-1000 less mina than you did before you died

It seems like a good idea, I don't agree with it or disagree with it, I would leave that to other people to decide since my head isn't very clear on the subject matter, but these are some ideas if it were to be implemented.

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good-bad.jpg

This is kinda in the middle with a lot of good and bad points, the bad points being:

 

-Relies on player monks actually being around to do their job

-Relies on player monks being on in all time zones in order to do their job

-Can be extremely unwieldy if you're killed due to means that aren't really worthy of being RPed, such as just getting jumped by a mob in the middle of bugger all. 

-Probably some other issues as well that I can't think of at this time. 

 

 

If you re-read the bottom paragraph, you will see that your bad points have already been addressed.

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This is why the monks in Aegis were Bukkit NPC's.

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Well, a player monk could be a useful addition on a battlefield and might encourage more RP, while off the battle field they also have some kind of reason to do religious things, and can encourage more church/exc. kind of stuff.

 

These monks can also use the Nexus-Magic plugin to heal people and can act as any trinity healer, in addition to being a monk who can provide some more RP. You can make it so that that any NPC with a priest skin can resurrect players. Personal Monks can also be an additional Donator Perk for higher tier donators who own a plot, and can have a personal monk resurrect them free of charge (maybe, weird idea) who would be stationed somewhere on their plot.

 

The more I think of player monks the more I like it, these monks could also learn the stereotypical spells any cleric/monk would know, cure (cure target of any debuffs), heal (heal target for 4 health [ 2 hearts ]), protect (grant target temporary 4 health [2 hearts]), exc. who can fulfill a combat, RP and resurrection purpose.

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Firstly- to address those somewhat saying Monks aren't things or aren't doing their jobs, we, among many others are taking a break in 3.5 and will return in 4.0 to resume our RP as we've always have. 

 

Seecondly- it's an interesting idea but I feel it's pushed in the wrong direction using Monks as combat medics to assist in wars when that is infact the opposite of a Monks purpose. But I do agree to the extent that there should be draw backs in wars and constant raiding. Currently there is absolutely no fear in death to the point that characters will constantly through their meat suits into every opportunity to fight, knowing that the Monks will hold their hands and resurrect them no matter what.   

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It seems a bit too much, a bunch of debuffs upon respawning seems much better (weaken, exhausted, slow or what ever they are called) to show that you are just rezzed by the monks and needs some rest.

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...I do agree to the extent that there should be draw backs in wars and constant raiding. Currently there is absolutely no fear in death to the point that characters will constantly throw their meat suits into every opportunity to fight, knowing that the Monks will hold their hands and resurrect them no matter what.

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Firstly- to address those somewhat saying Monks aren't things or aren't doing their jobs, we, among many others are taking a break in 3.5 and will return in 4.0 to resume our RP as we've always have. 

 

Seecondly- it's an interesting idea but I feel it's pushed in the wrong direction using Monks as combat medics to assist in wars when that is infact the opposite of a Monks purpose. But I do agree to the extent that there should be draw backs in wars and constant raiding. Currently there is absolutely no fear in death to the point that characters will constantly through their meat suits into every opportunity to fight, knowing that the Monks will hold their hands and resurrect them no matter what.   

We are almost never active on temp maps. There is no point to being active at that point and tim,e honestly. Monks are, effectively, fully neutral. Being combat medics might work in the effect of being POST-WAR red-cross esque, but that'd be the limit. Though, monks can /heal with their own special command, and /bread.

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It seems a bit too much, a bunch of debuffs upon respawning seems much better (weaken, exhausted, slow or what ever they are called) to show that you are just rezzed by the monks and needs some rest.

I think this would make it painstakingly obvious and would prevent players from entering battle if they had a Slow II, Weakened, and Miners Fatigue, why would anyone? The particles would also make it painstakingly obvious and 100x more likely to be banned since it's so noticeable. Why haven't we thought of this before? This alone would probably fix returning to battle all together! This needs to be implemented!

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I said earlier that I didn't have a stand, but rather a few things that would make the addition better if it were implemented, but after thinking about it and what this thread seemed to originally accomplish, I seem to go against what is now being suggested. Honestly, I think the mass debuffs upon spawning would heavily affect someones decision on returning to the battle field. Slow II would make them get there slowly, obviously add particles which is a giant red flag waving above their head, along with weakened combat stats like weakness and miners fatigue (takes more damage, and attacks slower). This also adds to someones injury which goes hand in hand with just being revived from a near death experience.

 

P.S. when I suggested that the wandering soul plugin should make WS players be transperant, I still think it's an amazing addition to the WS plugin :) Which will be available in 1.8, making it super easy to code then (even though it's possible now).

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The current system is well enough, if a player wants to roleplay out his or her death by actually seeking out a monk then more power to them, but not everyone has the time to actually do this, especially since a lot of deaths come from stupid things. (by stupid I mean, mobs killing you and of course seeing a ledge, thinking it's only 2 blocks tall but HOLY CRAP IT'S A BLOODY RAVINE!). I mean, I would love to have the monks being a thing and all, not saying they're not a thing, but of course due to timezone they'd tend to have to be on more and yes, you did try and cover that but honestly that wouldn't work. Say the cool-down is 24 hours, and I died during Australian time due to RP reasons and get healed up, but then only an hour later I get jumped by a mob or die in conflict. That would mean I have to wait either 24 hours, or however long it is till a monk hops on, which might be say another 10 hours. 

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From the points already stated, I will list another.

 

When the person dies and able to move around, as no one can see them- they can go on Team Speak and give a list of where everyone is. Which can lead to massive meta-gaming issues.

 

-

 

Apart from this, a monk can only resurrect at the temple sanctuary itself.

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