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Building on condeath bonus

While I was perusing the first page of Bert's suggestion pertaining to condeath bonuses, I had an idea of my own. Instead of a training bonus (most people that play a character to condeath will master skills/spells that they use enough), why not give a building bonus to the player that sticks closer to con death dependant on their class type? This would reward a player to STICK WITH A CHARACTER instead of merely deleting. For example an old grizzled warrior might receive a melee bonus. Give him a +5hr/+5dr bonus for his final ten deaths. After all that fighting wouldn't he be a little tougher than the rest of us younger combatants? For the faithful cleric, how about an -ac bonus as their steadfast faith has armored them against heretics! Or perhaps a mana regeneration bonus to that old salty invoker, who spent countless decades weaving the ether! These are just starting ideas, really the bonuses could be anything. In all I believe this would GIVE people something to look forward to in their character's late game as well as balancing out some of the problems between newbies (that die a lot) and then vets. Build on it.

Ah, this makes me smile

Do you see the difference between an experienced player making a suggestion and "not-so-experienced" one?

I like it.

Perhaps every time you lose con you can get a small bonus, starting from something very small (which can be selectable - HP, dam/hit, AC) up to an owner only item of your choice with a custom color and name for your last ten deaths. Difference here is that those bonuses will stay with your CURRENT char which will actually make you WANT to play him rather than condying him to make a new one.

Why thank you sir.. though needless to say if it wasn't for Bert's suggestion, I wouldn't have thought about my own.

You've got the right idea though. The owner only item is a really cool add on to the suggestion. I like it!

give the man a cookie

nice alternative with less coding.

then it shouldnt be based on condeath but hours played.

have to survive long enough to toughen up, right?

basing any bonus on the concept of 61 deaths itself is basically rewarding people for failing.

Ah, this makes me smile

Do you see the difference between an experienced player making a suggestion and "not-so-experienced" one?

Lol, that's not elitist at all!

Anyway, I like this idea!

And, Kyzarius, I don't think it would be rewarding failure... I think it would be rewarding people that stick it out, even through adversity.

then it shouldnt be based on condeath but hours played.

have to survive long enough to toughen up, right?

basing any bonus on the concept of 61 deaths itself is basically rewarding people for failing.

K, the idea is to make people want to stick to condead. Your idea ain't bad too, but it will create characters like philantees with some nice little bunises who have like 40 more lives

K' date=' the idea is to make people want to stick to condead. Your idea ain't bad too, but it will create characters like philantees with some nice little bunises who have like 40 more lives [/quote']

define "sticking aorund to condeath"

and define the goal.

the goal is to promote people playing their characters longer. we do not dispute this?

base a reward system off of how many times you DIE. Reaching con-death, is an abusable system

base a reward system off of how many hours your character lives. is a non-abusable system.

Rewards for reaching or losing lives bearing down on con-death will only create a rush into death attitude for the mud. More people, when they rage at losing, will just charge their foes stupidly dieing in hopes to get that buff for the flare out of their character. Also, people WILL abuse it, killing themselves. Now this can be subverted with immortal supervision, but thats just morrree babysitting.

Rewards for playing your character an extended period of time cannot be abused. If someone just sits online all the time, well they are at least online...right? I Would NOT allow this reward for ANY q class, they get their rewards up front. Class based rewards based on hous played could be pretty potent, and would promote less rage deletion and add more value to your "time spent" on a character. Doubley so on characters that require extensive training.

base a reward system off of how many hours your character lives. is a non-abusable system.

This is a reward system/tax break for the elite/rich.

Some people have the RP to throw themselves back in, with little to nothing. Not everyone is looking to abuse it. And it would help newbs so they don't feel so discouraged about dying. Death should not be 100% linked to failure.

I'd also like to see people only allowed ONE caballed character.

so you want the game to favor rp around throwing your lives away to get stronger?

so you want the game to favor rp around throwing your lives away to get stronger?

No one should ever throw their lives away. However, I'm not up for rewarding those who have INSANE free time, who are already THAT DAMN GOOD, and ALREADY seem to live forever.

Give the little guy a break.

Good idea--would just require IMM supervision to prevent abuse. If you're not avoiding death, then no bonus.

People who have long-lived character already get plenty of rewards, if their character is solidly played. In fact, from what I'm reading many of these rewards you want are available already, just not hard-coded.

In regards to rewards on condeath, it has been mentioned that a character should be played for the joy of playing. I'm all for incentives, but incentives for deaths - for playing a character you may not want to go all the way through with anyway - is wasted effort in my opinion.

base a reward system off of how many hours your character lives. is a non-abusable system.

How is this not an abusable system?

Player rolls an adventurer, players ranks to 30, Player sits at 30 as an adventurer for 100 hours rping, training, gold farming, whatever, player converts, ranks to 15 trains everything to 100%, ranks to 20 trains, ranks to 25 and trains, ranks to 30 and trains and sits rping since for some classes this can be a staple pk and defense spot, going from begining to right about here I can easily have 250-300 hours for this char so far. Then repeat every 5 ranks to 50, at 50 I could see having 350 to 600 or even more. So yes I think this can be abused as well. Now I am not saying I disagree totally but I think Volgathras brings up some good points, as well I think 10 deaths left would be a bit much I would say last 5 lives.

I think the point of his suggestion was to assist the new people and those that aren't so great at PK by giving them a reason to stick around and actually condie a character. I don't like the idea of hours because it'd only be giving the elite even more, and depriving the not-so. The two characters I stuck with to condeath were Watchers and it was because of Eshaine(Anume) and her giving me small things here and there that reminded me of why I played the characters. It didn't stop me from dying, but it made me enjoy the deaths that much more. I don't see any of the vets just giving up half their lives just for some colorful item or neat title(quite a few delete after a handful of deaths as it is).

The two characters I stuck with to condeath were Watchers and it was because of Eshaine(Anume) and her giving me small things here and there that reminded me of why I played the characters. It didn't stop me from dying' date=' but it made me enjoy the deaths that much more. I don't see any of the vets just giving up half their lives just for some colorful item or neat title(quite a few delete after a handful of deaths as it is).[/quote']

This is a perfect example of how good this suggestion is.

I'd also like to note that the items were not by any means powerful or even all that useful to PK. They were just interesting and kind of humorous. On my blm I was at the mercy of 3 vendetta'd cabals and some very powerful players so I spent at least 50% of my time on the char re-equipping, well to speed up my process I was given a Watcher Rp-related light that I believe had little to no stats at all, but I wore it anyways because it was my first owner-only item and I was excited to have one.

then it shouldnt be based on condeath but hours played.

have to survive long enough to toughen up, right?

basing any bonus on the concept of 61 deaths itself is basically rewarding people for failing.

No it should not. To pick on a 'cliche' clerics who bearly ever die should not bre rewarded. Basing on tiem only gives more to those with more time to invest which is contrary to the nature of this idea IIRC.....

L-A

Late-ish comment, but to me it seems like there's three scenarios:

1- A character that does exactly what Brehan says, abusing the system to get perks and dying on purpose after fully training. This person does NOT deserve perks.

2- A veteran player who has stuck around with his character so long that he is near condeath. This person DEFINITELY deserves perks.

3- A player (newbie or old, I could see both) that just, well, sucks. They would get to condeath much more quickly than the veteran player, because they die so often from sucking. It doesn't seem fair to the veteran, well-played character for this guy to get the perks too. However, maybe this person could use the perks because they're so bad that they need a leg up, and they should get props for trying?