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Building on condeath bonus

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.

This person would not get the perks if this were implemented on an IMM-supervised basis, rather than coded.

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

You betcha.

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?

I disagree, because this person deserves perks for sticking it out despite adversity. Also I'm not imagining the perks are significant enough to make a real difference in PK such that someone who is dying all the time won't any more. It's more just a matter of recognition, much like a title or a dragon.

If you suck, even a full adeptus suit and two full malforms won't make you stop dying.

I know it from personal experience, on both ends.

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

Honestly. This is such a stupid attitude.

Characters that live 300+ hours dont need a bonus. They are played by people who rarely die. ALSO if you live that amount of time you should be able to ACHIEVE non-automatic bonuses through RP and being a player of higher caliber (which you should be to live that long.)

As for the rushing in mentality. WE ENCOURAGE PEOPLE TO DIE WHEN THEY START PLAYING. When do you learn most? When you fight a hard battle or when you have had your *** handed to you.

To be honest, its becoming my personal opinion that we have a very elitest attitude within the playerbase (the immortals do an amazing job fostering the newer players, and imo the playerbase does an amazing job tearing them down). Pretty much turning into 'if you're not the best, then dont expect anything'.

**EDIT: ** Why does everyone assume that every item is going to be like the ring of abyss or adeptus or equal to a fully leveled sader/malform? Why cant it just be some restrung runed black gauntlets or boots of protection? Tell me when the last time you looked at someone and thought, "Holy ****, boots of protection... FLEE FLEE FLEE..."

Morons.

I look at this thread and I just cant see how this idea could pan out. Then I logged into my current main, well, here I have 500 hours..Then I started to ponder this proposal. What benefits could I gain from this length of time?

Well, I have dedicated a lot of time to this character, RP constantly...and well, this is what should be rewarded according to this thread. I also pondered Kaylia as well, since that seems to be the scorecard that started this concept, and what she had been rewarded.

I then had an epiphany of sorts, a realization as to why my brain just cant agree to this proposal...

So with the current staff, and game structure, if you commit to a character on the long term and really try to make a mark on the world..you could possibly obtain, but are not limited to, any number of things on the following list.

** 1, Cabal rank (T), this can be upwards of 3 - 4 abilities that are game changing for any character by just reaching T. Requires RP, PK, a well rounded playstyle, and being in a cabal highlights your name for immortal observation.**

** 2, Custom Room**

** 3, SKills not normally associated with your class**

** 4, Rp notoriety (ex. your famous for causing or stopping some worldwide event)**

** 5, Custom Titles**

** 6, Bound to player immortal tatoos**

** 7, Qrace / Qclass that is normally not available to your class / race / religeon (Kaylahar**

** 8. Cabal Rank (E, L), the ultimate in cabal success you get to pretty much run the cabal and control its influences on the game as a whole. Most E and L abilities are again game re-defining.**

** 9, custom strung items (usually not bound but very fun)**

** 10, custom races.**

All of these "rewards" require solid RP, and decent PK. You cant have ooc incidents and good creativity is very important. You must also be active, and dedicated to the character in question. This current system is supervised by the immortals and is flexible to match your characters RP and goals.

This is why I think discussion of some fixed hour based reward is moot. Already if you dedicate your FL time to one character exclusivly you can net a slew of unique benefits and RP oriented prizes for your time and effort.

This is why I think discussion of some fixed hour based reward is moot.

You are moot because you just fail to understand the EXACT point of this thread.

Can you please point us to where in the original suggestion it is said that you will recieve bonuses for hours spent?

Also, looking back over your posts it is quite funny how you change your opinions i.e.

--->

then it shouldnt be based on condeath but hours played.

You are moot because you just fail to understand the EXACT point of this thread.

Can you please point us to where in the original suggestion it is said that you will recieve bonuses for hours spent?

Also, looking back over your posts it is quite funny how you change your opinions i.e.

--->

Well of course, I change my mind.

I didnt like my own proposal, not even going to consider a reward based on how many deaths.

Basing it on number of deaths is just a failed concept, since you are rewarding dieing. Anything that rewards a character cannot EVER be based on a variable the character can directly control. This would be one of the first rules of any reward system anywhere.

If you give the players a green button, that if pushed enough will give them something, they will abuse it.

Time spent is the goal, more time, online. Hours would be a better measuring stick. HOWEVER! Hours breaks down with no real content needed to be in those hours....unless of course...we had some kind of system, already...that rewards you if you stick to a character...hmmmm

Maybe instead of pointing out where I dismissed my own idea, you should instead comment on the suggestion that we already have a pretty solid reward system.

Maybe instead of pointing out where I dismissed my own idea' date=' you should instead comment on the suggestion that we already have a pretty solid reward system.[/quote']

Meh, I don't know anymore... you have a point and in the end, Volgathras seems right.

I think you both have missed the point completely.

What I see Mindflayer proposing - and please correct me if I am wrong Sir - is a reward system that has rewards available for people who do not excell excessively in all areas of the game like players of foxx and kyzarius' calibre.

That being said if that was not the purpose of his thread then I think its definately something we can look at. When you're good and you die, it sucks big time because you usually loose a large amount of very hard to collect gear.. but, imo, its much worse when you never win.

Giving characters that loose often incentive to keep going and keep learning instead of giving up is important. Far too many characters get overwhelmed and delete because getting your arse handed to you over and over is no fun. Giving them some sort of 'its ok, we appreciate you trying to learn and here's something cool/interesting to keep you interested' is in my mind NEEDED least of all considered.

I think you both have missed the point completely.

What I see Mindflayer proposing - and please correct me if I am wrong Sir - is a reward system that has rewards available for people who do not excell excessively in all areas of the game like players of foxx and kyzarius' calibre.

That being said if that was not the purpose of his thread then I think its definately something we can look at. When you're good and you die, it sucks big time because you usually loose a large amount of very hard to collect gear.. but, imo, its much worse when you never win.

Giving characters that loose often incentive to keep going and keep learning instead of giving up is important. Far too many characters get overwhelmed and delete because getting your arse handed to you over and over is no fun. Giving them some sort of 'its ok, we appreciate you trying to learn and here's something cool/interesting to keep you interested' is in my mind NEEDED least of all considered.

The incentive is to get better, to get the goals.

Most of those things I listed require nothing but a will, and some patience.

My point is, we do not need any such system. The immortals reward consistant play, any reward based on deaths would be abusable and fail, the current system works well.

I think you bothWhat I see Mindflayer proposing - and please correct me if I am wrong Sir - is a reward system that has rewards available for people who do not excell excessively in all areas of the game like players of foxx and kyzarius' calibre.

That being said if that was not the purpose of his thread then I think its definately something we can look at. When you're good and you die, it sucks big time because you usually loose a large amount of very hard to collect gear.. but, imo, its much worse when you never win.

Giving characters that loose often incentive to keep going and keep learning instead of giving up is important. Far too many characters get overwhelmed and delete because getting your arse handed to you over and over is no fun. Giving them some sort of 'its ok, we appreciate you trying to learn and here's something cool/interesting to keep you interested' is in my mind NEEDED least of all considered.

You said it quite well, except the fact that I excell in anything...

Yes K. you are right, you can get all this if you put 1000 hours in your character. You can get it if you have excellent RP and good PK.

How many such people do we have? They are less than the fingers of my right hand. I don't want to offend anyone, but we are all newbie in this area.

And why don't we just admit it already? We need to change our attitude towards newbies. YES WE HAVE TO GIVE NEWBIES AWARDS. We have to give them gifts for their deaths. This is a competitive game environment. If we want our mud to flourish we need to change from the "you can get that already, if you are patient" attitude. Ain't that the same old "Harden up princess" wrapped in a different way?

Hell I still remember Klemkin and the whole playerbase jumping on him. I can see the elitist attitude screaming from everywhere in your last couple of posts K.

And I don't really see how rewards based on deaths can be abused. You will die 50 times just to get yourself some owner only item? And what after that?

Yeah, not only that. but 50 deaths for a pretty item that's crap compared to what you can walk into any area and get with a bit of knowledge ( the sort of knowledge someone would have to abuse the system ).

I can speak from personal experience in recent months. I have found 10 games I'd rather play then this one, for the simple fact is that before the exp change there was NO incentive to play.

We need to find other ways to generate that incentive.

We need the players. Plain and simple.

If it doesnt work? Well then ****, unimplement it. No harm no foul we slap ourselves on the back say thank god we tried anyway and think of another way that might work.

Yeah, not only that. but 50 deaths for a pretty item that's crap compared to what you can walk into any area and get with a bit of knowledge ( the sort of knowledge someone would have to abuse the system ).

I can speak from personal experience in recent months. I have found 10 games I'd rather play then this one, for the simple fact is that before the exp change there was NO incentive to play.

We need to find other ways to generate that incentive.

We need the players. Plain and simple.

If it doesnt work? Well then ****, unimplement it. No harm no foul we slap ourselves on the back say thank god we tried anyway and think of another way that might work.

Yeah, not only that. but 50 deaths for a pretty item that's crap compared to what you can walk into any area and get with a bit of knowledge ( the sort of knowledge someone would have to abuse the system ).

I can speak from personal experience in recent months. I have found 10 games I'd rather play then this one, for the simple fact is that before the exp change there was NO incentive to play.

We need to find other ways to generate that incentive.

We need the players. Plain and simple.

If it doesnt work? Well then ****, unimplement it. No harm no foul we slap ourselves on the back say thank god we tried anyway and think of another way that might work.

I agree, but come on.... tripple post?

Oh ye ain't know? Triple posts is how the OGs get down.

Joking aside... player recruitment and retention is or should be priority number 1. Lots of other games use events to create some new fresh interest. There's no reason to not try... something. It doesn't necessarily have to be this idea, but as one of the finest men in recent memory said "Failing to prepare, is preparing to fail." Doing nothing is step one in becoming nothing.

sorry im having internet troubles. Really pissing me off

I'm getting so confused....I log in a couple times a week...start a new project here or there to keep things fresh....and I'm running into all kinds of new areas/items....I'm lost....I'm a lost little sheep....Help me, Aulian!

You do still help little lost sheep, right?

And why don't we just admit it already? We need to change our attitude towards newbies. YES WE HAVE TO GIVE NEWBIES AWARDS. We have to give them gifts for their deaths. This is a competitive game environment. If we want our mud to flourish we need to change from the "you can get that already' date=' [b']if you are patient" attitude. Ain't that the same old "Harden up princess" wrapped in a different way?

I would go further and say we have to change our attitude toward those who aren't effective PKers. This does not mean they're bad at the game. In a strict sense, weak characters have as important a role to play in the game world--for both evils and for their protectors--as strong characters. The game should be compelling and fun for everyone. This may be an unobtainable ideal, but I think there is a reason, beyond a lack of broadband and the growth of MMORPGS, that the game was addictive to newbies in the early days. Basically, as someone once told me, the game should be geared toward newbies because the veterans are already addicted.

I would go further and say we have to change our attitude toward those who aren't effective PKers. This does not mean they're bad at the game. In a strict sense' date=' weak characters have as important a role to play in the game world--for both evils and for their protectors--as strong characters. The game should be compelling and fun for everyone. This may be an unobtainable ideal, but I think there is a reason, beyond a lack of broadband and the growth of MMORPGS, that the game was addictive to newbies in the early days. Basically, as someone once told me, the game should be geared toward newbies because the veterans are already addicted.[/quote']

love this concept lol

I agree with this idea, upon condeath you should be able to roll a new character with basic skills mastered that you already had.

What this will provide:

-Saved time on training so more time can be spent for new players to learn to pk/explore/RP (MOST IMPORTANTLY)

-No real advantage to vets because the advantages gained dont really affect them

What this does is basically decrease the steep learning curve this game has, a major factor to what turns away new players which in turn will increase player retention = a good thing.

Personally I spend alot of time training and get to 50 only to be disheartened by getting owned, now wheres my incentive to condeath? I'd much rather save those hours by starting a new project and trying my luck again with a different combo. Whereas if this was implimented I'd be much, much more inclined to play this to the end, and for those who say "This will force people to play a character they no longer enjoy." There is nothing being forced upon you here, just perks if you do.