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10/06/06 4:05:37 AM#21
I think the idea of PD is a great idea, and I like how some people made the suggestion that the hard core servers can have it. I would play on one server that has it, and one server that does not. Makes people be very careful with the decisions they make.
Lord Tarmikos waz here |
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10/06/06 5:40:55 AM#22
I totally agree. Considering the old text MU* like Strange New Worlds, TOS, Trekmuse, DS9Muse & others, yes, especially then because in those online trek games if your character died, you were dead. Example : Character dies after having trained a lot of skills. A % of those points that were over the standard amount of points normally allocated to a new character in a chargen, were given to their next character. |
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interfekter
Novice Member
Joined: 9/07/06
EVE - Jessica Lorelei |
10/06/06 5:57:06 AM#23
another way they could do it is incapacitation, and if within a certain time your starfleet budies dont get you to sick bay, you die permanantely,this would re-enforce the starfleet all for one attitude.
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10/06/06 6:00:54 AM#24
that's exactly how it was in the text games & I bet one of my posts from months ago says pretty much what you've said & I do like that idea A way around the problem of the character having to be re-created is an in-game chargen system. Example : Your character dies, you no longer are in the IC (In Character) world & are moved to the OOC (Out of Character) world. You can now move around, interact with the OOC things, & what not. In the OOC world will be a character generation room. Since your character is dead & you know you are dead & do not plan to /appeal, you enter the character generator room & at this point you choose a new name, race, starting place, stats, skills, ect. After your chargen has been accepted, you are moved back to the IC world as your new character. Additional variables would check for the previous characters skills / assets & allocate to the new character appropriately. This would make reimburcement extremely simple as the character would continue to have the same DB#. |
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10/06/06 6:22:40 AM#25
I did forget this... Consider your character has a certain security clearances or access to certain areas.. An alternative would be to add a attribute?? perhaps.. on the character which is like a security clearance number which is matched in with the security systems.. Then in chargen they'd just have to reset that #. Another thing I mentioned was name changing. In Strange New Worlds it was possible to have the disguise skill. (along with SO many other great skills) still, i'm not sure what to expect w/ STO, who knows what kind of skills their will be or even what kind of stats or sheets .. innates as well ? Example : Ferengi in Strange New Worlds had an innate level 2 in hearing while Humans had the base of 0. Humans could increase their hearing & Ferengi could also go to level 5. Other innates were available including vision, combat instincts, photographic memory, & many many more. |
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10/06/06 6:35:24 AM#26
I'm getting way off course here but here are my last thoughts for today. When a character dies or is out of character it gets a FLAG or attribute, either the FLAG says DEAD or the attribute says OOC (as opposed to IC or no DEAD flag) .. If a character SOMEHOW enters the In Character world w/ a dead flag or OOC in the 'Status' or 'Mode' or 'WhatNot' attrib, the character is immediately moved back to the OOC world. all these thoughts are based on text MU* code used successfully in online star trek games |
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10/06/06 8:45:14 AM#27
OK, haven't read every post in detail, but here is my two penneth; How many of you have actually watched Star Trek? I am gonna guess that all of you have seen at least a few episodes, yes? Now, thinking back on Star Trek in general, how many times did you see a main character die for good? The main characters face certain death or even get killed many times, but are always saved at the last second or revived by some sudden miricle of medicine or transporter technology (Spock went the whole hog and not only died, but re-grew). Why? Well would you watch the whole series if the main characters were being killed off every other week and couldn't be saved or revived? It would have been commercial suicide to kill off main characters, as it would be in this game as well. You will be the main character in this game and people would be leaving the game in droves if they had struggled to get a character to captain status only to be killed off by someone else's stupid mistake during a joint mission. Think now about how you would feel if your main character were wiped out in whatever MMO you currently play or you weren't allowed access to it for a week or two, not a good thought is it! I totally understand your feelings about the reality factor, but to be honest, when was Star Trek ever about total reality? It must be Thursday, i never could get the hang of Thursdays. |
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10/06/06 10:55:18 AM#28
Good point Jason.
In the spirit of Star Trek there should *not* be perma death. At least not as a main game concept. |
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10/06/06 12:10:45 PM#29
I agree Jason, well written. Besides Star Trek and other games are Heroic opera, not reality. With in reason some reality is good for a game or a heroic opera, but too much and people wonder why they are playing real life and paying for it. |
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10/06/06 6:45:09 PM#30
Sounds like a few people are at least a little concerned about it. But here is my point, where is the risk? When does gaming begin to reflect reality more? Anyway, I know some players are scared by the thought of an actual death but, I think it is very important that they do add a possible real death. |
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10/06/06 7:54:27 PM#31
First off most people are playing a game to enjoy it, the enviroment, the community, NOT to duplicate the total real world experience. Second, at least in my case it is not "scared" as you stated, but more to the level of balancing a enjoyable game, time committment, and the negative aspects of failing. Third, Perma-death while sounding like a great Rp idea, fails to take into account things such as lag, crashes (server, your computer, your ISP, etc). Let's assume you are a careful, take all the reasonable precautions, then bamb in teh middle of your ship to ship duel you lag out? How happy are you going to be to get back in game only to find out, that you are dead and have to restart from scratch? Finally, perma-death will kill any reason to explore, to push the bountries of your know space. Why in the heck should i check out that unknown system with a charater that i have spend months creating and fleshing out? why would I risk trying to seek out new life when that life could very well be life that thinks i am the blue plate special? Death in a game should have down side, no doubt, but if you force perma-death on everyone, then you are goig to limit the appeal and desire to even try the game out and stay with it. There are many other ways to make players actively desire avoiding death. Perma-death to me is equal to the ulitmate and endless treadmill grind. In your own words, if i knew i was facing perma-death eh, I do not know if I would like that. |
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10/06/06 8:14:08 PM#32
If you want perma death, next time you die delete your character. Too many problems to ever have perma death in an mmorpg. Perma death servers as one stated would be fine as an EXTRA challenge....but not as a normal server.
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10/06/06 8:37:30 PM#33
Lag? Crashes? ... My understanding is many ships will have much NPC control & you cannot forget about the NPC aspect. If you're disconnected unconscious I'd think you'd either be brought back to the ship by a real player or an NPC or you log back in unconscious. People can be 'dead' in star trek but not 'dead' as well because they can be revived within a certain time frame. Really I do think scared is the right word... You covered my exact point.. A game is just that, a game for fun.. To me, if I died, it wouldn't be a serious issue. In fact, if one thought it a serious issue, I think they're taking the game too seriously. To be honest, my opinion is, with a perma-death system there will actually be LESS deaths. Personally, I think this is very justified. I've been a gamer since 85 ? Something like that & I participated in the first MMOs on the Internet. I have less of a concern about my in game characters & more of a concern about my real life. Anyway, the first Star Trek online games all had perma-death & you know what? It wasn't very likely the average player died. In fact I played a perma-death system in Strange New Worlds, my character lasted until the game ended & I had been in many fights & even yes, killed a few people's characters. In those games it was very unlikely that someone would progress far enough to get in a situation that they actually risked a real death, but, STO will be much broader & I am sure more dangerous. Still, in the end, I wish & wish again for a perma-death system or else it would not be doing Star Trek right. Oh, & someone talked about deleting a character after you die? Please go back & read one of my posts here.. Going back to a character screen / deleting the character is just what you're used to seeing in MMOs.. |
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SmurfMagic
Novice Member
Joined: 9/11/06
Banned for the following reason: Trolling Gameplay discussion with his "Soe Sucks!" sentiment. |
10/06/06 8:44:32 PM#34
nooooooooooooooooooooo perma death sucks.
why spend all that time and creative energy to create you own persona online only to have some jerkass PK ruin your fun... then to have to re-grind everything all over... no thank you. |
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10/06/06 8:48:53 PM#35
Here is my main point. I want players to start considering what they're doing in games more often. With the real risk of perma-death, players won't just run & gun because they'll know if they don't consider consequences, they'll die. Perma-death would also bring the community together instead of apart. Why you ask? |
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10/06/06 8:55:46 PM#36
Here is my other thought. Consider you're playing the game & don't know who to associate yourself with? Now consider if there is no perma-death.. It's left to guessing as to wether these people you're going on a mission with are death-prone or not. |
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10/06/06 9:11:15 PM#37
Perma death is a bad idea. Original Jedi in SWG who died when they had perma death in place quit the game. You dont want to work an average of probably 3-6 months on leveling up your toon to lose it all in an instant. Plus here's another point. Again referring back to SWG. The Jedi who unlocked when perma death were in place ended up playing their normal toons 95% of the time because of that fear of death factor. They worked for months to unlock and can have it all taken in an instant. So the way they kept their toons alive was to just not play them much at all. What fun is that? The idea is just not practical for an mmo. MMO's normally have about 4 classes of players, 1. hard core, playing all the time player, 2. Semi Hard core, (playing most every day at least for a few hours), 3. casual gamers who play weekends or here and there throught the week, and finally 4. browsers, people who come and check out the game and quit. So as a business decision how many of these areas would you put off with perma death? Easily #'s 3,4 would quit because it would takes much longer for them to level because of lack of playing time. #2 a huge majority would quit because they feel that all their off time playing the game was in vain. That leaves the #1 people. Really I only see the hard core gamers taking any sort of liking to this. You have to remember that an mmo as a business is going to want to KEEP their subscribers as well as attract new ones and perma death would be a tremendous blow to subscription resubs. |
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seabass2003
Novice Member
Joined: 8/31/05
Why the hell should I work? She''ll just spend all my money on shoes anyways! |
10/06/06 9:13:52 PM#38
You know I have never liked the idea of perma death, until now. PD would totally rock for STO.
In America I have bad teeth. If I lived in England my teeth would be perfect. |
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10/06/06 9:20:06 PM#39
Some people think Star Wars is better then Star Trek.. Anyway, why are we talking about POSSIBLY the worst MMO in the history of MMOs? My thoughts are, what's the f'n point of playing if you can't really die? Wheres the end? Do you see my point? To all of you 'perma-death' is a bad idea because you've never played a game you couldn't just reset or restart your character at a save point from. Even with perma-death you are basically 'resetting' & I even showed how reimburcement would occur in a perma-death system.. You'd basically lose nothing but your name (add a II or III) & your In Character knowledge. So certain things like another character you used to know would be KIND OF lost. |
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10/06/06 9:24:16 PM#40
I just don't see perma-death working at all. Just in the point you raised above it doesn't work. You may want to hang with a veteran that hasn't died, but why the hell would he want to hang with you if you have no experience. The last thing he (or she) is going to want is some newbie coming in and taking his phasers off line just as he is in the middle of a life or death battle. Just stepping back a bit, you mentioned some characters that died, but i will get a little geeky now. Tasha (i never considered a main char, but anyway) was revived in another dimension for further episodes of TNG, Data didn't really die because he dumped his brain into another andriod and Spock also came back to life on planet Genesis. As for red shirts, i don't remember one that made 'main character' status and they would be the equivalent of the NPC in most MMO's (expendable). The two most valid points have been raised already in this thread as to why perma-death just won't work; - Game longevity, there just wouldn't be any if you lose your char to one silly mistake, people would just walk away after losing their first significant character. - Incentive to explore, again because of the risk of death there would be none, it would be a case of better safe than sorry. I know what you are saying about thinking before you run in, but at the end of the day it is just a game and sometimes just running in for the hell of it is half of the fun. How many times have you challenged yourself in a game to try and complete something that should be damned near impossible? It may take a few tries, but you learn and get there in the end, improving your skills along the way. With perma-death in place, that fun process would become an absolute nightmare. It must be Thursday, i never could get the hang of Thursdays. |
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