DEATH ISSUE
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Alander
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DEATH ISSUE
Hello, my dear Dasarians ;]
Last night I promised some ppl that I will write a quick post on death issue in Dasaria. Here's my post - I hope you'll join me and tell us what you think about it.
It's quite common thing , that people try to accent their character's background. Everyone has their own ways to do that - but all in all everything comes to one thing - talking about one's history. What happened to that person before. What did he do, where did he live ...
Many people talk about how their clan / friends/ family/ etc was slaughtered, killed, murdered , their village destroyed, town exterminated ... and , sometimes, in the middle of the story someone runs by , screaming:
"Oh no, not again. I died 5 times today"
It's actually a real situation from yesterday.
What the hell - I always think to myself in such situations. Yesterday I thought of something else , though. I understand that it's quite easy to get killed in DAS2 - but why do we have to call it "death"?
Here's my proposal : let's start to call those events a different name:
"I was wounded heavilly"
"It was a terrible blow, indeed, but I managed to get out of there"
"He almoast got me"
Dear world builders:
What do you think of creating some kind of a hospital in town ? You could , for example, remove the cementary. People would wake up in hospitals , instead of the graves. NPC's could say something like:
"we barely managed to heal you, my friend ... "
Ofcourse, I understand that then death wouldn't be available on the server and some people would not be able to rp their friend's deaths. My question is : can they do it at the moment?
"Oh no...Johnny...noooooOooOOo! Err....Johny? Back already? ****, I was still trying to rp your death ... "
Best regards,
Al.
Last night I promised some ppl that I will write a quick post on death issue in Dasaria. Here's my post - I hope you'll join me and tell us what you think about it.
It's quite common thing , that people try to accent their character's background. Everyone has their own ways to do that - but all in all everything comes to one thing - talking about one's history. What happened to that person before. What did he do, where did he live ...
Many people talk about how their clan / friends/ family/ etc was slaughtered, killed, murdered , their village destroyed, town exterminated ... and , sometimes, in the middle of the story someone runs by , screaming:
"Oh no, not again. I died 5 times today"
It's actually a real situation from yesterday.
What the hell - I always think to myself in such situations. Yesterday I thought of something else , though. I understand that it's quite easy to get killed in DAS2 - but why do we have to call it "death"?
Here's my proposal : let's start to call those events a different name:
"I was wounded heavilly"
"It was a terrible blow, indeed, but I managed to get out of there"
"He almoast got me"
Dear world builders:
What do you think of creating some kind of a hospital in town ? You could , for example, remove the cementary. People would wake up in hospitals , instead of the graves. NPC's could say something like:
"we barely managed to heal you, my friend ... "
Ofcourse, I understand that then death wouldn't be available on the server and some people would not be able to rp their friend's deaths. My question is : can they do it at the moment?
"Oh no...Johnny...noooooOooOOo! Err....Johny? Back already? ****, I was still trying to rp your death ... "
Best regards,
Al.
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The Explorer
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When talkind past tense about my day to others I used to say I Died alot etc, recently I have started saying Fell/fallen or have tried out was knocked to the floor/ground. Perhaps there could be a few vocal commands added to add variety to this which like the others would depend on your characters voice selection.
I think the graveyard should be kept for when players kill off there characters etc they should have their name engraved. Maybe at some point have something set up where those buried return as; ghosts, zombies and skeletons and attack the locals.
As for the hospital, I think churches were the closest thing to a hospital back in the dark ages. I think therefore a sort of hospital would be a mistake and would only really be usefull if the players were creating characters to be Apothicaries/charms creators etc that could train and learn recipies there.
I think the graveyard should be kept for when players kill off there characters etc they should have their name engraved. Maybe at some point have something set up where those buried return as; ghosts, zombies and skeletons and attack the locals.
As for the hospital, I think churches were the closest thing to a hospital back in the dark ages. I think therefore a sort of hospital would be a mistake and would only really be usefull if the players were creating characters to be Apothicaries/charms creators etc that could train and learn recipies there.

"When faced with important decisions it's a 90% chance your initial choice is right for you."
Mordecai - Mischievous Mage of Cuhanna
Kez Ryskill - Decayed
Lorval Silverbeard - Stormbeard Defender
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The Explorer
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I totally agree with not calling it death, I found it strange my character saying he died earlier that day or manytimes in one of my charcters cases.
I do think however if you mean we respawn in a "Hospital" it would not be a good Idea because some of the quests require multipal players and it could leave the others you are in party with to certain failure and worse if you have the keys etc to the doors.
Our supreme DM's could possibly make it in the future so that players respawn there after losing a PvP battle in an open area, but that could end up meaning everyone takes a cleric everywhere with them all the time. I personally would prefer it if the victor of the PvP stated their terms after winning e.g. leave there area for and hour or maybe instead of losing the gold as normal when respawning the Victor gets that gold if you respawn without the possibility of that PvP battle reoccuring that day.
I do think however if you mean we respawn in a "Hospital" it would not be a good Idea because some of the quests require multipal players and it could leave the others you are in party with to certain failure and worse if you have the keys etc to the doors.
Our supreme DM's could possibly make it in the future so that players respawn there after losing a PvP battle in an open area, but that could end up meaning everyone takes a cleric everywhere with them all the time. I personally would prefer it if the victor of the PvP stated their terms after winning e.g. leave there area for and hour or maybe instead of losing the gold as normal when respawning the Victor gets that gold if you respawn without the possibility of that PvP battle reoccuring that day.

"When faced with important decisions it's a 90% chance your initial choice is right for you."
Mordecai - Mischievous Mage of Cuhanna
Kez Ryskill - Decayed
Lorval Silverbeard - Stormbeard Defender
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Mon-da-oth
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Death Issue
Actually, I don't see why there is a need to discuss how many times you died. If refering to the negitive outcome of a quest, well, a little tact is all that is in order.
What this topic does bring up however, is the amount of OOC chatter that takes place in Dasaria. This chatter IMO is way too excessive. We all need to remember that what we say in local chat is heard by all in the immediate area. If you need to talk OOC please use tells.
Regards;
Roka Arrowsong
What this topic does bring up however, is the amount of OOC chatter that takes place in Dasaria. This chatter IMO is way too excessive. We all need to remember that what we say in local chat is heard by all in the immediate area. If you need to talk OOC please use tells.
Regards;
Roka Arrowsong
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Re: Death Issue
I agree with you.Roka wrote:Actually, I don't see why there is a need to discuss how many times you died. If refering to the negitive outcome of a quest, well, a little tact is all that is in order.
Usually my characters will say something like my warlock said last night, "Those bugbears were happy to slice me through" meaning she was harmed quite badly. She'll often reference getting hurt, and do actions in game to indicate she is, but, I do agree with you, there isn't a need to reference how many times you died.
OOC chatter will always be there.Roka wrote:What this topic does bring up however, is the amount of OOC chatter that takes place in Dasaria. This chatter IMO is way too excessive. We all need to remember that what we say in local chat is heard by all in the immediate area. If you need to talk OOC please use tells.
I tend to tune it out, to be really truthful with you.
Regarding specifically the quests that require 'multiple players' -- there have been instances in Das1 where areas existed that were sheer hell for players and their characters. These areas were meant to be difficult. I can name both of these spots automatically (Raven and koa'lisks though the latter can be debated) -- and groups had to prepare carefully for both, either bringing a lot of healing kits or a cleric (sometimes two for Raven).The Explorer wrote:I do think however if you mean we respawn in a "Hospital" it would not be a good Idea because some of the quests require multipal players and it could leave the others you are in party with to certain failure and worse if you have the keys etc to the doors.
I understand you are referencing needing keys and such, and I was in the goblin caves as my rogue with two others, and I had picked the lock to let them in--and I died, which, unfortunately meant, they were stuck behind the door.. now this is in Das2, and it took me quite a while to get back to them, and these things happen. You simply have to get used to it. Spawn points back to the start of the dungeons, I don't think, is terribly bad.
Das1 did have a hospital. I don't think respawning in Lochwar's Temple would be appropriate. Now, if there was a temple to Peralia built--that would make more IG sense. That hospital in Das1 saw a lot of action too. Heh.The Explorer wrote:As for the hospital, I think churches were the closest thing to a hospital back in the dark ages. I think therefore a sort of hospital would be a mistake and would only really be usefull if the players were creating characters to be Apothicaries/charms creators etc that could train and learn recipies there.
-K
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Brion Genvaldi - "Obtainer" of Lost Items
Amarenth Dormagic - A Trickster
Famous Last Words: "A lich, huh? No problem; I steal his spellbook."
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The Explorer
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I can't comment about things from Das I as I never played it. I agree with the OOC talk being in Party chat and tells but sometime my party chat Icon is on but it comes out in local chat. Most of the time I have to add /p or /L at the begginning to get it to work correctly, but it's annoying talking IC and OOC in party chat for ages then suddenly it's in loacl chat without selecting Local chat.

"When faced with important decisions it's a 90% chance your initial choice is right for you."
Mordecai - Mischievous Mage of Cuhanna
Kez Ryskill - Decayed
Lorval Silverbeard - Stormbeard Defender
You know, honestly, I think some people are a little TOO militant about OOC conversation.
Sometimes you're talking to someone you're not yet in a party with, and need to interject something quickly. Sometimes you're just not that familiar with the conversation controls to know how to efficiently pull up a tell.
Sometimes, it's just expedient to type as little as possible.
That's why such obviously-OOC flags as typing "//" before a message come into play: it's a simple, universal way to denote, "Hey, I know that I'm not staying in character, but bear with me real quick."
I've actually been shouted at by PCs before because a couple of us were hanging around at the Inn, RPing a little barfight, and a few OOC comments were made (all properly denoted, mind).
Personally, I don't think it's anyone's place to tell people how they can or cannot converse. We're here to enjoy ourselves, and this server is not - as has been pointed out numerous times - RP only. It's *enouraged*. Not *mandated*.
So is chewing with your mouth closed, but I don't slap people for that and then chase them out of the room...just roll my eyes and get on with life.
If a little OOC chatter now and again is that horribly traumatic to one's suspension of disbelief, perhaps a re-prioritization is in order.
--D
Sometimes you're talking to someone you're not yet in a party with, and need to interject something quickly. Sometimes you're just not that familiar with the conversation controls to know how to efficiently pull up a tell.
Sometimes, it's just expedient to type as little as possible.
That's why such obviously-OOC flags as typing "//" before a message come into play: it's a simple, universal way to denote, "Hey, I know that I'm not staying in character, but bear with me real quick."
I've actually been shouted at by PCs before because a couple of us were hanging around at the Inn, RPing a little barfight, and a few OOC comments were made (all properly denoted, mind).
Personally, I don't think it's anyone's place to tell people how they can or cannot converse. We're here to enjoy ourselves, and this server is not - as has been pointed out numerous times - RP only. It's *enouraged*. Not *mandated*.
So is chewing with your mouth closed, but I don't slap people for that and then chase them out of the room...just roll my eyes and get on with life.
If a little OOC chatter now and again is that horribly traumatic to one's suspension of disbelief, perhaps a re-prioritization is in order.
--D
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roxydreams
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SnorriHT
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QFTWyvern wrote:I really cant find a way to consider respawning IC in any way, shape or form. It is an OOC action to allow you to continue playing the game in my eyes. I really just view it as being knocked on your rear for a few minutes, until you regain your bearings and try again.
I've seen and experienced an implementation of IC death...sort of
On the world I previously played on, when you died you went to the Fugue plane, and then had to wait until someone else paid the priest a lot of gold to rez you. When you were rezzed you lost 20% of your experience for that level and and also 20% of your total gold.
If you didn't have the money to repay the person then there was a dirty option to be rezzed, but you to lost a level.
The experience in the Fugue was meant to be a representation of the soul being in limbo before being pulled back to the prime material plane, which sounds cool on paper. But in reality after waiting 20-30 mins for a rez, one either logged off in frustration, or just took their clothes off and run around screaming
so far the death model here seems to be well balanced, it could be far worse if the world builders wanted it to be...
Latishe Vaine - Priestess of Brintha, and Daughter of the Earthmother

