[MUD-Dev] People were talking about resets..

Jeff Lindsey Jeff at nextelligence.com
Fri May 17 13:39:27 New Zealand Standard Time 2002

Jason Murdick writes:

> There is one more thing that people could consider when trying to
> overcome the PCs desire to wipe all mobs off the face of the
> mud. What if players not only had the capability or dying through
> combat, but what if it was much more permanent than it currently
> is? What if a PC had to "buy" resurrections from a local temple? 
> If they didn't they bye-bye character. If they did, provided the
> monks or priests got to the corpse before it decayed then they
> could come back.

Is "much more permanent" permanent, or do you mean much more severe?

> This feature has both positives and negatives associated with it.
> The positives are that it would make players more hesitant to just
> run into an area and start killing everything without first
> knowing or at least having an idea of what was there. It would
> also help with forcing players to group more. If you combined this
> with the ideas for gaining experience based on the damage you
> inflict and not necessarily solely on the kill then you help solve
> this problem.
> The negatives are that people who die might get frustrated and not
> come back. Or that the corpse might decay before the monks get to
> it.

Another big negative is you get players bottom-feeding, or doing the
minimum-risk encounters to get by and still advance; on the
risk-vs-reward balance, permanent death simply has no opposing
equalizer, unless you want players to become immortal. ;)

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