Mortality Alternatives...
Posted: Thu Jul 01, 2004 5:51 pm
As a long time PnP'er and MUD'der, one thing I've always found that MOG's lack is the risk of permanent death (or even a good death penalty). I dearly hope that'll change with DDO.
One of the best things I can think of in that regard was a MUD I played in for many years (The Magic Realm). Characters had X amount of lives (based on race) that they could go through n order to make it to the next level. if they ran out of lives (died enough) before making the XP for that level and training, the character was permanently written off. You were allowed to keep 1/2 of you current XP for the new character you'd create. So in effect you'd lose about half or your levels.
You wouldn't even need a specialized server. Simply give players to choose the option at character creation start-up. Those who feel like taking the risk could do so, whereas those who don't like that much risk don't have to. In effect it's a semi-hardcore server. One life simply isn't enough due to problems beyond the players control such as lag and latency, but 7-9 lives would be ideal.
The risk is really rewarding for this style of play. The lower levels aren't much of a risk, but as you start getting up there and require more and more XP between levels it becomes considerably more difficult. I can't count the times where I was down to my last life and still needed 100k XP or something. It was so scary, and I knew I had to count on my guildmates and friends to help get me there. And then when you made it, the feeling was incredible! Sometimes you lost a character, but that was ok too, because the risk was what made it such fun.
Again, what I'm proposing here is completely voluntary, and there's more to it (which I can flesh out if people are interested), including a solution to having PvP and non-PvP players on the same server living in harmony.
One of the best things I can think of in that regard was a MUD I played in for many years (The Magic Realm). Characters had X amount of lives (based on race) that they could go through n order to make it to the next level. if they ran out of lives (died enough) before making the XP for that level and training, the character was permanently written off. You were allowed to keep 1/2 of you current XP for the new character you'd create. So in effect you'd lose about half or your levels.
You wouldn't even need a specialized server. Simply give players to choose the option at character creation start-up. Those who feel like taking the risk could do so, whereas those who don't like that much risk don't have to. In effect it's a semi-hardcore server. One life simply isn't enough due to problems beyond the players control such as lag and latency, but 7-9 lives would be ideal.
The risk is really rewarding for this style of play. The lower levels aren't much of a risk, but as you start getting up there and require more and more XP between levels it becomes considerably more difficult. I can't count the times where I was down to my last life and still needed 100k XP or something. It was so scary, and I knew I had to count on my guildmates and friends to help get me there. And then when you made it, the feeling was incredible! Sometimes you lost a character, but that was ok too, because the risk was what made it such fun.
Again, what I'm proposing here is completely voluntary, and there's more to it (which I can flesh out if people are interested), including a solution to having PvP and non-PvP players on the same server living in harmony.