PC Trap deaths
Moderator: Lords of The Realm
PC Trap deaths
I don't have any problems with the PK'ing that's happening in and around the village at the moment, with the G'elle and all. It's fun in fact, and as others ahve said, when RP'd well it add's to the game. I have lways had my items returned, (although once my bag was just left there, and I worried that any old player could nick my stuff before I managed to get back to it, but I got back before anyone else found it, so it was ok in the end), and I appreciate that - even if my items were going to be taken I would be happy so long as it was made clear in RP before hand, and there were good reasons.
But, I do have a bit of an issue with traps being set and players loosing XP and Gold because of it. There shouldnt be a difference, should their? It's till a normal PK in essence.. Is there any way this can be changed? I almost never play to gain XP deliberatley, sometimes when theres not much going o I might wander down the v.caves. But, I do like seeing my character slowly building XP. For example, it's taken Teira almost 2 weeks to gain about 1200XP, and then I lost a third of it to a trap death in front of the gnomish... I like my XP building up slowly as I do things, but not too happy about loosing it quickly to PK death..
Not really annoyed, just a bit miffed. Still, s'not the end of the world, is it...
But, I do have a bit of an issue with traps being set and players loosing XP and Gold because of it. There shouldnt be a difference, should their? It's till a normal PK in essence.. Is there any way this can be changed? I almost never play to gain XP deliberatley, sometimes when theres not much going o I might wander down the v.caves. But, I do like seeing my character slowly building XP. For example, it's taken Teira almost 2 weeks to gain about 1200XP, and then I lost a third of it to a trap death in front of the gnomish... I like my XP building up slowly as I do things, but not too happy about loosing it quickly to PK death..
Not really annoyed, just a bit miffed. Still, s'not the end of the world, is it...
- The G Elle
- Dasarian Hero
- Posts: 282
- Joined: Mon Jul 21, 2003 5:43 pm
Kin)) I only usually set traps to soften up targets several levels higher who can take the hit to soften them up ie: Celdur, Raeflyn, Wino etc, but being KOS others usually join in the chase and inadvertantly hit the trap. I've reimbursed people double the gold they lost in the past when this has happened, but maybe I was being too nice?
We'll see you soon........
Sarn lil velg'larn's inthen
Dos zhal zhaun udossa a l' niar'haanin d' vlos nindel z'hrenen win udossta guuan
Sarn lil velg'larn's inthen
Dos zhal zhaun udossa a l' niar'haanin d' vlos nindel z'hrenen win udossta guuan
-
BeyondRedemption
- Dasarian Hero
- Posts: 394
- Joined: Mon Mar 17, 2003 7:59 am
- Location: SoCal
I think you are being too nice.The G Elle wrote:Kin)) I only usually set traps to soften up targets several levels higher who can take the hit to soften them up ie: Celdur, Raeflyn, Wino etc, but being KOS others usually join in the chase and inadvertantly hit the trap. I've reimbursed people double the gold they lost in the past when this has happened, but maybe I was being too nice?
The fact it was there, or that I walked into it, or that it killed me doesnt bother me - with people like the G'elle around it's to be expectedThe G Elle wrote:Kin))but being KOS others usually join in the chase and inadvertantly hit the trap.
I jus' was wondering if it's possible to script a change to traps laid by PC's causing XP/Gold loss.
I could actually script it, I can think of a couple of ways of trying to do it (script in onTriggered and GetTrapCreator() should do it for one, with a call into the current PC death scripting) , and wouldnt mind doing so if DM's and everyone else wouldnt mind it being implemented? The only problem then would be adding the scripts to the trap blueprints, and possibly putting up with the traps that are currently out there untill they all get used up, or even more scripting and doing a search/replace on existing traps PC's own as they log in, but thats probably more hassle than it's worth, Sod's law say's so.
- Commander James
- Dasarian Hero
- Posts: 170
- Joined: Thu May 01, 2003 4:16 pm
- Templar Raeflyn
- Dasarian Hero
- Posts: 657
- Joined: Mon Jan 13, 2003 7:24 am
- Location: Daris (Canada)
- The G Elle
- Dasarian Hero
- Posts: 282
- Joined: Mon Jul 21, 2003 5:43 pm
- Templar Raeflyn
- Dasarian Hero
- Posts: 657
- Joined: Mon Jan 13, 2003 7:24 am
- Location: Daris (Canada)
Hang on, I think your missing the point a bit,
The mechanics of Dasaria are great, the evil char's, the PK'ing, the traps etc.. are all aspects of how people play in the world, and I'm really enjoying it.
I'm thinking more along the lines of;
PC kills PC with a sword, or a spell, or a bow or xbow, or their fists, etc.. the consequences are; die, and loose equipped items into a corpse bag
PC PK's with a trap, consequences are; loose XP and gold.
I see this as inconsistent in the world environment. PK death should carry the same consequences, regardles of how the PC kills.
Now, this is by no means a show-stopper for me; I'll carry on playing in Dasaria regardless becauses I enjoy it a lot. I'm just thinking, wouldn't it be better to have PK deaths treated the same way however they happen, so the player knows what to expect.
I am thinking purely of PC set traps, normal game traps should continue to work as they do. I would prefer it that PK deaths have the same consequences regardless of how they happen.
A while ago some people bought up the point, in a different context, that its player enjoyment that counts, not what happens to their character (within the bounds of RP of course), and that it's important to consider this when you play your character, however you play them. For me, this applies equally to the environment those characters are in and how it works.
Never having run a PW or even played a DM, I see it as an easy fix to implmement because I focus on the technicalities of making the world happen that way - I (think I) can script it easily. I do have lots of respect for the work this can create for the people that run the world, although at the same time I think it is worth it. What I dont have any idea about is their priorities. (Thinking of Bioware's Bang per Zot here ;P)
-edit-
I have just realised that the same thing can happen with PK deaths caused by familiars. I dont know if this can be scripted around, but I would put the familar PK in the same box as the trap PK.
The mechanics of Dasaria are great, the evil char's, the PK'ing, the traps etc.. are all aspects of how people play in the world, and I'm really enjoying it.
I'm thinking more along the lines of;
PC kills PC with a sword, or a spell, or a bow or xbow, or their fists, etc.. the consequences are; die, and loose equipped items into a corpse bag
PC PK's with a trap, consequences are; loose XP and gold.
I see this as inconsistent in the world environment. PK death should carry the same consequences, regardles of how the PC kills.
Now, this is by no means a show-stopper for me; I'll carry on playing in Dasaria regardless becauses I enjoy it a lot. I'm just thinking, wouldn't it be better to have PK deaths treated the same way however they happen, so the player knows what to expect.
I am thinking purely of PC set traps, normal game traps should continue to work as they do. I would prefer it that PK deaths have the same consequences regardless of how they happen.
A while ago some people bought up the point, in a different context, that its player enjoyment that counts, not what happens to their character (within the bounds of RP of course), and that it's important to consider this when you play your character, however you play them. For me, this applies equally to the environment those characters are in and how it works.
Never having run a PW or even played a DM, I see it as an easy fix to implmement because I focus on the technicalities of making the world happen that way - I (think I) can script it easily. I do have lots of respect for the work this can create for the people that run the world, although at the same time I think it is worth it. What I dont have any idea about is their priorities. (Thinking of Bioware's Bang per Zot here ;P)
-edit-
I have just realised that the same thing can happen with PK deaths caused by familiars. I dont know if this can be scripted around, but I would put the familar PK in the same box as the trap PK.
-
Sally Adams
- Dasarian Hero
- Posts: 383
- Joined: Mon Jul 21, 2003 11:03 pm
Since this is already on the topic of death, there is one thing I was wondering about, namely the item drop issue.
It's defined as honorable to return the items. Given the number of high level players (with highly prized items) and increasing animosity between various factions, I wonder if it would not enrich the RP if there was no such concept.
The main reason for it is that I see a lot of high level characters picking up fights where, in reality, they would think twice about such conflict if only because of fear of loosing such hard to come by items. Were it understood by all that any attempt at violence character-wise is *very* likely to result in item loss of the loser, there might be more attempts at resolving conflicts in other ways... Or not. Could be just faster attacking without warning
Either way, it's really a post about how do other people perceive item loss due to conflict. Maybe I should start a poll instead of spamming this thread?
It's defined as honorable to return the items. Given the number of high level players (with highly prized items) and increasing animosity between various factions, I wonder if it would not enrich the RP if there was no such concept.
The main reason for it is that I see a lot of high level characters picking up fights where, in reality, they would think twice about such conflict if only because of fear of loosing such hard to come by items. Were it understood by all that any attempt at violence character-wise is *very* likely to result in item loss of the loser, there might be more attempts at resolving conflicts in other ways... Or not. Could be just faster attacking without warning
Either way, it's really a post about how do other people perceive item loss due to conflict. Maybe I should start a poll instead of spamming this thread?
