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Death
Sept 6, 2009 8:48:17 GMT -5
Post by nicethugbert on Sept 6, 2009 8:48:17 GMT -5
How about a death system modeled on D&D cosmology where your soul goes to some plane based on your actions in life? It could be a high stakes type of thing where your soul can expire. You can even try to cheat death, become undead, resurrect, work your way up the devil/demon ranks, try to escape to another plane, or try to come back to life.
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Death
Sept 6, 2009 9:27:11 GMT -5
Post by nicethugbert on Sept 6, 2009 9:27:11 GMT -5
I haven't given it much detailed thought and I'm not sure how it'll work with the shards. It's possible there could be a way to lose your shard, then this would kick in. Or, it could be an option for level 1 toons, or any level. People might want to lose their shard to try another path. This has a lot of potential because it does not have to follow the regular LDOA game. You might not get XP when you're dead and it could be perma death. Some people would like that. This could be more appropriate to mage and divine builds. It could be a path for druids to become a Woodman and tend a magical forest rather than a castle. You could become a demon/devil/planetar/etc. and your type could be based on your level. This could be a path to regen, haste, and all those other POWAHZ Lou doesn't want to see very often.
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Death
Sept 8, 2009 9:43:19 GMT -5
Post by mammothtruk on Sept 8, 2009 9:43:19 GMT -5
oh perma death sounds exciting.
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Death
Sept 8, 2009 15:47:46 GMT -5
Post by nicethugbert on Sept 8, 2009 15:47:46 GMT -5
I don't like perma death, but, what if it could be mixed in with other systems so it were a little more interesting, so it becomes another available game on the server? I still might not choose the perma death option, but, it might attract more players. We might have a mix of players coexisting on the server where as they usually wouldn't. I'm just trying to kick open some unique possibilities by making use of the discarded.
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Death
Sept 8, 2009 18:10:45 GMT -5
Post by mammothtruk on Sept 8, 2009 18:10:45 GMT -5
I think having paths you can take to get an advantage at the cost of possible perma death sounds good. risk vs reward would have to be something interesting and I think anything used on the character doing this should be bound so no item transfers could be done. no twinking a character out as to avoid possible death at the lower levels
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