This doesn't take into acount the current popularity of permadeath among a lot of WorldForgers. I think this should be noted somewhere.
KaiBlin 09:23, 11 March 2006 (CET)
A lot? Of the current WorldForgers? I personally don't like permadeath. ;)
--Jae 11:28, 11 March 2006 (CET)
Permadeath is just a source for grief, in my opinion. Accidents happen, especially for new people. Looking at a view from a tower, and suddenly you slip, perhaps due to lag issues, and -splat-, your character and half a year investment in it are gone. I think that player will be gone as well. Not to mention the possible grief player issues.
Using permadeath would mean that we couldn't make the game world very dangerous at all.
--zzorn 12:40, 11 March 2006 (CET)
Well, last LinuxTag I had the impression that most people there were in favour of a permadeath system. I know Al and James are, for sure. I'm not sure about Erik, Miguel and Erik. And I am, matter of fact. If I want respawns, I can go and play a shooter.
KaiBlin 13:46, 11 March 2006 (CET)
Argument against permadeath: characters need to have some kind of progress going (not necessarily levels, but some kind of advancement, of achievement). Permadeath would eradicate all that (or it wouldn't be real permadeath). Death being rare? Not really realistic, or not really dangerous (as zzorn said above). So, my simulationist heart (yep, I am) says "death isn't that rare" (maybe not as frequent as in the current crop of MMORPGs, but...). Which makes non-permadeath a necessity.
(But the "respawn", as I said in the forums (I think) needs to have a good background story. I like AO's reason for "respawn". Or check out EVE Online's (AO and EO... ;) )
--Jae 14:05, 11 March 2006 (CET)
There was a discussion on building your network of people you trust via the user, not the character. Then a character dying doesn't have that much of an adverse effect. Besides, I know a lot of people who play Diablo 2 Hardcore. That does have permadeath, doesn't it?
KaiBlin 08:45, 12 March 2006 (CET)
See Rule Set Parameters.
--zzorn 10:15, 12 March 2006 (CET)
What about allowing a number of respawnable deaths (per week?). So you get killed once, fine, you get killed twice, fine, you die a third time in a week and its regen time. Makes death risky, especially if your on your last life, but means you are less likely to lose a character to an accident. It might be though that people will just dual charector, and play one half the week one the next. A thought. 20:16, 7 March 2007 (CET)